Final v1
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@ -5,7 +5,7 @@ float PHI = sqrt(5.) * 0.5 + 0.5;
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layout(location = 0) uniform float syncs[11];
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layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
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float u_time = syncs[0];
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float u_time = syncs[0];
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//float u_time = syncs[0];
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// paletti muunnos: arg 0.8 --> 0.5
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vec3 palette(float t, float arg, float arg2){
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@ -105,14 +105,13 @@ vec2 mapScene(vec3 p) {
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float minDist = 1e9;
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for (int dx = -repeat; dx <= repeat; ++dx) {
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for (int dy = -repeat; dy <= repeat; ++dy) {
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vec2 offset = vec2(dx, dy);
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vec3 hexpos = vec3(p.x-dx, p.y-8.0, p.z-dy);
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HexData hex = hexTile(hexpos, 1.1);
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float distFromCenter = hexDistance(hex.axial);
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int fftIndex = int(cl(distFromCenter + 1., 0.0, 511.0));
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float noise = mix(noise(hex.axial+1., 0.1), noise(hex.axial+1., 0.2), sin(u_time * 4.));
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float hexHeight = cl(1.0 + (fft_output[fftIndex] * 2.0 + noise), 0., 9.);
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vec3 r = vec3(hex.local.x + offset.x,hex.local.y,hex.local.z+offset.y);
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float hexHeight = cl(1.0 + (fft_output[fftIndex] * 2.0) * cl(distFromCenter*0.25, 0.6, 1.5) + noise, 0., 9.);
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vec3 r = vec3(hex.local.x + dx,hex.local.y,hex.local.z+dy);
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// r.yz *= rot2D(PI * 0.5);
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r.xz *= rot2D(0.5);
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float d = fHexagonCircumcircle(r, vec2(0.85, hexHeight));
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@ -231,19 +230,21 @@ vec3 pal(float color) {
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//return c2;
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}
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/*
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vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
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float syncsBass = cl((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
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float fogAmount2 = 1.0 - exp(-t * fogAmount);
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float sunAmount = max(dot(rd, lightDir), 1.0);
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// highlight color
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vec3 fogColor = mix(vec3(0.3, 0.3, 0.3), vec3(0.2, 0.2, 0.2), // Main color
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pow(sunAmount, syncsBass * 1.0));
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return mix(col, fogColor, fogAmount2);
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vec3 applyFog(vec3 color, float dist, vec3 fogColor, float fogDensity) {
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float fogFactor = exp(-dist * fogDensity);
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return mix(fogColor, color, fogFactor);
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}
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*/
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//vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
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//
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// float syncsBass = cl((syncs[1]), 0., 1.);
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//
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// float fogAmount2 = 1.0 - exp(-t * fogAmount);
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// float sunAmount = max(dot(rd, lightDir), 1.0);
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// // highlight color
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// vec3 fogColor = vec3(0.2, 0.2, 0.2);
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// return mix(col, fogColor, fogAmount2);
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//}
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/*
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vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 caPos) {
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@ -350,16 +351,17 @@ vec3 render(vec2 uv) {
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float bGlowDistance = 0.8;
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vec3 p = camPos + t.x * rayDir;
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vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9000.;
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vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9e3;
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col += bGlowLevel;
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col = clamp(mix(bGlowLevel, col, t.z), 0.0, 1.0);
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// distance fog + bass thunder
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/*
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float fogAmount = 0.01;
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col = col * exp(-t.x * fogAmount) + applyFog(col, t.x, rayDir, vec3(0., -0.5, 1.8), fogAmount) * (1.0 - exp(-t.x * fogAmount));
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*/
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vec3 fogColor = vec3(0.1, 0.2, 0.3); // light gray-blue fog
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float fogDensity = 5e-3;
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col = applyFog(col, t.x, fogColor, fogDensity);
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//float fogAmount = 0.01;
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//col = col * exp(-t.x * fogAmount) + applyFog(col, t.x, rayDir, vec3(0., -0.5, 1.8), fogAmount) * (1.0 - exp(-t.x * fogAmount));
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return col;
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}
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@ -369,7 +371,7 @@ void main() {
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//finalColor = postProcess(finalColor);
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finalColor = mix(finalColor, smoothstep(0.0, 1.0, finalColor), 0.8); // contrast
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finalColor = pow(finalColor, vec3(.6)); // gamma 2.2
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finalColor = pow(finalColor, vec3(.4)); // gamma 2.2
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o = vec4(finalColor, 1.);
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}
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