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

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@ -2,6 +2,6 @@
#include <stdlib.h> #include <stdlib.h>
#include <math.h> #include <math.h>
#define FFT_SIZE 4096 #define FFT_SIZE 2048
void init_hamming_window(); void init_hamming_window();
void compute_fft(float* time_data, float* freq_out); void compute_fft(float* time_data, float* freq_out);

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@ -169,9 +169,12 @@ int __cdecl main(int argc, char* argv[])
HRESULT hr = IDirectSoundBuffer_Lock(direct_sound_buffer, 0, FFT_SIZE * sizeof(SUsample), &audio_ptr, &audio_size, NULL, NULL, DSBLOCK_FROMWRITECURSOR); HRESULT hr = IDirectSoundBuffer_Lock(direct_sound_buffer, 0, FFT_SIZE * sizeof(SUsample), &audio_ptr, &audio_size, NULL, NULL, DSBLOCK_FROMWRITECURSOR);
if (SUCCEEDED(hr) && audio_ptr) { if (SUCCEEDED(hr) && audio_ptr) {
SUsample* samples = (SUsample*)audio_ptr; if (playCursor < ((SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE) - (FFT_SIZE* SU_CHANNEL_COUNT * SU_SAMPLE_SIZE)))
for (int i = 0; i < FFT_SIZE; ++i) { {
fft_input[i] = (float)samples[i]; SUsample* samples = (SUsample*)audio_ptr;
for (int i = 0; i < FFT_SIZE; ++i) {
fft_input[i] = (float)samples[i];
}
} }
IDirectSoundBuffer_Unlock(direct_sound_buffer, audio_ptr, audio_size, NULL, 0); IDirectSoundBuffer_Unlock(direct_sound_buffer, audio_ptr, audio_size, NULL, 0);
@ -183,15 +186,15 @@ int __cdecl main(int argc, char* argv[])
// Normalize output // Normalize output
for (int i = 0; i < (FFT_SIZE / 2); i++) for (int i = 0; i < (FFT_SIZE / 2); i++)
{ {
maximum = max(fft_output[i], maximum); //maximum = max(fft_output[i], maximum);
fft_output[i] = fft_output[i] / maximum; //fft_output[i] = fft_output[i] / maximum;
if (i < (FFT_SIZE / 4)) // Limit uniform fft size. High frequencys contain nothing interesing. if (i < (FFT_SIZE / 4)) // Limit uniform fft size. High frequencys contain nothing interesing.
{ {
fft_uniform[i] = fft_output[i]; fft_uniform[i] = min(1.0,fft_output[i]*20.0);
} }
} }
syncs[0] = (float)playCursor / (2 * sizeof(SUsample)); syncs[0] = (float)playCursor / (SU_SAMPLE_RATE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE); // Aika sekunteina.
for (int i = 0; i < SU_NUMSYNCS; ++i) for (int i = 0; i < SU_NUMSYNCS; ++i)
{ {

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@ -1,41 +1,319 @@
#version 460 #version 460
precision mediump float; precision mediump float;
out vec4 o; 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 = 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]; float u_time = syncs[0];
vec3 render(vec2 uv, float time) { vec2 getUV(vec2 offset) {
float pos = syncs[4]; vec2 uv = 2.0 * ((gl_FragCoord.xy + offset *0.5) / vec2(1920,1080) - 0.5);
if (uv.x >= pos && uv.x <= pos+0.01 ) { uv.x *= 1920/1080;
return vec3(1.); 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 vec2(d, mat);
return vec3(abs(syncs[3]*2)); }
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;
}
