c toteutus hexa gridin generoinnista
This commit is contained in:
76
src/main.cpp
76
src/main.cpp
@ -16,6 +16,9 @@
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#define USE_AUDIO 1
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#define NO_UNIFORMS 0
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#define GRID 32
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#define HEX_TEX_SIZE (GRID * GRID * 4) // RGBA: 4 floats per texel
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#include "definitions.h"
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#if OPENGL_DEBUG
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#include "debug.h"
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@ -66,6 +69,10 @@ int __cdecl main(int argc, char* argv[])
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#endif
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#endif
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struct Vec3 {
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float x, y, z;
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};
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// initalize opengl context
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SetPixelFormat(hDC, ChoosePixelFormat(hDC, &pfd), &pfd);
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wglMakeCurrent(hDC, wglCreateContext(hDC));
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@ -127,6 +134,74 @@ int __cdecl main(int argc, char* argv[])
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static float fft_output[FFT_SIZE / 2]; // Magnitudes
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static float fft_uniform[FFT_SIZE / 4];
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//GLuint fftTex;
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//glGenTextures(1, &fftTex);
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//glBindTexture(GL_TEXTURE_2D, fftTex);
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//// Create a 512x1 2D texture using FFT output
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//glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 512, 1, 0, GL_RED, GL_FLOAT, fft_uniform);
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//// Optional: improve performance
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//// Bind to texture unit 0
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PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
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PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
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//glActiveTexture(GL_TEXTURE0 + 0);
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//glBindTexture(GL_TEXTURE_2D, fftTex);
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//glUniform1i(glGetUniformLocation(pidMain, "u_fft_texture"), 0);
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static float hexGridData[HEX_TEX_SIZE];
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float cellW = 1.6f + 0.2f;
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float cellH = 1.88f + 0.2f;
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Vec3 gridOffset = { cellW * 8.0f, -5.0f, cellH * 10.0f };
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float rippleCenterX = 7.0f;
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float rippleCenterY = 7.0f;
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for (int j = 0; j < GRID; ++j) {
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for (int i = 0; i < GRID; ++i) {
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float rowOffset = (j % 2 == 0) ? -0.5f : 0.5f;
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float x = (i + rowOffset) * cellW;
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float z = j * cellH;
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float y = 0.0f;
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Vec3 hexPos = { x - gridOffset.x, y - gridOffset.y, z - gridOffset.z };
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float dx = (float)i - rippleCenterX;
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float dy = (float)j - rippleCenterY;
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float hexDist = sqrtf(dx * dx + dy * dy);
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int idx = (j * GRID + i) * 4;
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hexGridData[idx + 0] = hexPos.x;
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hexGridData[idx + 1] = hexPos.y;
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hexGridData[idx + 2] = hexPos.z;
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hexGridData[idx + 3] = hexDist;
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}
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}
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GLuint hexGridTex;
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glGenTextures(1, &hexGridTex);
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glBindTexture(GL_TEXTURE_2D, hexGridTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, GRID, GRID, 0, GL_RGBA, GL_FLOAT, hexGridData);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glActiveTexture(GL_TEXTURE0 + 2);
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glUniform1i(glGetUniformLocation(pidMain, "u_hexGridTex"), 2);
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do
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{
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direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
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@ -205,6 +280,7 @@ int __cdecl main(int argc, char* argv[])
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PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
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glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
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glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
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//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 512, 1, GL_RED, GL_FLOAT, fft_uniform);
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glRects(-1, -1, 1, 1);
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@ -6,6 +6,9 @@ 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[7];
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layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
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//uniform sampler2D u_fft_texture;
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uniform sampler2D u_hexGridTex;
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float u_time = syncs[0];
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/* uses some snippets from:
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* "Seascape" by Alexander Alekseev aka TDM - 2014
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@ -15,7 +18,6 @@ float u_time = syncs[0];
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//precision mediump float;
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vec2 u_resolution = vec2(1920,1080);
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const float PI = 22./7.;
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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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@ -55,197 +57,62 @@ float noise(vec2 p, float scale, int a)
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hash( i + vec2(1.), a), u.x), u.y);
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}
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/////////////////
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// GEOMETRY //
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/////////////////
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/*float sdSphere(vec3 p, float r) {
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return length(p)-r;
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}*/
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float sdCappedCylinder( vec3 p, float h, float r )
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{
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vec2 d = abs(vec2(length(p.xy),p.z)) - vec2(r,h);
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return min(max(d.x,d.y),0.0) + length(max(d,0.0));
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}
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float sdBox2(vec3 p, vec3 b) {
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vec3 q = abs(p) - b;
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return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.);
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}
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float sdTriPrism( vec3 p, vec2 h, float rot )
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{
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p.xy *= rot2D(rot);
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// Hexagonal prism, circumcircle variant
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float fHexagonCircumcircle(vec3 p, vec2 h) {
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vec3 q = abs(p);
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return max(q.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5);
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return max(q.y - h.y, max(q.x * sqrt(3.) * 0.5 + q.z * 0.5, q.z) - h.x);
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//this is mathematically equivalent to this line, but less efficient:
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//return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x);
