Lisää Petrin siivotun shaderin

FFT ohjaa hexojen korkeutta
Ylimääräiset tavarat siivottu random.frag tiedostoon
syncs[0] aika sekunteina
This commit is contained in:
2025-07-15 14:20:38 +03:00
parent 3fcd960c9c
commit cc6619f9a0
5 changed files with 1106 additions and 41 deletions

View File

@ -1,41 +1,319 @@
#version 460
precision mediump float;
out vec4 o;
const float PI = 22./7.;
const float PI = 3.14159265;
const float TAU = (2. * PI);
const float PHI = sqrt(5.) * 0.5 + 0.5;
layout(location = 0) uniform float syncs[7];
layout(location = 8) uniform float fft_output[1024]; // FFT_SIZE / 4
layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
float u_time = syncs[0];
vec3 render(vec2 uv, float time) {
float pos = syncs[4];
if (uv.x >= pos && uv.x <= pos+0.01 ) {
return vec3(1.);
vec2 getUV(vec2 offset) {
vec2 uv = 2.0 * ((gl_FragCoord.xy + offset *0.5) / vec2(1920,1080) - 0.5);
uv.x *= 1920/1080;
return uv;
}
float noise(in vec2 xy, in float seed) {
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
}
// Hexagonal prism, circumcircle variant
float fHexagonCircumcircle(vec3 p, vec2 h) {
vec3 q = abs(p);
return max(q.y - h.y, max(q.x * sqrt(3.) * 0.5 + q.z * 0.5, q.z) - h.x);
//this is mathematically equivalent to this line, but less efficient:
//return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x);
}
float sdHex(vec3 pos, float i, float angle) {
float d1 = fHexagonCircumcircle(pos, vec2(0.86, i));
return d1;
}
// Modify your mapScene function
vec2 mapScene(in vec3 p) {
float mat = 0.;
float d = 1e9;
float a = 0.;
vec3 po = p;
vec3 rippleCenter = vec3(7.5, 0, 7.5);
float rippleSpeed = 4.0;
float rippleFreq = 1.0;
float rippleDecay = 0.25;
// Hexagonal grid
float counter = 0.;
float hexGap = 0.2;
for(float j = 0.; j < 15.; j++) {
po = p;
po += vec3(1.5 * 7.5, 0., 7.5);
po += vec3(0, 0., (1.88 + hexGap)*j);
for(float i = 0.; i < 15.; i++) {
if( mod(i, 2.) == 0.) {
po -= vec3(1.6+hexGap, 0., 1.);
} else {
po += vec3(-(1.6+hexGap), 0., 1.);
}
// Add individual hexagon ripples based on distance from center
float hexDist = length(vec2(i , j) - rippleCenter.xz);
float wave = sin(hexDist * rippleFreq - u_time * rippleSpeed) * exp(-hexDist * rippleDecay);
// Apply ripple to hexagon size and position
float hexSize = fft_output[int(i+1)*int(j+1)]*5.0; // sin(1.5*u_time)+ wave
a = sdHex(po, 1. + hexSize, 0.);
d = min(d, a);
if (d == a) {
mat = 4.;
}
counter += 1.;
}
}
if (uv.x >= 0.0 && uv.x <= 0.01 ) {
return vec3(abs(syncs[3]*2));
return vec2(d, mat);
}
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
float t = 0.;
float mat = 0.;
float hit = 0.;
// Reduced from 40 to 24 steps
for(int i = 0; i < 24; i++) {
pos = ro + rd * t;
vec2 res = mapScene(pos);
// Increase step size multiplier for faster marching
t += res.x * 1.2;
mat = res.y;
if(t > 60.) { // Reduced max distance
break;
}
if(res.x < 0.001 * t) { // Less precise hit detection
hit = 1.;
break;
}
}
return vec3(0.1, 0.2, 0.3) * abs(syncs[1]*1.2);
if(t > 60.) t = 0.;
return vec3(t, mat, hit);
}
float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
float res = 1.0;
float t = mint;
for(int i = 0; i < 6; i++) {
