Heavy release tasan 4096

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2025-08-01 15:42:11 +03:00

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@ -5,6 +5,7 @@ float PHI = sqrt(5.) * 0.5 + 0.5;
layout(location = 0) uniform float syncs[11]; layout(location = 0) uniform float syncs[11];
layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4 layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
float u_time = syncs[0]; float u_time = syncs[0];
float u_time = syncs[0];
// paletti muunnos: arg 0.8 --> 0.5 // paletti muunnos: arg 0.8 --> 0.5
vec3 palette(float t, float arg, float arg2){ vec3 palette(float t, float arg, float arg2){
@ -35,7 +36,6 @@ float noise(in vec2 xy, in float seed) {
// shorted functions // shorted functions
vec3 no(vec3 v) { return normalize(v); } vec3 no(vec3 v) { return normalize(v); }
float cl(float a, float b, float c) { return clamp(a,b,c); } float cl(float a, float b, float c) { return clamp(a,b,c); }
float lev3(vec3 s) { return length(s); }
float lev2(vec2 s) { return length(s); } float lev2(vec2 s) { return length(s); }
@ -187,7 +187,7 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
// Light vector from surface to light // Light vector from surface to light
//float roughness = 1.0; //float roughness = 1.0;
vec3 lightDir = lightPos - worldPos; vec3 lightDir = lightPos - worldPos;
float lightDistance = lev3(lightDir); float lightDistance = length(lightDir);
lightDir = no(lightDir); lightDir = no(lightDir);
// Attenuation (quadratic falloff) // Attenuation (quadratic falloff)
@ -222,9 +222,7 @@ vec3 calcNormal(vec3 pos) {
} }
vec3 pal(float color) { vec3 pal(float color) {
//color *= 0.2;
color *= 0.2;
vec3 c = palette(color, 0.25, 0.63); vec3 c = palette(color, 0.25, 0.63);
vec3 c2 = palette(color, 0.5 ,0.2); vec3 c2 = palette(color, 0.5 ,0.2);
@ -233,6 +231,7 @@ vec3 pal(float color) {
//return c2; //return c2;
} }
/*
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) { vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
float syncsBass = cl((syncs[1] + syncs[2] + syncs[3]), 0., 1.); float syncsBass = cl((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
@ -244,21 +243,22 @@ vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
pow(sunAmount, syncsBass * 1.0)); pow(sunAmount, syncsBass * 1.0));
return mix(col, fogColor, fogAmount2); return mix(col, fogColor, fogAmount2);
} }
*/
vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 camPos) { vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 caPos) {
vec3 outMaterial = vec3(0.0); vec3 outMaterial = vec3(0.0);
outMaterial = pal(p.y*p.y*0.01); outMaterial = pal(p.y*p.y*0.01);
vec3 lights = vec3(0.); vec3 lights = vec3(0.);
//lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial); //lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial);
lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 20.0, p, dir, n); lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 15.0, p, dir, n);
/* /*
// LIGHT CHANGING WITH CIRCLE RADIUS // LIGHT CHANGING WITH CIRCLE RADIUS
float maxRadius = 25.; // Circle radius float maxRadius = 25.; // Circle radius
float particleHeight = 15.; //(syncs[5] * 40.); float particleHeight = 15.; //(syncs[5] * 40.);
float particlePos = (syncs[0] * 0.5) + syncs[5]; float particlePos = (u_time * 0.5) + syncs[5];
// Map param to angle // Map param to angle
float particleStartPos = particlePos * 2.0 * PI; float particleStartPos = particlePos * 2.0 * PI;
@ -277,11 +277,11 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 camPos) {
lights += addPointLight(objPos, vec3(0.33, 0.91, 0.93), 30.0, p, dir, n); lights += addPointLight(objPos, vec3(0.33, 0.91, 0.93), 30.0, p, dir, n);
*/ */
/*
vec3 lightDir = vec3(0., 2., 3); vec3 lightDir = vec3(0., 2., 3);
float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0); float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0);
lights += vec3(0.6, 0.6, 0.6) * ind * 0.6; lights += vec3(0.6, 0.6, 0.6) * ind * 0.4;
*/
outMaterial *= max(vec3(0.), lights); // output with lights; outMaterial *= max(vec3(0.), lights); // output with lights;
@ -332,7 +332,15 @@ vec3 render(vec2 uv) {
if(t.x > 0.0) { if(t.x > 0.0) {
vec3 nor = calcNormal(hitPos); vec3 nor = calcNormal(hitPos);
col = shading(hitPos, nor, rayDir, camPos); //col = shading(hitPos, nor, rayDir, camPos);
//vec3 mat = vec3(0.0);
vec3 mat = pal(hitPos.y*hitPos.y*0.01);
//vec3 lights = vec3(0.);
vec3 lights = addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 15.0, hitPos, rayDir, nor);
mat *= max(vec3(0.), lights); // output with lights;
col = mat;
} }
//glow from the bottom //glow from the bottom
@ -340,13 +348,16 @@ vec3 render(vec2 uv) {
float bGlowDistance = 0.8; float bGlowDistance = 0.8;
vec3 p = camPos + t.x * rayDir; vec3 p = camPos + t.x * rayDir;
vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9900.; vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 10000.;
col += bGlowLevel; col += bGlowLevel;
col = clamp(mix(bGlowLevel, col, t.z), 0.0, 1.0); col = clamp(mix(bGlowLevel, col, t.z), 0.0, 1.0);
// distance fog + bass thunder // distance fog + bass thunder
/*
float fogAmount = 0.01; float fogAmount = 0.01;
col = col * exp(-t.x * fogAmount) + applyFog(col, t.x, rayDir, vec3(0., -0.5, 1.8), fogAmount) * (1.0 - exp(-t.x * fogAmount)); col = col * exp(-t.x * fogAmount) + applyFog(col, t.x, rayDir, vec3(0., -0.5, 1.8), fogAmount) * (1.0 - exp(-t.x * fogAmount));
*/
return col; return col;
} }