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}
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float sdPyramid( vec3 p, float s)
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{
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p = abs(p);
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return (p.x+p.y+p.z-s)*0.577;// 35027;
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float sdHex(vec3 pos, float i, float angle) {
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float d1 = fHexagonCircumcircle(pos, vec2(0.86, i));
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return d1;
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}
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//////////////////
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// ANIMATION //
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//////////////////
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float getScaledFFT(int index, float scale, float offset) {
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// Clamp index to valid range
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index = clamp(index, 0, 511);
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// POSITIONS
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//const vec3 glyph1Pos = vec3(1.7,-1.1,0.0);
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//const vec3 glyph2Pos = vec3(2.0,0.0,0.0);
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// Get raw FFT value
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float raw = fft_output[index];
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//const vec3 glyph4Pos = vec3(0.0,2.0,0.0)
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//const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0);
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//const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0);
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// DELAYS
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float STARTDELAY = 9., glow = 0.;
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// POSITIONS
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// COLORS
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vec3 chevronColor = vec3(0.36, 0.9, 0.0);
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// with duration d, startTime s and speed up with timeFact
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float timedSine(vec3 i) {
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return min((u_time - i.y)*i.z, i.x*PI);
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// Apply logarithmic scaling: log(1 + value * scale) + offset
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return log(1.0 + raw * scale) + offset;
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}
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float calcFactor (float startTime)
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{
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return STARTDELAY + STARTDELAY*cl(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9);
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}
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// Modify your mapScene function
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vec3 mapScene(vec3 p) {
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float gridsize = 16.0; // or GRID if you want full size
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float hexGap = 0.2;
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// Animate ring movements
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vec3 ringAnim(vec3 p) {
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for (float i = 0.; i < 7.; i++) {
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float rotateDelay = STARTDELAY + (i * 3.), o=1.;
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if(u_time > rotateDelay) {
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if(mod(i,2.) >= 1.) o = -1.;
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p.xy *= rot2D(calcFactor(rotateDelay)*o);
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}
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}
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return p;
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}
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float d = 1e9;
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float mat = 0.;
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// Animate prism movements
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float prismAnim(vec2 i) {
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if(u_time >= i.y) {
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i.x += (.045*cl(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8));
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}
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return i.x;
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}
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vec2 rippleCenter = vec2(7.0, 7.0);
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//////////////
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// SCENE //
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//////////////
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float sea_octave(vec2 uv, float choppy) {
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uv += noise(uv, 1., 1);
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vec2 wv = 1.0-abs(sin(uv));
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wv = mix(wv, abs(cos(uv)),wv);
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return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
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}
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for(float j = 0.; j < gridsize; j++) {
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for(float i = 0.; i < gridsize; i++) {
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ivec2 texSize = textureSize(u_hexGridTex, 0);
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vec2 texCoord = (vec2(i, j)) / vec2(texSize);
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vec3 map(vec3 p, int displace)
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{
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float mat = 0., glo = 1e3,
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// Ring boxes
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an = PI/12.,
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step,
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anRot = floor(atan(p.y,p.x)/an + .5)*an;
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vec3 q = p;
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q.xy = rot2D(anRot)*q.xy;
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float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02,
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vec4 hexData = texture(u_hexGridTex, texCoord); // RGBA: x, y, z, dist
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// Main ring
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d2 = abs(length(p.xy) - 1.8) - .2;
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d = min(d,d2);
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vec3 hexPos = hexData.rgb;
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float hexDist = hexData.a;
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// Inner ring
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d2 = smax( abs(length(p.xy) - 1.75) - .08, abs(p.z - .1)-.04, .005 );
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d = max(-d2,d);
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// Optionally use hexDist for ripple effect with FFT
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int index = clamp(int((hexDist / 34.)*512.), 0, 511);
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float hexSize = fft_output[index] * 5.0;
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float a = sdHex(p - hexPos, 1.0 + hexSize, 0.0);
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d = min(d, a);
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// Depth slice rings
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d = smax( d, abs(p.z)-.1, .02 );
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//Rotating glyphs
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vec3 p2 = ringAnim(p), q2=p2;
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an = PI/16.;
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q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy;
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d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02 + noise(p.xy*100.,1e-3,0);
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d = min(d, d2);
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if (d==d2) mat = 6.;
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// Gate Base
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d2 = 1e3;
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float stepDist = 1.5, h = 0.0, d3, choppy=4., freq=0.6, amp=.2;
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for(int i = 0; i < 4; i++) {
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step = sdBox2(vec3(p.x,p.y+stepDist+0.05,p.z), vec3(2., .2,stepDist)) - .05;
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d2 = min(d2, step);
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stepDist += .2;
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}
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d2 += noise(p.xz * 50.+200., .007, 0);
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d = min(d, d2);