} }
if(t > 60.) t = 0.;
return vec3(0.1, 0.2, 0.3) * abs(syncs[1]*1.2);
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() { 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) vec3 finalColor = render(getUV(vec2(0., 0.)));
float energy = clamp(fft_output[index], .0, 1.0);
float bar_height = energy; //finalColor = postProcess(finalColor);
float fade = smoothstep(bar_height, bar_height + 0.02, 1.0 - uv.y);
vec3 color = vec3(fade); o = vec4(finalColor, 1.);
o = vec4(color, 1.0); }
}

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@ -1,23 +1,153 @@
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/) // Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
#ifndef FRAGMENT_INL_ #ifndef FRAGMENT_INL_
# define FRAGMENT_INL_ # define FRAGMENT_INL_
# define VAR_fft_output "l" # define VAR_fft_output "m"
# define VAR_o "f" # define VAR_o "f"
# define VAR_syncs "v" # define VAR_syncs "n"
const char *fragment_frag = const char *fragment_frag =
"#version 460\n" "#version 460\n"
"precision mediump float;" "precision mediump float;"
"out vec4 f;" "out vec4 f;"
"const float m=22./7.;" "const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float v[7];" "layout(location=0)uniform float n[7];"
"layout(location=8)uniform float l[1024];" "layout(location=8)uniform float m[512];"
"float n=v[0];" "float x=n[0];"
"vec2 t()"
"{"
"vec2 f=2.*((gl_FragCoord.xy+vec2(0)*.5)/vec2(1920,1080)-.5);"
"f.x*=1;"
"return f;"
"}"
"float t(vec2 f)"
"{"
"return fract(tan(x*.1*length(f*v-f))*f.x);"
"}"
"float t(vec3 v,vec2 f)"
"{"
"v=abs(v);"
"return max(v.y-f.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-f.x);"
"}"
"vec2 t(vec3 v)"
"{"
"float f=0.,i=1e9,r=0.;"
"vec3 x=v;"
"float e=0.;"
"for(float c=0.;c<15.;c++)"
"{"
"x=v+vec3(11.25,0,7.5)+vec3(0,0,2.08*c);"
"for(float v=0.;v<15.;v++)"
"{"
"x=mod(v,2.)==0.?"
"x-vec3(1.8,0,1):"
"x+vec3(-1.8,0,1);"
"float n=m[int(v+1)*int(c+1)]*5.;"
"r=t(x,vec2(.86,1.+n));"
"i=min(i,r);"
"if(i==r)"
"f=4.;"
"e+=1.;"
"}"
"}"
"return vec2(i,f);"
"}"
"vec3 t(vec3 v,vec3 f,inout vec3 i)"
"{"
"float x=0.,r=0.,y=0.;"
"for(int e=0;e<24;e++)"
"{"
"i=v+f*x;"
"vec2 n=t(i);"
"x+=n.x*1.2;"
"r=n.y;"
"if(x>60.)"
"break;"
"if(n.x<.001*x)"
"{"
"y=1.;"
"break;"
"}"
"}"
"if(x>60.)"
"x=0.;"
"return vec3(x,r,y);"
"}"
"float t(vec3 v,vec3 f)"
"{"
"float i=1.,x=.01;"
"for(int e=0;e<6;e++)"
"{"
"if(x>30.)"
"break;"
"float n=t(v+x*f).x;"
"i=min(i,n/(8.*x));"
"x+=clamp(n,.1,.8);"
"if(i<-1.)"
"break;"
"}"
"i=max(i,-1.);"
"return.25*(1.+i)*(1.+i)*(2.-i);"
"}"
"vec3 e(vec3 v)"
"{"
"vec2 f=vec2(.01,0);"
"return normalize(vec3(t(v+f.xyy).x-t(v-f.xyy).x,t(v+f.yxy).x-t(v-f.yxy).x,t(v+f.yyx).x-t(v-f.yyx).x));"
"}"
"vec3 e(vec3 v,vec3 f,float i,vec3 x,vec3 n,vec3 y)"
"{"
"vec3 r=normalize(x);"
"return f*mix(vec3(1)*vec3(max(0.,dot(r,y))),vec3(max(0.,dot(r,reflect(n,y)))),vec3(.4545)+(1.-vec3(.4545))*pow(clamp(1.-dot(normalize(r-n),r),0.,1.),5.))*t(x+y*.054,v);"
"}"
"vec3 e(vec3 v,vec3 f,vec3 i,float x)"
"{"
"float n=.1;"
"vec3 y=vec3(0);"
"if(x==0.)"