if(t > maxt)
break;
float h = mapScene(ro + t * rd).x;
res = min(res, h / (w * t));
t += clamp(h, 0.1, 0.80);
if(res < -1.0)
break;
}
res = max(res, -1.0);
return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res);
}
vec3 calcNormal(vec3 pos) {
vec2 e = vec2(.01, 0.);
vec3 n = vec3(mapScene(pos + e.xyy).x - mapScene(pos - e.xyy).x,
mapScene(pos + e.yxy).x - mapScene(pos - e.yxy).x,
mapScene(pos + e.yyx).x - mapScene(pos - e.yyx).x);
return normalize(n);
}
vec3 fresnel(vec3 F0, vec3 h, vec3 l) {
return F0 + (1.0 - F0) * pow(clamp(1.0 - dot(h, l), 0.0, 1.0), 5.0);
}
vec3 addPointLight(vec3 light_pos, vec3 light_color, float shininess, vec3 v, vec3 dir, vec3 n, float occ) {
vec3 Ks = vec3(.4545);
vec3 Kd = vec3(1.);
vec3 ref = reflect(dir, n);
vec3 vl = normalize(v);
vec3 diffuse = Kd * vec3(max(0.0, dot(vl, n)));
vec3 specular = vec3(max(0.0, dot(vl, ref)));
vec3 F = fresnel(Ks, normalize(vl - dir), vl);
float shadow = softshadow(v + n * 0.054, light_pos, .01, 30., 8.);
//specular = pow(specular, vec3(shininess)) * occ;
return light_color * mix(diffuse, specular, F) * shadow;
}
float getAmbientOcc(vec3 p, vec3 n) {
float occ = 0.;
float weight = 1.;
for(int i = 0; i < 8; i++) {
float len = 0.01 + 0.02 * float(i * i);
float dist = mapScene(p + n * len).x;
occ += (len - dist) * weight;
weight *= 0.85;
}
return 1.0 - clamp(0.6 * occ, 0., 1.);
}
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
float shininess = 0.1;
//float occ = getAmbientOcc(v, n);
float occ = 0.8;
vec3 outMaterial = vec3(0.0, 0.0, 0.0);
if(material == 0.) {
outMaterial = vec3(0.8314, 0.2941, 0.2941);
shininess = 0.5;
} else if(material == 1.) {
outMaterial = vec3(0.6275, 0.1569, 0.9412);
shininess = 2.;
} else if(material == 2.) {
outMaterial = vec3(0.3255, 0.4784, 0.3255);
shininess = .2;
} else if(material == 3.) {
outMaterial = vec3(0.2471, 0.3059, 0.6314);
shininess = 1.0;
} else if(material == 4.) {
outMaterial = vec3(0.9961, 1.0, 0.9922);
shininess = .3;
}
else if(material == 5.) {
outMaterial = vec3(0.9961, 1.0, 0.9922);
shininess = .3;
}
vec3 lights = vec3(0.);
// lights += addPointLight(vec3(-2., 10., 0.), vec3(0.73, 0.73, 0.64), shininess, v, dir, n, occ);
lights += addPointLight(vec3(-2., 10., -5.), vec3(0.77, 0.26, 0.73) * 1., shininess, v, dir, n, occ);
lights += addPointLight(vec3( 20., 10.0, -5.0 ),vec3(0.08, 0.62, 0.75)*1., shininess, v, dir, n, occ);
vec3 lightDir = vec3(0., 1., 6.);
//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
//float shadow = softshadow(v + n * 0.01, lightDir, .01, 30., 18.);
//lights += vec3(0.6431, 0.7804, 0.8588) * sun_dif * shadow * occ;
float ind = clamp(dot(n, normalize(lightDir * vec3(.0, -1.0, -1.0))), 0.0, 1.0);
lights += vec3(0.1255, 0.1255, 0.1255) * ind;
return outMaterial * max(vec3(0.), lights);
}
vec3 postProcess(vec3 col) {
// float random = noise(gl_FragCoord.xy, 0.01+u_time);
// float random2 = noise(gl_FragCoord.xy, .2+u_time);
//col += 0.075*clamp(vec3(0.5*random, 0.5*random2, 0.5*random), 0.02, 1.); // dither
// Normalized pixel coordinates (from 0 to 1)
vec2 screenCoord = getUV(vec2(0., 0.)); //gl_FragCoord.xy / u_resolution.xy;