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if (d==d2) mat = 2.0;
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if (displace == 1) {
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vec2 uv = p.xy;
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for(int i = 0; i < 4; i++) {
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d3 = sea_octave((uv+u_time)*freq,choppy);
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d3 += sea_octave((uv-u_time)*freq,choppy);
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h += d3 * amp;
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uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22;
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choppy = mix(choppy,1.0,0.4);
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}
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}
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d2 = max(-sdCappedCylinder(p, 2.0, min((1.7 - (u_time - 28.9)*2.5),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15);
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d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
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d = min(d, d2);
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if (d==d2) {
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mat = 1.0;
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}
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// sand
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d2 = (p.y +3.7) + noise((vec2((p.x),(p.z*.44-40.))*.04)+100., 20., 0) + .25*sin(p.z*.5+u_time);
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d = min(d,d2);
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if (d==d2) mat = 3.0;
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// pyradmid
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d2 = sdPyramid(p+vec3(-75., 0., 100.), 60.);
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d = min(d, d2);
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if (d==d2) mat=3.;
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// Prisms
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for(float i = 0.; i < 8.; i++ ) {
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q = p;
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anRot = 24.67 / (PI * 2.) + (i+1.) * PI / 4.;
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// Nudge first and the last prism out of the ground
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if (i == 1.) anRot += .2;
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if (i == 7.) anRot -= .2;
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q.xy = rot2D(anRot) * q.xy;
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float rotateDelay = STARTDELAY + (i - 1.) * 3. + 1.5;
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// We can now call each prism by it's index
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// draw all except the middle bottom prism
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if (i > 0.) {
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q.x -= 1.95;
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vec3 q2 = q; // new point for movable parts
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if(u_time > rotateDelay) q2.x = prismAnim(vec2(q2.x, rotateDelay));
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float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) -.01;
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d2 = max(-sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02);
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d2 = min(d2, prismTop);
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d = min(d, d2);
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// glyph locking thing material
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if (d == d2) mat = 4.;
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// glyph locking prism material
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if( d == prismTop) if(u_time > rotateDelay + .2) {
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mat = 5.;
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glo = min(d2, prismTop);
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if(d == a) {
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mat = 1.;
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}
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}
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}
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return vec3( d, mat, glo);
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return vec3(d, mat, float(0));
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}
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////////////////
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@ -257,8 +124,7 @@ float rayMarch(vec3 ro, vec3 rd, int a) {
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float t = 0.; // total distance travelled
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// Raymarching
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for (int i = 0; i < 100; i++) {
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d = map(ro + rd * t, 0); // Get distance to objects
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if (a==0&&d.z<0.3) glow += pow(0.01/d.z,0.8)*0.6;
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d = mapScene(ro + rd * t); // Get distance to objects
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t += d.x; // "march" the ray
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if (d.x < 1e-3 || t > 500.) break;
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}
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@ -267,10 +133,10 @@ float rayMarch(vec3 ro, vec3 rd, int a) {
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vec3 getNormal(vec3 p) {
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vec2 e = vec2(.01, 0.);
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vec3 n = map(p, 1).x - vec3(
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map(p-e.xyy,1).x,
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map(p-e.yxy,1).x,
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map(p-e.yyx,1).x);
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vec3 n = mapScene(p).x - vec3(
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mapScene(p-e.xyy).x,
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mapScene(p-e.yxy).x,
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mapScene(p-e.yyx).x);
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return no(n);
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}
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@ -321,8 +187,6 @@ vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
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}
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vec3 postProcess(vec3 col) {
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// Vignette
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//col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
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// Colour mapping
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col *= vec3(.9, 0.8, 0.7);
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// gamma
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@ -338,54 +202,16 @@ vec3 postProcess(vec3 col) {
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vec3 cameraPos()
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{
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// first zoom in to the gate
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vec3 cPos = vec3(0., cl(6.-u_time,2.,6.), cl((100.-u_time*11.),6.,100.));
|
||||
if (u_time > 7.5) cPos += vec3(0., cl(7.5-u_time,-1.,0.), 0.);
|
||||
// close up shot for 1st glyph lock
|
||||
if (u_time > 10.5) cPos = vec3(2.,-1.,1.);
|
||||
// zoom away for 2nd glyph animation
|
||||
if (u_time > 12.) cPos = vec3(-1., -.7, 4.);
|
||||
if (u_time > 14.5) {
|
||||
cPos = vec3(0., 0., 4.);
|
||||
cPos.yz *= rot2D(-0.6-(cos(u_time-15.))*0.05);
|
||||
cPos.xz *= rot2D(sin((u_time-16.5)*0.1));
|
||||
}
|
||||
if (u_time > 23.5)
|
||||
{
|
||||
cPos = vec3(3., -.7, 4.);
|
||||
}
|
||||
if (u_time > 32.5)
|
||||
{
|
||||
cPos = vec3(-20.,10.,50.);
|
||||
}
|
||||
if (u_time > 36.5) {
|
||||
cPos = vec3(3., -.7, 4.);
|
||||
cPos.yz *= rot2D(((1.-cos(u_time-36.5))*-0.025));
|
||||
cPos.xz *= rot2D(sin((u_time-36.5)*0.07));
|
||||
}
|
||||
vec3 cPos = vec3(0., 25., 50.);
|
||||
|
||||
return cPos;
|
||||
}
|
||||
|
||||
vec3 cameraPointAt() {
|
||||
vec3 p = vec3(0., -.5, 0.);
|
||||
// look at 1st glyph
|
||||
if (u_time > 10.5) p = vec3(1.7,-1.1,0.);
|
||||
// look gate at distance
|
||||
if(u_time > 12.) p = vec3(0.);
|
||||
if(u_time > 14.5) p = mix(vec3(1.5,1.4,0.0),vec3(-1.5,1.4,0.0), (u_time-16.5)*0.13);
|
||||
if(u_time > 23.5) p = vec3(0.);
|
||||
return p;
|
||||
}
|
||||
|
||||
// flash screen with glyph color when it is locked
|
||||
vec3 colorFlashesAnim(vec3 col) {
|
||||
if(u_time > 10.75) {
|
||||
float x = smoothstep(-1.,.8,sin((timedSine(vec3(.8, 10.75, 8.))*2.)));
|
||||
col = mix(col, chevronColor * (x * 1.4), x *.76);
|
||||
}
|
||||
return col;
|
||||
}
|
||||
|
||||
vec3 addSpecular(vec3 nor, vec3 rod, float amount, float phong)
|
||||
{
|
||||
return vec3(specular(nor,no(vec3(0.0,0.3,0.8)),no(rod),pow(10.,phong)))*amount;
|
||||
@ -403,7 +229,7 @@ vec3 sceneGate(vec2 uv)
|
||||
// Lighting
|
||||
vec3 p = ro + rd * d,
|
||||
n = getNormal(p);
|
||||
mat = map(p,0).y;
|
||||
mat = mapScene(p).y;
|
||||
// Light 1 Arguments
|
||||
// 1: Ray starting point
|
||||
// 2: Light position
|
||||
@ -428,14 +254,28 @@ vec3 sceneGate(vec2 uv)
|
||||
if(mat==4.)