"y=vec3(.8314,.2941,.2941),n=.5;"
"else if(x==1.)"
"y=vec3(.6275,.1569,.9412),n=2.;"
"else if(x==2.)"
"y=vec3(.3255,.4784,.3255),n=.2;"
"else if(x==3.)"
"y=vec3(.2471,.3059,.6314),n=1.;"
"else if(x==4.)"
"y=vec3(.9961,1,.9922),n=.3;"
"else if(x==5.)"
"y=vec3(.9961,1,.9922),n=.3;"
"v=vec3(0)+e(vec3(-2,10,-5),vec3(.77,.26,.73),n,v,i,f)+e(vec3(20,10,-5),vec3(.08,.62,.75),n,v,i,f)+vec3(.1255)*clamp(dot(f,normalize(vec3(0,1,6)*vec3(0,-1,-1))),0.,1.);"
"return y*max(vec3(0),v);"
"}"
"vec3 e(vec2 f,vec3 v,vec3 x)"
"{"
"x=normalize(x-v);"
"vec3 n=cross(vec3(0,1,0),x);"
"return normalize(v+x+f.x*n+f.y*cross(x,n)-v);"
"}"
"vec3 t(vec2 v,vec3 x,vec3 f)"
"{"
"x=normalize(f-x);"
"vec3 n=normalize(cross(vec3(0,1,0),x)),y=normalize(cross(x,n));"
"vec2 i=vec2(t(gl_FragCoord.xy));"
"return normalize(v.x*n+v.y*y+1.7*x+(sqrt(i.x)*(n*sin(i.y*6.283)+y*cos(i.y*6.283))*.3-f)*1.7/50.);"
"}"
"vec3 e(vec2 v)"
"{"
"bool n=!true;"
"vec3 f=vec3(15,20,-20),x=f+vec3(cos(0.)*20.,5.+sin(0.)*2.,sin(0.)*20.),i=n?"
"t(v,x,f):"
"e(v,x,f),r=vec3(.102,.2431,.3412),y=vec3(0);"
"f=t(x,i,y);"
"if(f.z==1.)"
"{"
"vec3 v=e(y);"
"r=e(y,v,i,f.y);"
"}"
"return r;"
"}"
"void main()" "void main()"
"{" "{"
"vec2 m=gl_FragCoord.xy*2./vec2(1920,1080);" "vec3 v=e(t());"
"float n=clamp(l[clamp(int(floor(m.x*128.)),0,255)],0.,1.);" "f=vec4(v,1);"
"f=vec4(vec3(smoothstep(n,n+.02,1.-m.y)),1);"
"}"; "}";
#endif // FRAGMENT_INL_ #endif // FRAGMENT_INL_

654
src/shaders/random.frag Normal file
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@ -0,0 +1,654 @@
////////////////////////////////////////////////////////////////
//
// HG_SDF
//
// GLSL LIBRARY FOR BUILDING SIGNED DISTANCE BOUNDS
//
// version 2021-07-28
//
// Check https://mercury.sexy/hg_sdf for updates
// and usage examples. Send feedback to spheretracing@mercury.sexy.
//
// Brought to you by MERCURY https://mercury.sexy/
//
//
//
// Released dual-licensed under
// Creative Commons Attribution-NonCommercial (CC BY-NC)
// or
// MIT License
// at your choice.