// Vignette
float radius = 0.8;
float d = smoothstep(radius, radius - 0.4, length(screenCoord - vec2(0.5)));
col = mix(col, col * d, 1.);
// Contrast
float contrast = .75;
col = mix(col, smoothstep(0.0, 1.0, col), contrast);
// Colour mapping
col *= vec3(1.0, 1.0, 1.0);
col = pow(col, vec3(0.4545)); // gamma
// fade in at the beginning
//col*=vec3(clamp((u_time-1.8)*0.5,0., 1.));
// fade out at the end
// col*=vec3(clamp((120.-u_time)*.35, 0., 1.));
return col;
}
vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget) {
// Calculate camera's "orthonormal basis", i.e. its transform matrix components
vec3 camForward = normalize(camTarget - camPos);
vec3 camRight = normalize(cross(vec3(.0, 1.0, 0.0), camForward));
vec3 camUp = normalize(cross(camForward, camRight));
float fov = 0.7;
vec3 vDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov);
return vDir;
}
vec3 getCameraRayDir2(vec2 uv, vec3 camPos, vec3 lookAt, float zoom) {
vec3 f = normalize(lookAt - camPos);
vec3 r = cross(vec3(0.0, 1.0, 0.0), f);
vec3 u = cross(f, r);
vec3 c = camPos + f * zoom;
vec3 i = c + uv.x * r + uv.y * u;
return normalize(i - camPos);
}
vec3 getCameraFov(vec2 uv, vec3 camPos, vec3 camTarget) {
vec3 camForward = normalize(camTarget - camPos);
vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
vec3 camUp = normalize(cross(camForward, camRight));
float fov = 1.7;
// Depth of field
float dof = .3;
vec2 h = vec2(noise(gl_FragCoord.xy, u_time * 0.1));
vec3 voff = sqrt(h.x) * (camRight * sin(h.y * 6.283) + camUp * cos(h.y * 6.283)) * dof;
voff -= camTarget;
float focusdistance = 50.;
return normalize(uv.x * camRight + uv.y * camUp + fov * camForward + voff * fov / focusdistance);
}
vec3 render(vec2 uv) {
bool useDof = !true;
// camera
vec3 camTarget = vec3(15., 20., -20.); // Center point to orbit around
float orbitRadius = 20.0; // Distance from target
float orbitSpeed = 0.2; // Speed of orbit
float orbitHeight = 5.0; // Height above target
// Calculate orbiting position
float angle = 0. * orbitSpeed;
vec3 camPos = camTarget + vec3(
cos(angle) * orbitRadius,
orbitHeight + sin(0. * 0.8) * 2.0, // Optional vertical movement
sin(angle) * orbitRadius
);
vec3 rayDir;
// make orbit cam
if(useDof) {
rayDir = getCameraFov(uv, camPos, camTarget);
} else {
rayDir = getCameraRayDir2(uv, camPos, camTarget, 1.0);
}
vec3 col = vec3(0.102, 0.2431, 0.3412);
vec3 hitPos = vec3(0.);
vec3 t = castRay(camPos, rayDir, hitPos);
if (t.z == 1.) {
vec3 nor = calcNormal(hitPos);
col = shading(hitPos, nor, rayDir, t.y);
}
return col;
}
void main() {
vec2 uv = gl_FragCoord.xy * 2. / vec2(1920,1080);
vec3 col = render(uv, u_time);
// Determine FFT bin index for current x position
int index = int(floor(uv.x*128.0));
index = clamp(index, 0, 255);
// Get the FFT energy (clamped to avoid NaNs or overflow)
float energy = clamp(fft_output[index], .0, 1.0);
vec3 finalColor = render(getUV(vec2(0., 0.)));
float bar_height = energy;
float fade = smoothstep(bar_height, bar_height + 0.02, 1.0 - uv.y);
//finalColor = postProcess(finalColor);
vec3 color = vec3(fade);
o = vec4(finalColor, 1.);
o = vec4(color, 1.0);
}
}