|
||||
col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7);
|
||||
if(mat ==5.)
|
||||
col = chevronColor*0.4;// * pow(cl(1. -dot(n, -rd), 0., 1.), .3);
|
||||
col = vec3(0.0, 0.08, 0.11);// * pow(cl(1. -dot(n, -rd), 0., 1.), .3);
|
||||
if(mat == 6.)
|
||||
col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5);
|
||||
}
|
||||
col += glow * chevronColor*.25;
|
||||
return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01)));
|
||||
return postProcess(applyFog(col, d, rd, vec3(0., -.1, -1.), .01));
|
||||
}
|
||||
|
||||
void main() {
|
||||
// Determine FFT bin index for current x position
|
||||
// vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y;
|
||||
// int index = int(floor((1.0+uv.x)*128.0));
|
||||
// index = clamp(index, 0, 255);
|
||||
//
|
||||
// // Get the FFT energy (clamped to avoid NaNs or overflow)
|
||||
// float energy = clamp(texture(u_fft_texture, vec2(index/255., 0.0)).r, 0.0, 1.0);
|
||||
//
|
||||
// float bar_height = energy;
|
||||
// float fade = smoothstep(bar_height, bar_height + 0.02, 1.0 - uv.y);
|
||||
//
|
||||
// vec3 color = vec3(fade);
|
||||
//
|
||||
// o = vec4(color, 1.0);
|
||||
|
||||
o = vec4(sceneGate( (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y), 1.);
|
||||
}
|
||||
@ -2,304 +2,139 @@
|
||||
#ifndef FRAGMENT_INL_
|
||||
# define FRAGMENT_INL_
|
||||
# define VAR_fft_output "p"
|
||||
# define VAR_o "f"
|
||||
# define VAR_syncs "a"
|
||||
# define VAR_o "v"
|
||||
# define VAR_syncs "s"
|
||||
# define VAR_u_hexGridTex "d"
|
||||
|
||||
const char *fragment_frag =
|
||||
"#version 460\n"
|
||||
"precision mediump float;"
|
||||
"out vec4 f;"
|
||||
"const float m=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
|
||||
"layout(location=0)uniform float a[7];"
|
||||
"out vec4 v;"
|
||||
"const float f=2.*acos(-1.),m=sqrt(5.)*.5+.5;"
|
||||
"layout(location=0)uniform float s[7];"
|
||||
"layout(location=8)uniform float p[512];"
|
||||
"float y=a[0];"
|
||||
"vec2 c=vec2(1920,1080);"
|
||||
"const float z=22./7.;"
|
||||
"vec3 n(vec3 v)"
|
||||
"uniform sampler2D d;"
|
||||
"float y=s[0];"
|
||||
"vec2 n=vec2(1920,1080);"
|
||||
"vec3 t(vec3 v)"
|
||||
"{"
|
||||
"return normalize(v);"
|
||||
"}"
|
||||
"float n(float v,float f,float y)"
|
||||
"float t(float v,float f,float y)"
|
||||
"{"
|
||||
"return clamp(v,f,y);"
|
||||
"}"
|
||||
"mat2 n(float v)"
|
||||
"float t(vec2 v)"
|
||||
"{"
|
||||
"float f=sin(v);"
|
||||
"v=cos(v);"
|
||||
"return mat2(v,-f,f,v);"
|
||||
"}"
|
||||
"float x(float v,float y,float m)"
|
||||
"{"
|
||||
"float z=max(m-abs(v-y),0.);"
|
||||
"return max(v,y)+z*z*.25/m;"
|
||||
"}"
|
||||
"float n(vec2 v,int y)"
|
||||
"{"
|
||||
"if(y==1)"
|
||||
"{"
|
||||
"float y=dot(v,vec2(127.1,311.7));"
|
||||
"return fract(sin(y)*43758.5453123);"
|
||||
"}"
|
||||
"v=50.*fract(v*.3183099);"
|
||||
"return fract(v.x*v.y*(v.x+v.y));"
|
||||
"}"
|
||||
"float n(vec2 v,float y,int f)"
|
||||
"float t(vec2 v,float y)"
|
||||
"{"
|
||||
"vec2 m=floor(v);"
|
||||
"vec2 f=floor(v);"
|
||||
"v=fract(v);"
|
||||
"v=v*v*(3.-2.*v);"
|
||||
"float z=y;"
|
||||
"if(f==1)"
|