//
// SPDX-License-Identifier: MIT OR CC-BY-NC-4.0
//
// /////
////////////////////////////////////////////////////////////////
//
// HELPER FUNCTIONS/MACROS
//
////////////////////////////////////////////////////////////////
const float PI = 3.14159265;
const float TAU = (2. * PI);
const float PHI = sqrt(5.) * 0.5 + 0.5;
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b) {
float fogAmount = 1.0 - exp(-t * b);
float sunAmount = max(dot(rd, lightDir), 0.);
vec3 fogColor = mix(vec3(0.1529, 0.1137, 0.2), // blue
vec3(0.2588, 0.1765, 0.3529), // yellow
pow(sunAmount, 1.0));
return mix(col, fogColor, fogAmount);
}
mat2 scale(vec2 scale) {
return mat2(1. / scale.x, 0.0, 0.0, 1. / scale.y);
}
// Sign function that doesn't return 0
float sgn(float x) {
return (x < 0.) ? -1. : 1.;
}
vec2 sgn(vec2 v) {
return vec2((v.x < 0.) ? -1. : 1., (v.y < 0.) ? -1. : 1.);
}
float square(float x) {
return x * x;
}
vec2 square(vec2 x) {
return x * x;
}
vec3 square(vec3 x) {
return x * x;
}
float lengthSqr(vec3 x) {
return dot(x, x);
}
// Maximum/minumum elements of a vector
float vmax(vec2 v) {
return max(v.x, v.y);
}
float vmax(vec3 v) {
return max(max(v.x, v.y), v.z);
}
float vmax(vec4 v) {
return max(max(v.x, v.y), max(v.z, v.w));
}
float vmin(vec2 v) {
return min(v.x, v.y);
}
float vmin(vec3 v) {
return min(min(v.x, v.y), v.z);
}
float vmin(vec4 v) {
return min(min(v.x, v.y), min(v.z, v.w));
}
// 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);
}
////////////////////////////////////////////////////////////////
//
// PRIMITIVE DISTANCE FUNCTIONS
//
////////////////////////////////////////////////////////////////
//
// Conventions:
//
// Everything that is a distance function is called fSomething.
// The first argument is always a point in 2 or 3-space called <p>.
// Unless otherwise noted, (if the object has an intrinsic "up"
// side or direction) the y axis is "up" and the object is
// centered at the origin.
//
////////////////////////////////////////////////////////////////
float fSphere(vec3 p, float r) {
return length(p) - r;
}
// Plane with normal n (n is normalized) at some distance from the origin
float fPlane(vec3 p, vec3 n, float distanceFromOrigin) {
return dot(p, n) + distanceFromOrigin;
}
// Cheap Box: distance to corners is overestimated
float fBoxCheap(vec3 p, vec3 b) { //cheap box
return vmax(abs(p) - b);
}
// Box: correct distance to corners
float fBox(vec3 p, vec3 b) {
vec3 d = abs(p) - b;
return length(max(d, vec3(0))) + vmax(min(d, vec3(0)));
}
// Same as above, but in two dimensions (an endless box)
float fBox2Cheap(vec2 p, vec2 b) {
return vmax(abs(p) - b);
}
float fBox2(vec2 p, vec2 b) {
vec2 d = abs(p) - b;
return length(max(d, vec2(0.))) + vmax(min(d, vec2(0.)));
}
// Endless "corner"
float fCorner(vec2 p) {
return length(max(p, vec2(0.))) + vmax(min(p, vec2(0.)));
}
// Cylinder standing upright on the xz plane
float fCylinder(vec3 p, float r, float height) {
float d = length(p.xz) - r;
d = max(d, abs(p.y) - height);
return d;
}
// Capsule: A Cylinder with round caps on both sides
float fCapsule(vec3 p, float r, float c) {
return mix(length(p.xz) - r, length(vec3(p.x, abs(p.y) - c, p.z)) - r, step(c, abs(p.y)));
}
// Distance to line segment between <a> and <b>, used for fCapsule() version 2below
float fLineSegment(vec3 p, vec3 a, vec3 b) {
vec3 ab = b - a;
float t = clamp(dot(p - a, ab) / dot(ab, ab), 0., 1.);
return length((ab * t + a) - p);
}
// Capsule version 2: between two end points <a> and <b> with radius r
float fCapsule(vec3 p, vec3 a, vec3 b, float r) {
return fLineSegment(p, a, b) - r;
}
// Torus in the XZ-plane
float fTorus(vec3 p, float smallRadius, float largeRadius) {
return length(vec2(length(p.xz) - largeRadius, p.y)) - smallRadius;
}
// A circle line. Can also be used to make a torus by subtracting the smaller radius of the torus.
float fCircle(vec3 p, float r) {
float l = length(p.xz) - r;
return length(vec2(p.y, l));
}
// A circular disc with no thickness (i.e. a cylinder with no height).
