Heavy release tasan 4096
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@ -5,6 +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 = 0) uniform float syncs[11];
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layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
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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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// paletti muunnos: arg 0.8 --> 0.5
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vec3 palette(float t, float arg, float arg2){
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vec3 palette(float t, float arg, float arg2){
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@ -35,7 +36,6 @@ float noise(in vec2 xy, in float seed) {
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// shorted functions
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// shorted functions
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vec3 no(vec3 v) { return normalize(v); }
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vec3 no(vec3 v) { return normalize(v); }
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float cl(float a, float b, float c) { return clamp(a,b,c); }
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float cl(float a, float b, float c) { return clamp(a,b,c); }
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float lev3(vec3 s) { return length(s); }
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float lev2(vec2 s) { return length(s); }
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float lev2(vec2 s) { return length(s); }
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@ -187,7 +187,7 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
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// Light vector from surface to light
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// Light vector from surface to light
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//float roughness = 1.0;
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//float roughness = 1.0;
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vec3 lightDir = lightPos - worldPos;
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vec3 lightDir = lightPos - worldPos;
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float lightDistance = lev3(lightDir);
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float lightDistance = length(lightDir);
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lightDir = no(lightDir);
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lightDir = no(lightDir);
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// Attenuation (quadratic falloff)
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// Attenuation (quadratic falloff)
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@ -222,9 +222,7 @@ vec3 calcNormal(vec3 pos) {
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}
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}
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vec3 pal(float color) {
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vec3 pal(float color) {
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//color *= 0.2;
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color *= 0.2;
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vec3 c = palette(color, 0.25, 0.63);
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vec3 c = palette(color, 0.25, 0.63);
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vec3 c2 = palette(color, 0.5 ,0.2);
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vec3 c2 = palette(color, 0.5 ,0.2);
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@ -233,6 +231,7 @@ vec3 pal(float color) {
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//return c2;
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//return c2;
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}
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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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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 syncsBass = cl((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
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@ -244,21 +243,22 @@ vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
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pow(sunAmount, syncsBass * 1.0));
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pow(sunAmount, syncsBass * 1.0));
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return mix(col, fogColor, fogAmount2);
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return mix(col, fogColor, fogAmount2);
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}
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}
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*/
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vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 camPos) {
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vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 caPos) {
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vec3 outMaterial = vec3(0.0);
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vec3 outMaterial = vec3(0.0);
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outMaterial = pal(p.y*p.y*0.01);
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outMaterial = pal(p.y*p.y*0.01);
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vec3 lights = vec3(0.);
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vec3 lights = vec3(0.);
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//lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial);
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//lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial);
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lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 20.0, p, dir, n);
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lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 15.0, p, dir, n);
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/*
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/*
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// LIGHT CHANGING WITH CIRCLE RADIUS
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// LIGHT CHANGING WITH CIRCLE RADIUS
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float maxRadius = 25.; // Circle radius
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float maxRadius = 25.; // Circle radius
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float particleHeight = 15.; //(syncs[5] * 40.);
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float particleHeight = 15.; //(syncs[5] * 40.);
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float particlePos = (syncs[0] * 0.5) + syncs[5];
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float particlePos = (u_time * 0.5) + syncs[5];
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// Map param to angle
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// Map param to angle
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float particleStartPos = particlePos * 2.0 * PI;
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float particleStartPos = particlePos * 2.0 * PI;
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@ -277,11 +277,11 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 camPos) {
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lights += addPointLight(objPos, vec3(0.33, 0.91, 0.93), 30.0, p, dir, n);
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lights += addPointLight(objPos, vec3(0.33, 0.91, 0.93), 30.0, p, dir, n);
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*/
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*/
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/*
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vec3 lightDir = vec3(0., 2., 3);
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vec3 lightDir = vec3(0., 2., 3);
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float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0);
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float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0);
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lights += vec3(0.6, 0.6, 0.6) * ind * 0.6;
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lights += vec3(0.6, 0.6, 0.6) * ind * 0.4;
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*/
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outMaterial *= max(vec3(0.), lights); // output with lights;
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outMaterial *= max(vec3(0.), lights); // output with lights;
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@ -332,7 +332,15 @@ vec3 render(vec2 uv) {
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if(t.x > 0.0) {
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if(t.x > 0.0) {
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vec3 nor = calcNormal(hitPos);
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vec3 nor = calcNormal(hitPos);
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col = shading(hitPos, nor, rayDir, camPos);
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//col = shading(hitPos, nor, rayDir, camPos);
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//vec3 mat = vec3(0.0);
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vec3 mat = pal(hitPos.y*hitPos.y*0.01);
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//vec3 lights = vec3(0.);
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vec3 lights = addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 15.0, hitPos, rayDir, nor);
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mat *= max(vec3(0.), lights); // output with lights;
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col = mat;
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}
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}
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//glow from the bottom
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//glow from the bottom
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@ -340,13 +348,16 @@ vec3 render(vec2 uv) {
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float bGlowDistance = 0.8;
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float bGlowDistance = 0.8;
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vec3 p = camPos + t.x * rayDir;
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vec3 p = camPos + t.x * rayDir;
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vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9900.;
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vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 10000.;
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col += bGlowLevel;
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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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col = clamp(mix(bGlowLevel, col, t.z), 0.0, 1.0);
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// distance fog + bass thunder
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// distance fog + bass thunder
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/*
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float fogAmount = 0.01;
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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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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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return col;
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return col;
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}
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}
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