||||
"z=2.;"
|
||||
"return-y+z*mix(mix(n(m+vec2(0),f),n(m+vec2(1,0),f),v.x),mix(n(m+vec2(0,1),f),n(m+vec2(1),f),v.x),v.y);"
|
||||
"return-y+y*mix(mix(t(f+vec2(0)),t(f+vec2(1,0)),v.x),mix(t(f+vec2(0,1)),t(f+vec2(1)),v.x),v.y);"
|
||||
"}"
|
||||
"float n(vec3 v,float y,float m)"
|
||||
"{"
|
||||
"vec2 f=abs(vec2(length(v.xy),v.z))-vec2(m,y);"
|
||||
"return min(max(f.x,f.y),0.)+length(max(f,0.));"
|
||||
"}"
|
||||
"float n(vec3 v,vec3 y)"
|
||||
"{"
|
||||
"v=abs(v)-y;"
|
||||
"return length(max(v,0.))+min(max(v.x,max(v.y,v.z)),0.);"
|
||||
"}"
|
||||
"float n(vec3 v,vec2 y)"
|
||||
"{"
|
||||
"v.xy*=n(.5);"
|
||||
"vec3 m=abs(v);"
|
||||
"return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);"
|
||||
"}"
|
||||
"float x(vec3 v)"
|
||||
"float t(vec3 v,vec2 y)"
|
||||
"{"
|
||||
"v=abs(v);"
|
||||
"return(v.x+v.y+v.z-60.)*.577;"
|
||||
"return max(v.y-y.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-y.x);"
|
||||
"}"
|
||||
"float s=0.;"
|
||||
"vec3 l=vec3(.36,.9,0);"
|
||||
"float t(vec3 v)"
|
||||
"vec3 x(vec3 v)"
|
||||
"{"
|
||||
"return min((y-v.y)*v.z,v.x*z);"
|
||||
"float f=1e9,m=0.;"
|
||||
"for(float y=0.;y<16.;y++)"
|
||||
"for(float i=0.;i<16.;i++)"
|
||||
"{"
|
||||
"ivec2 x=textureSize(d,0);"
|
||||
"vec2 n=vec2(i,y)/vec2(x);"
|
||||
"vec4 s=texture(d,n);"
|
||||
"float w=t(v-s.xyz,vec2(.86,1.+p[clamp(int(s.w/34.*512.),0,511)]*5.));"
|
||||
"f=min(f,w);"
|
||||
"if(f==w)"
|
||||
"m=1.;"
|
||||
"}"
|
||||
"return vec3(f,m,float(0));"
|
||||
"}"
|
||||
"float t(vec3 v,vec3 f,int y)"
|
||||
"{"
|
||||
"vec3 m;"
|
||||
"float i=0.;"
|
||||
"for(int y=0;y<100;y++)"
|
||||
"{"
|
||||
"m=x(v+f*i);"
|
||||
"i+=m.x;"
|
||||
"if(m.x<.001||i>5e2)"
|
||||
"break;"
|
||||
"}"
|
||||
"return i;"
|
||||
"}"
|
||||
"vec3 w(vec3 v)"
|
||||
"{"
|
||||
"for(float f=0.;f<7.;f++)"
|
||||
"vec2 y=vec2(.01,0);"
|
||||
"v=x(v).x-vec3(x(v-y.xyy).x,x(v-y.yxy).x,x(v-y.yyx));"
|
||||
"return t(v);"
|
||||
"}"
|
||||
"float t(vec3 v,vec3 f,float y,float m,vec3 d,float i)"
|
||||
"{"
|
||||
"vec3 x=t(f-v);"
|
||||
"y=t(dot(d,x)*y,0.,y)/(1.+i*length(f-v));"
|
||||
"i=t(v+d*.0025,x,1);"
|
||||
"if(i<length(f-v))"
|
||||
"y*=m;"
|
||||
"return y;"
|
||||
"}"
|
||||
"float t(vec3 v,vec3 y,vec3 f,float m)"
|
||||
"{"
|
||||
"return pow(max(dot(reflect(f,v),y),0.),m)*((m+8.)/(acos(-1.)*8.));"
|
||||
"}"
|
||||
"vec3 t(vec3 v,vec3 f,vec3 y,vec3 m)"
|
||||
"{"
|
||||
"return vec3(0,.1,.3)+pow(dot(f,y)*.4+.6,60.)*vec3(.11,.16,.18)*.3-vec3(.73,.15,.66)*pow(t(1.-dot(f,-m),0.,1.),.7)+vec3(t(f,y,m,60.))*.2;"
|
||||
"}"
|
||||
"vec3 t(vec2 v,vec3 f,float y)"
|
||||
"{"
|
||||
"f=t(vec3(0,-.5,0)-f);"
|
||||
"vec3 m=t(cross(vec3(0,1,0),f));"
|
||||
"return t(f*y+v.x*m+v.y*cross(f,m));"
|
||||
"}"
|
||||
"vec3 t(vec3 v,vec3 f,float y,float m)"
|
||||
"{"
|
||||
"return vec3(t(v,t(vec3(0,.3,.8)),t(f),pow(10.,m)))*y;"
|
||||
"}"
|
||||
"vec3 w(vec2 v)"
|
||||
"{"
|
||||
"vec3 f=vec3(0,25,50),m=t(v,f,t((43.-y)*-2.,2.,25.)),i=vec3(0);"
|
||||
"float d=t(f,m,0),r=0.;"
|
||||
"if(d<5e2)"
|
||||
"{"
|
||||
"float m=9.+f*3.,z=1.;"
|
||||
"if(y>m)"
|
||||
"{"
|
||||
"if(mod(f,2.)>=1.)"