// Subtract some value to make a flat disc with rounded edge.
float fDisc(vec3 p, float r) {
float l = length(p.xz) - r;
return l < 0. ? abs(p.y) : length(vec2(p.y, l));
}
// Hexagonal prism, incircle variant
float fHexagonIncircle(vec3 p, vec2 h) {
return fHexagonCircumcircle(p, vec2(h.x * sqrt(3.) * 0.5, h.y));
}
// Cone with correct distances to tip and base circle. Y is up, 0 is in the middle of the base.
float fCone(vec3 p, float radius, float height) {
vec2 q = vec2(length(p.xz), p.y);
vec2 tip = q - vec2(0, height);
vec2 mantleDir = normalize(vec2(height, radius));
float mantle = dot(tip, mantleDir);
float d = max(mantle, -q.y);
float projected = dot(tip, vec2(mantleDir.y, -mantleDir.x));
// distance to tip
if((q.y > height) && (projected < 0.)) {
d = max(d, length(tip));
}
// distance to base ring
if((q.x > radius) && (projected > length(vec2(height, radius)))) {
d = max(d, length(q - vec2(radius, 0)));
}
return d;
}
////////////////////////////////////////////////////////////////
//
// DOMAIN MANIPULATION OPERATORS
//
////////////////////////////////////////////////////////////////
//
// Conventions:
//
// Everything that modifies the domain is named pSomething.
//
// Many operate only on a subset of the three dimensions. For those,
// you must choose the dimensions that you want manipulated
// by supplying e.g. <p.x> or <p.zx>
//
// <inout p> is always the first argument and modified in place.
//
// Many of the operators partition space into cells. An identifier
// or cell index is returned, if possible. This return value is
// intended to be optionally used e.g. as a random seed to change
// parameters of the distance functions inside the cells.
//
// Unless stated otherwise, for cell index 0, <p> is unchanged and cells
// are centered on the origin so objects don't have to be moved to fit.
//
//
////////////////////////////////////////////////////////////////
// Rotate around a coordinate axis (i.e. in a plane perpendicular to that axis) by angle <a>.
// Read like this: R(p.xz, a) rotates "x towards z".
// This is fast if <a> is a compile-time constant and slower (but still practical) if not.
void pR(inout vec2 p, float a) {
p = cos(a) * p + sin(a) * vec2(p.y, -p.x);
}
// Shortcut for 45-degrees rotation
void pR45(inout vec2 p) {
p = (p + vec2(p.y, -p.x)) * sqrt(0.5);
}
// Repeat space along one axis. Use like this to repeat along the x axis:
// <float cell = pMod1(p.x,5);> - using the return value is optional.
float pMod1(inout float p, float size) {
float halfsize = size * 0.5;
float c = floor((p + halfsize) / size);
p = mod(p + halfsize, size) - halfsize;
return c;
}
// Same, but mirror every second cell so they match at the boundaries
float pModMirror1(inout float p, float size) {
float halfsize = size * 0.5;
float c = floor((p + halfsize) / size);
p = mod(p + halfsize, size) - halfsize;
p *= mod(c, 2.0) * 2. - 1.;
return c;
}
// Repeat the domain only in positive direction. Everything in the negative half-space is unchanged.
float pModSingle1(inout float p, float size) {
float halfsize = size * 0.5;
float c = floor((p + halfsize) / size);
if(p >= 0.)
p = mod(p + halfsize, size) - halfsize;
return c;
}
// Repeat only a few times: from indices <start> to <stop> (similar to above, but more flexible)
float pModInterval1(inout float p, float size, float start, float stop) {
float halfsize = size * 0.5;
float c = floor((p + halfsize) / size);
p = mod(p + halfsize, size) - halfsize;
if(c > stop) { //yes, this might not be the best thing numerically.
p += size * (c - stop);
c = stop;
}
if(c < start) {
p += size * (c - start);
c = start;
}
return c;
}
// Repeat around the origin by a fixed angle.
