uusin
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@ -6,18 +6,16 @@ const float TAU = (2. * PI);
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const 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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layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes texture
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// float u_time = syncs[0];
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vec3 palette(float t){
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vec3 a=vec3(0.46,0.2,0.94);
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vec3 b=vec3(0.66,0.64,0.77);
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vec3 c=vec3(0.91,0.62,0.97);
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vec3 d=vec3(0.26,0.2,0.84);
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return a+b*cos(6.28318*(c*t+d));
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vec3 palette(float t) {
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vec3 a = vec3(0.46, 0.2, 0.94);
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vec3 b = vec3(0.66, 0.64, 0.77);
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vec3 c = vec3(0.91, 0.62, 0.97);
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vec3 d = vec3(0.26, 0.2, 0.84);
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return a + b * cos(6.28318 * (c * t + d));
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}
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vec2 getUV() {
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const vec2 scale = vec2(0.00104166667, 0.00185185185);
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return gl_FragCoord.xy * scale - 1.0;
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@ -106,7 +104,12 @@ vec2 opU(vec2 d1, vec2 d2) {
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return (d1.x < d2.x) ? d1 : d2;
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}
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// float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
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float noyce(vec2 axial) {
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if(mod(floor(syncs[0]), 2.) == 0.) {
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return mix(noise(axial, 0.1), noise(axial, 0.2), sin(syncs[0] * 2.));
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}
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return mix(noise(axial, 0.2), noise(axial, 0.1), sin(syncs[0] * 2.));
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}
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vec2 mapScene(in vec3 p) {
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@ -120,7 +123,10 @@ vec2 mapScene(in vec3 p) {
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float distFromCenter = hexDistance(hex.axial);
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int fftIndex = int(clamp(distFromCenter + 1.0, 0.0, 511.0));
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float fftVal = fft_output[fftIndex];
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float hexHeight = 1.0 + fftVal * 4.0;
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float noise = noyce(hex.axial);
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// float hexHeight = 1.0 + fftVal * 5.0 + noise;
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float hexHeight = 1.0 + noise;
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// Rotate individual hex tiles if needed
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vec3 r = hex.local;
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@ -221,18 +227,6 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
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return (diffuse + specular * fresnel) * shadow;
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}
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float getAmbientOcc(vec3 p, vec3 n) {
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float occ = 0.;
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float weight = 1.;
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for(int i = 0; i < 8; i++) {
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float len = 0.01 + 0.02 * float(i * i);
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float dist = mapScene(p + n * len).x;
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occ += (len - dist) * weight;
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weight *= 0.85;
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}
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return 1.0 - clamp(0.6 * occ, 0., 1.);
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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 = clamp((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
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@ -245,82 +239,22 @@ vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
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return mix(col, fogColor, fogAmount2);
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}
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// Point light with no shadow and radius based falloff
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vec3 addPointLightNoShadow(vec3 lightPos, vec3 lightColor, float intensity, float radius, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) {
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// Light vector from surface to light
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vec3 lightDir = lightPos - worldPos;
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float lightDistance = length(lightDir);
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lightDir = normalize(lightDir);
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// Attenuation (radius based falloff)
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float attenuation = clamp(intensity - lightDistance * lightDistance / (radius * radius), 0.0, 1.0);
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// Diffuse lighting (Lambert)
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float NdotL = max(dot(normal, lightDir), 0.0);
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vec3 diffuse = lightColor * NdotL * attenuation;
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// Specular lighting (Blinn-Phong)
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vec3 halfDir = normalize(lightDir + (-viewDir));
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float NdotH = max(dot(normal, halfDir), 0.0);
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float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess
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vec3 specular = lightColor * pow(NdotH, shininess) * attenuation;
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// Fresnel effect
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vec3 F0 = vec3(0.04); // Base reflectance for dielectrics
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vec3 fresnel = F0 + (1.0 - F0) * pow(clamp(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0);
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// Soft shadows
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//float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0);
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// Combine diffuse and specular with shadow
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return diffuse + specular * fresnel;
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}
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/*vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
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vec3 lightDir = normalize(lightPos - worldPos);
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float lightDistance = length(lightPos - worldPos);
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// Attenuation
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float attenuation = intensity / (1.0 + 0.1 * lightDistance + 0.01 * lightDistance * lightDistance);
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// Diffuse
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float NdotL = max(dot(normal, lightDir), 0.0);
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// Specular (Blinn-Phong)
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vec3 halfDir = normalize(lightDir - viewDir);
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float NdotH = max(dot(normal, halfDir), 0.0);
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float specular = pow(NdotH, 32.0);
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// Shadow
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float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.01, lightDistance, 8.0);
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return lightColor * (NdotL + specular * 0.5) * attenuation * shadow;
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}
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*/
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vec3 shading(vec3 p, vec3 n, vec3 dir, float material) {
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float shininess = 0.01;
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float shininess = 0.0;
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vec3 outMaterial = vec3(0.);
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if(material == 0.) {
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outMaterial = vec3(0.4941, 0.4941, 0.4941);
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outMaterial = palette(p.y * 0.1);
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if(syncs[0] > 5.) {
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outMaterial = vec3(0.5);
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}
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outMaterial = mix(palette(p.y * 0.1), vec3(0.5), abs(sin(syncs[0] * 0.2)));
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shininess = 0.6;
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}
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if(material == 1.) {
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outMaterial = vec3(0.5);
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shininess = 0.6;
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} else if(material == 1.) {
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outMaterial = vec3(0.6196, 0.6118, 0.6118);
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shininess = .7;
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} else if(material == 2.) {
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outMaterial = vec3(0.3255, 0.4784, 0.3255);
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shininess = .2;
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} else if(material == 3.) {
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outMaterial = vec3(0.2471, 0.3059, 0.6314);
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shininess = 1.0;
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} else if(material == 4.) {
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outMaterial = vec3(0.9961, 1.0, 0.9922);
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shininess = .1;
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} else if(material == 5.) {
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outMaterial = vec3(0.9961, 1.0, 0.9922);
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shininess = .3;
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}
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vec3 lights = vec3(0.);
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@ -385,7 +319,7 @@ vec3 render(vec2 uv) {
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}
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//glow from the bottom
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vec3 bGlowColor = palette(syncs[0] * .5); // color change
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vec3 bGlowColor = palette(syncs[0] * .075); // color change
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float bGlowDistance = 0.3;
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vec3 p = camPos + t.x * rayDir;
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@ -405,30 +339,3 @@ void main() {
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finalColor = postProcess(finalColor);
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o = vec4(finalColor, 1.);
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}
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/*
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vec3 render2(vec2 uv, float time) {
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vec3 res = vec3(.0);
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float pos = syncs[5];
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if (uv.x >= pos && uv.x <= pos+0.01 ) {
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res += vec3(1.);
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}
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//if (uv.x >= 0.0 && uv.x <= 0.01 ) {
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// res += vec3(abs(syncs[4]*2));
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//}
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//res += vec3(0.1, 0.2, 0.3) * abs(syncs[2]*1.2);
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return res;
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}
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void main() {
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vec2 uv = gl_FragCoord.xy * 2. / vec2(1920,1080);
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vec3 col = render2(uv, u_time);
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o = vec4(col,1.0);
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}
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*/
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