|
||||
"z=-1.;"
|
||||
"v.xy*=n((9.+9.*n(sin(t(vec3(1.5,m,4))*.06),-.9,.9))*z);"
|
||||
"}"
|
||||
"vec3 v=f+m*d,n=w(v);"
|
||||
"r=x(v).y;"
|
||||
"i+=vec3(.82,.5,.9)*t(v,vec3(10,15,25),1.,.2,n,1e-10);"
|
||||
"i+=vec3(.79,.66,.43)*t(v,vec3(4,2,-15),1.,1.,n,1e-10);"
|
||||
"i+=vec3(0,.06,.7)*t(v,vec3(0,0,5),t((y-29.)*1e2,0.,50.),0.,n,3.1);"
|
||||
"i+=vec3(.29,.28,.33)*t(dot(n,t(vec3(0,1,10))),0.,1.);"
|
||||
"if(r==0.)"
|
||||
"i*=vec3(.2,.3,.3)+t(n,m,.5,2.);"
|
||||
"if(r==1.)"
|
||||
"i*=t(v,n,t(vec3(0,.3,.8)),t(m));"
|
||||
"if(r==2.)"
|
||||
"i*=vec3(.7,.7,.4)+t(v.xz*3.+1.5,.1);"
|
||||
"if(r==3.)"
|
||||
"i*=vec3(.8,.8,.5)+t(v.xz*5e2+1e5,.3);"
|
||||
"if(r==4.)"
|
||||
"i*=vec3(0,.08,.11)+t(n,m,.3,.7);"
|
||||
"if(r==5.)"
|
||||
"i=vec3(0,.08,.11);"
|
||||
"if(r==6.)"
|
||||
"i*=vec3(.01,.04,.06)+t(n,m,.1,2.5);"
|
||||
"}"
|
||||
"return v;"
|
||||
"}"
|
||||
"float n(vec2 v)"
|
||||
"{"
|
||||
"if(y>=v.y)"
|
||||
"v.x+=.045*n(sin(t(vec3(3,v.y,40))*.4),-.8,.8);"
|
||||
"return v.x;"
|
||||
"}"
|
||||
"float n(vec2 v,float f)"
|
||||
"{"
|
||||
"v+=n(v,1.,1);"
|
||||
"vec2 y=1.-abs(sin(v));"
|
||||
"y=mix(y,abs(cos(v)),y);"
|
||||
"return pow(1.-pow(y.x*y.y,.65),f);"
|
||||
"}"
|
||||
"vec3 n(vec3 v,int m)"
|
||||
"{"
|
||||
"float f=0.,i=1e3,r=z/12.,a,s=floor(atan(v.y,v.x)/r+.5)*r;"
|
||||
"vec3 l=v;"
|
||||
"l.xy=n(s)*l.xy;"
|
||||
"float c=length(max(abs(l.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,d=abs(length(v.xy)-1.8)-.2;"
|
||||
"c=min(c,d);"
|
||||
"d=x(abs(length(v.xy)-1.75)-.08,abs(v.z-.1)-.04,.005);"
|
||||
"c=x(max(-d,c),abs(v.z)-.1,.02);"
|
||||
"vec3 p=w(v),t=p;"
|
||||
"r=z/16.;"
|
||||
"t.xy=n(floor(atan(p.y,p.x)/r+.5)*r)*t.xy;"
|
||||
"d=n(t.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02+n(v.xy*1e2,.001,0);"
|
||||
"c=min(c,d);"
|
||||
"if(c==d)"
|
||||
"f=6.;"
|
||||
"d=1e3;"
|
||||
"r=1.5;"
|
||||
"float e=0.,u,g=4.,C=.6,F=.2;"
|
||||
"for(int f=0;f<4;f++)"
|
||||
"a=n(vec3(v.x,v.y+r+.05,v.z),vec3(2,.2,r))-.05,d=min(d,a),r+=.2;"
|
||||
"d+=n(v.xz*50.+2e2,.007,0);"
|
||||
"c=min(c,d);"
|
||||
"if(c==d)"
|
||||
"f=2.;"
|
||||
"if(m==1)"
|
||||
"{"
|
||||
"vec2 f=v.xy;"
|
||||
"for(int v=0;v<4;v++)"
|
||||
"u=n((f+y)*C,g)+n((f-y)*C,g),e+=u*F,f*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,F*=.22,g=mix(g,1.,.4);"
|
||||
"}"
|
||||
"d=max(max(-n(v,2.,min(1.7-(y-28.9)*2.5,2.3)),n(v,.025,1.6)-e*.15),n(v,.3,1.7));"
|
||||
"c=min(c,d);"
|
||||
"if(c==d)"
|
||||
"f=1.;"
|
||||
"d=v.y+3.7+n(vec2(v.x,v.z*.44-40.)*.04+1e2,20.,0)+.25*sin(v.z*.5+y);"
|
||||
"c=min(c,d);"
|
||||
"if(c==d)"
|
||||
"f=3.;"
|
||||
"d=x(v+vec3(-75,0,100));"
|
||||
"c=min(c,d);"
|
||||
"if(c==d)"
|
||||
"f=3.;"
|
||||
"for(float m=0.;m<8.;m++)"
|
||||
"{"
|
||||
"l=v;"
|
||||
"s=24.67/(z*2.)+(m+1.)*z/4.;"
|
||||
"if(m==1.)"