// For easier use, num of repetitions is use to specify the angle.
float pModPolar(inout vec2 p, float repetitions) {
float angle = 2. * PI / repetitions;
float a = atan(p.y, p.x) + angle / 2.;
float r = length(p);
float c = floor(a / angle);
a = mod(a, angle) - angle / 2.;
p = vec2(cos(a), sin(a)) * r;
// For an odd number of repetitions, fix cell index of the cell in -x direction
// (cell index would be e.g. -5 and 5 in the two halves of the cell):
if(abs(c) >= (repetitions / 2.))
c = abs(c);
return c;
}
// Repeat in two dimensions
vec2 pMod2(inout vec2 p, vec2 size) {
vec2 c = floor((p + size * 0.5) / size);
p = mod(p + size * 0.5, size) - size * 0.5;
return c;
}
// Same, but mirror every second cell so all boundaries match
vec2 pModMirror2(inout vec2 p, vec2 size) {
vec2 halfsize = size * 0.5;
vec2 c = floor((p + halfsize) / size);
p = mod(p + halfsize, size) - halfsize;
p *= mod(c, vec2(2.)) * 2. - vec2(1);
return c;
}
// Same, but mirror every second cell at the diagonal as well
vec2 pModGrid2(inout vec2 p, vec2 size) {
vec2 c = floor((p + size * 0.5) / size);
p = mod(p + size * 0.5, size) - size * 0.5;
p *= mod(c, vec2(2.)) * 2. - vec2(1.);
p -= size / 2.;
if(p.x > p.y)
p.xy = p.yx;
return floor(c / 2.);
}
// Repeat in three dimensions
vec3 pMod3(inout vec3 p, vec3 size) {
vec3 c = floor((p + size * 0.5) / size);
p = mod(p + size * 0.5, size) - size * 0.5;
return c;
}
// Mirror at an axis-aligned plane which is at a specified distance <dist> from the origin.
float pMirror(inout float p, float dist) {
float s = sgn(p);
p = abs(p) - dist;
return s;
}
// Mirror in both dimensions and at the diagonal, yielding one eighth of the space.
// translate by dist before mirroring.
vec2 pMirrorOctant(inout vec2 p, vec2 dist) {
vec2 s = sgn(p);
pMirror(p.x, dist.x);
pMirror(p.y, dist.y);
if(p.y > p.x)
p.xy = p.yx;
return s;
}
// Reflect space at a plane
float pReflect(inout vec3 p, vec3 planeNormal, float offset) {
float t = dot(p, planeNormal) + offset;
if(t < 0.) {
p = p - (2. * t) * planeNormal;
}
return sgn(t);
}
////////////////////////////////////////////////////////////////
//
// OBJECT COMBINATION OPERATORS
//
////////////////////////////////////////////////////////////////
//
// We usually need the following boolean operators to combine two objects:
// Union: OR(a,b)
// Intersection: AND(a,b)
// Difference: AND(a,!b)
// (a and b being the distances to the objects).
//
// The trivial implementations are min(a,b) for union, max(a,b) for intersection
// and max(a,-b) for difference. To combine objects in more interesting ways to
// produce rounded edges, chamfers, stairs, etc. instead of plain sharp edges we
// can use combination operators. It is common to use some kind of "smooth minimum"
// instead of min(), but we don't like that because it does not preserve Lipschitz
// continuity in many cases.
//
// Naming convention: since they return a distance, they are called fOpSomething.
// The different flavours usually implement all the boolean operators above
// and are called fOpUnionRound, fOpIntersectionRound, etc.
//
// The basic idea: Assume the object surfaces intersect at a right angle. The two
// distances <a> and <b> constitute a new local two-dimensional coordinate system
// with the actual intersection as the origin. In this coordinate system, we can
// evaluate any 2D distance function we want in order to shape the edge.
//
// The operators below are just those that we found useful or interesting and should
// be seen as examples. There are infinitely more possible operators.
//
// They are designed to actually produce correct distances or distance bounds, unlike
// popular "smooth minimum" operators, on the condition that the gradients of the two
// SDFs are at right angles. When they are off by more than 30 degrees or so, the
// Lipschitz condition will no longer hold (i.e. you might get artifacts). The worst
// case is parallel surfaces that are close to each other.