|
||||
"s+=.2;"
|
||||
"if(m==7.)"
|
||||
"s-=.2;"
|
||||
"l.xy=n(s)*l.xy;"
|
||||
"float r=9.+(m-1.)*3.+1.5;"
|
||||
"if(m>0.)"
|
||||
"{"
|
||||
"l.x-=1.95;"
|
||||
"vec3 v=l;"
|
||||
"if(y>r)"
|
||||
"v.x=n(vec2(v.x,r));"
|
||||
"float m=n(vec3(l.x-.06,l.yz),vec2(.1,.15))-.01;"
|
||||
"d=min(max(-n(vec3(v.x-.14,v.yz),vec2(.22))-.01,n(vec3(v),vec2(.2,.12))-.02),m);"
|
||||
"c=min(c,d);"
|
||||
"if(c==d)"
|
||||
"f=4.;"
|
||||
"if(c==m)"
|
||||
"if(y>r+.2)"
|
||||
"f=5.,i=min(d,m);"
|
||||
"}"
|
||||
"}"
|
||||
"return vec3(c,f,i);"
|
||||
"}"
|
||||
"float n(vec3 v,vec3 y,int m)"
|
||||
"{"
|
||||
"vec3 f;"
|
||||
"float c=0.;"
|
||||
"for(int i=0;i<100;i++)"
|
||||
"{"
|
||||
"f=n(v+y*c,0);"
|
||||
"if(m==0&&f.z<.3)"
|
||||
"s+=pow(.01/f.z,.8)*.6;"
|
||||
"c+=f.x;"
|
||||
"if(f.x<.001||c>5e2)"
|
||||
"break;"
|
||||
"}"
|
||||
"return c;"
|
||||
"}"
|
||||
"vec3 h(vec3 v)"
|
||||
"{"
|
||||
"vec2 f=vec2(.01,0);"
|
||||
"return n(n(v,1).x-vec3(n(v-f.xyy,1).x,n(v-f.yxy,1).x,n(v-f.yyx,1)));"
|
||||
"}"
|
||||
"float h(vec3 v,vec3 y,float f,float m,vec3 c,float i)"
|
||||
"{"
|
||||
"vec3 d=n(y-v);"
|
||||
"f=n(dot(c,d)*f,0.,f)/(1.+i*length(y-v));"
|
||||
"i=n(v+c*.0025,d,1);"
|
||||
"if(i<length(y-v))"
|
||||
"f*=m;"
|
||||
"return f;"
|
||||
"}"
|
||||
"float h(vec3 v,vec3 f,vec3 y,float m)"
|
||||
"{"
|
||||
"return pow(max(dot(reflect(y,v),f),0.),m)*((m+8.)/(z*8.));"
|
||||
"}"
|
||||
"vec3 h(vec3 v,vec3 y,vec3 f,vec3 m)"
|
||||
"{"
|
||||
"return vec3(0,.1,.3)+pow(dot(y,f)*.4+.6,60.)*vec3(.11,.16,.18)*.3-vec3(.73,.15,.66)*pow(n(1.-dot(y,-m),0.,1.),.7)+vec3(h(y,f,m,60.))*.2;"
|
||||
"}"
|
||||
"vec3 h(vec2 v,vec3 y,vec3 f,float m)"
|
||||
"{"
|
||||
"y=n(f-y);"
|
||||
"f=n(cross(vec3(0,1,0),y));"
|
||||
"return n(y*m+v.x*f+v.y*cross(y,f));"
|
||||
"}"
|
||||
"vec3 h()"
|
||||
"{"
|
||||
"vec3 v=vec3(0,n(6.-y,2.,6.),n(1e2-y*11.,6.,1e2));"
|
||||
"if(y>7.5)"
|
||||
"v+=vec3(0,n(7.5-y,-1.,0.),0);"
|
||||
"if(y>10.5)"
|
||||
"v=vec3(2,-1,1);"
|
||||
"if(y>12.)"