//
// Most have a float argument <r> to specify the radius of the feature they represent.
// This should be much smaller than the object size.
//
// Some of them have checks like "if ((-a < r) && (-b < r))" that restrict
// their influence (and computation cost) to a certain area. You might
// want to lift that restriction or enforce it. We have left it as comments
// in some cases.
//
// usage example:
//
// float fTwoBoxes(vec3 p) {
// float box0 = fBox(p, vec3(1));
// float box1 = fBox(p-vec3(1), vec3(1));
// return fOpUnionChamfer(box0, box1, 0.2);
// }
//
////////////////////////////////////////////////////////////////
// The "Chamfer" flavour makes a 45-degree chamfered edge (the diagonal of a square of size <r>):
float fOpUnionChamfer(float a, float b, float r) {
return min(min(a, b), (a - r + b) * sqrt(0.5));
}
// Intersection has to deal with what is normally the inside of the resulting object
// when using union, which we normally don't care about too much. Thus, intersection
// implementations sometimes differ from union implementations.
float fOpIntersectionChamfer(float a, float b, float r) {
return max(max(a, b), (a + r + b) * sqrt(0.5));
}
// Difference can be built from Intersection or Union:
float fOpDifferenceChamfer(float a, float b, float r) {
return fOpIntersectionChamfer(a, -b, r);
}
// The "Round" variant uses a quarter-circle to join the two objects smoothly:
float fOpUnionRound(float a, float b, float r) {
vec2 u = max(vec2(r - a, r - b), vec2(0));
return max(r, min(a, b)) - length(u);
}
float fOpIntersectionRound(float a, float b, float r) {
vec2 u = max(vec2(r + a, r + b), vec2(0));
return min(-r, max(a, b)) + length(u);
}
float fOpDifferenceRound(float a, float b, float r) {
return fOpIntersectionRound(a, -b, r);
}
// The "Columns" flavour makes n-1 circular columns at a 45 degree angle:
float fOpUnionColumns(float a, float b, float r, float n) {
if((a < r) && (b < r)) {
vec2 p = vec2(a, b);
float columnradius = r * sqrt(2.) / ((n - 1.) * 2. + sqrt(2.));
pR45(p);
p.x -= sqrt(2.) / 2. * r;
p.x += columnradius * sqrt(2.);
if(mod(n, 2.) == 1.) {
p.y += columnradius;
}
// At this point, we have turned 45 degrees and moved at a point on the
// diagonal that we want to place the columns on.
// Now, repeat the domain along this direction and place a circle.
pMod1(p.y, columnradius * 2.);
float result = length(p) - columnradius;
result = min(result, p.x);
result = min(result, a);
return min(result, b);
} else {
return min(a, b);
}
}
float fOpDifferenceColumns(float a, float b, float r, float n) {
a = -a;
float m = min(a, b);
//avoid the expensive computation where not needed (produces discontinuity though)
if((a < r) && (b < r)) {
vec2 p = vec2(a, b);
float columnradius = r * sqrt(2.) / n / 2.0;
columnradius = r * sqrt(2.) / ((n - 1.) * 2. + sqrt(2.));
pR45(p);
p.y += columnradius;
p.x -= sqrt(2.) / 2. * r;
p.x += -columnradius * sqrt(2.) / 2.;
if(mod(n, 2.) == 1.) {
p.y += columnradius;
}
pMod1(p.y, columnradius * 2.);
float result = -length(p) + columnradius;
result = max(result, p.x);
result = min(result, a);
return -min(result, b);
} else {
return -m;
}
}
float fOpIntersectionColumns(float a, float b, float r, float n) {
return fOpDifferenceColumns(a, -b, r, n);
}
// The "Stairs" flavour produces n-1 steps of a staircase:
// much less stupid version by paniq
float fOpUnionStairs(float a, float b, float r, float n) {
float s = r / n;
float u = b - r;
return min(min(a, b), 0.5 * (u + a + abs((mod(u - a + s, 2. * s)) - s)));
}
// We can just call Union since stairs are symmetric.
float fOpIntersectionStairs(float a, float b, float r, float n) {
return -fOpUnionStairs(-a, -b, r, n);
}
float fOpDifferenceStairs(float a, float b, float r, float n) {
return -fOpUnionStairs(-a, b, r, n);
}
// Similar to fOpUnionRound, but more lipschitz-y at acute angles
// (and less so at 90 degrees). Useful when fudging around too much
// by MediaMolecule, from Alex Evans' siggraph slides
float fOpUnionSoft(float a, float b, float r) {
float e = max(r - abs(a - b), 0.);
return min(a, b) - e * e * 0.25 / r;
}
// produces a cylindical pipe that runs along the intersection.
// No objects remain, only the pipe. This is not a boolean operator.
float fOpPipe(float a, float b, float r) {
return length(vec2(a, b)) - r;
}
// first object gets a v-shaped engraving where it intersect the second
float fOpEngrave(float a, float b, float r) {
return max(a, (a + r - abs(b)) * sqrt(0.5));
}
// first object gets a capenter-style groove cut out
float fOpGroove(float a, float b, float ra, float rb) {
return max(a, min(a + ra, rb - abs(b)));
}
// first object gets a capenter-style tongue attached
float fOpTongue(float a, float b, float ra, float rb) {
return min(a, max(a - ra, abs(b) - rb));
}
//#endSection End of library
// https://stackoverflow.com/questions/4200224/random-noise-functions-for-glsl
// golden_noise
float noise(in vec2 xy, in float seed) {
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
}
vec3 rnd23(vec2 p) {
vec3 p3 = fract(p.xyx * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yxz + 33.33);
return fract((p3.xxy + p3.yzz) * p3.zyx);
}
mat2 Rot(float a) {
float s = sin(a), c = cos(a);
return mat2(c, -s, s, c);
}
float opExtrusion(in vec3 p, in float sdf, in float h) {
vec2 w = vec2(sdf, abs(p.z) - h);
return min(max(w.x, w.y), 0.0) + length(max(w, 0.0));
}
float sdCog2d(vec2 pos) {
float r = length(pos) * 2.;
float a = atan(pos.y, pos.x);
float f = 1. - smoothstep(-0.2, .8, sin(a * 12.)) * 0.14;
f = smoothstep(f, f + 2., r);
return f;
}
float sdCog(vec3 pos, float angle) {
pos.xy *= Rot(angle);
float d1 = opExtrusion(pos, sdCog2d(pos.xy), 0.05);
float d2 = fCapsule(pos, vec3(0., 0.0, 0.), vec3(0., 0., 1.), 0.2);
return 0.8 * fOpDifferenceRound(d1, d2, 0.05) - 0.003;
}
float sdCapsule(vec3 p, vec3 a, vec3 b, float r) {
vec3 pa = p - a, ba = b - a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
return length(pa - ba * h) - r;
}
float sdCylinder(vec3 p, vec3 a, vec3 b, float r) {
vec3 ba = b - a;
vec3 pa = p - a;
float baba = dot(ba, ba);
float paba = dot(pa, ba);
float x = length(pa * baba - ba * paba) - r * baba;
float y = abs(paba - baba * 0.5) - baba * 0.5;
float x2 = x * x;
float y2 = y * y * baba;
float d = (max(x, y) < 0.0) ? -min(x2, y2) : (((x > 0.0) ? x2 : 0.0) + ((y > 0.0) ? y2 : 0.0));
return sign(d) * sqrt(abs(d)) / baba;
}
float sdPlane(vec3 p, vec4 n) {
// n must be normalized
return dot(p, n.xyz) + n.w;
}
// Add this function before mapScene
float rippleEffect(vec3 p, vec3 center, float time) {
float dist = length(p.xz - center.xz);
float wave = sin(dist * 2.0 - time * 8.0) * exp(-dist * 0.3);
return wave * 0.5; // Adjust amplitude as needed
}
/*// 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);
}*/