|
||||
"v=vec3(-1,-.7,4);"
|
||||
"if(y>14.5)"
|
||||
"v=vec3(0,0,4),v.yz*=n(-.6-cos(y-15.)*.05),v.xz*=n(sin((y-16.5)*.1));"
|
||||
"if(y>23.5)"
|
||||
"v=vec3(3,-.7,4);"
|
||||
"if(y>32.5)"
|
||||
"v=vec3(-20,10,50);"
|
||||
"if(y>36.5)"
|
||||
"v=vec3(3,-.7,4),v.yz*=n((1.-cos(y-36.5))*-.025),v.xz*=n(sin((y-36.5)*.07));"
|
||||
"return v;"
|
||||
"}"
|
||||
"vec3 n()"
|
||||
"{"
|
||||
"vec3 v=vec3(0,-.5,0);"
|
||||
"if(y>10.5)"
|
||||
"v=vec3(1.7,-1.1,0);"
|
||||
"if(y>12.)"
|
||||
"v=vec3(0);"
|
||||
"if(y>14.5)"
|
||||
"v=mix(vec3(1.5,1.4,0),vec3(-1.5,1.4,0),(y-16.5)*.13);"
|
||||
"if(y>23.5)"
|
||||
"v=vec3(0);"
|
||||
"return v;"
|
||||
"}"
|
||||
"vec3 r(vec3 v)"
|
||||
"{"
|
||||
"if(y>10.75)"
|
||||
"{"
|
||||
"float f=smoothstep(-1.,.8,sin(t(vec3(.8,10.75,8))*2.));"
|
||||
"v=mix(v,f*1.4*l,f*.76);"
|
||||
"}"
|
||||
"return v;"
|
||||
"}"
|
||||
"vec3 h(vec3 v,vec3 y,float f,float m)"
|
||||
"{"
|
||||
"return vec3(h(v,n(vec3(0,.3,.8)),n(y),pow(10.,m)))*f;"
|
||||
"}"
|
||||
"vec3 h(vec2 v)"
|
||||
"{"
|
||||
"vec3 f=h(),m=h(v,f,n(),n((43.-y)*-2.,2.,25.)),c=vec3(0);"
|
||||
"float z=n(f,m,0),i=0.;"
|
||||
"if(z<5e2)"
|
||||
"{"
|
||||
"vec3 v=f+m*z,d=h(v);"
|
||||
"i=n(v,0).y;"
|
||||
"c+=vec3(.82,.5,.9)*h(v,vec3(10,15,25),1.,.2,d,1e-10);"
|
||||
"c+=vec3(.79,.66,.43)*h(v,vec3(4,2,-15),1.,1.,d,1e-10);"
|
||||
"c+=vec3(0,.06,.7)*h(v,vec3(0,0,5),n((y-29.)*1e2,0.,50.),0.,d,3.1);"
|
||||
"c+=vec3(.29,.28,.33)*n(dot(d,n(vec3(0,1,10))),0.,1.);"
|
||||
"if(i==0.)"
|
||||
"c*=vec3(.2,.3,.3)+h(d,m,.5,2.);"
|
||||
"if(i==1.)"
|
||||
"c*=h(v,d,n(vec3(0,.3,.8)),n(m));"
|
||||
"if(i==2.)"
|
||||
"c*=vec3(.7,.7,.4)+n(v.xz*3.+1.5,.1,0);"
|
||||
"if(i==3.)"
|
||||
"c*=vec3(.8,.8,.5)+n(v.xz*5e2+1e5,.3,0);"
|
||||
"if(i==4.)"
|
||||
"c*=vec3(0,.08,.11)+h(d,m,.3,.7);"
|
||||
"if(i==5.)"
|
||||
"c=l*.4;"
|
||||
"if(i==6.)"
|
||||
"c*=vec3(.01,.04,.06)+h(d,m,.1,2.5);"
|
||||
"}"
|
||||
"c+=s*l*.25;"
|
||||
"return smoothstep(0.,1.,pow(r(mix(c,mix(vec3(.34,.11,.34),vec3(.93,.37,.16),pow(max(dot(m,vec3(0,-.1,-1)),0.),8.)),1.-exp(-z*.01)))*vec3(.9,.8,.7),vec3(.45)))+1.-vec3(n((46.-y)*.5,0.,1.));"
|
||||
"return smoothstep(0.,1.,pow(mix(i,mix(vec3(.34,.11,.34),vec3(.93,.37,.16),pow(max(dot(m,vec3(0,-.1,-1)),0.),8.)),1.-exp(-d*.01))*vec3(.9,.8,.7),vec3(.45)))+1.-vec3(t((46.-y)*.5,0.,1.));"
|
||||
"}"
|
||||
"void main()"
|
||||
"{"
|
||||
"f=vec4(h((gl_FragCoord.xy*2.-c.xy)/c.y),1);"
|
||||
"v=vec4(w((gl_FragCoord.xy*2.-n.xy)/n.y),1);"
|
||||
"}";
|
||||
|
||||
#endif // FRAGMENT_INL_
|
||||
|
||||
79
test.py
Normal file
79
test.py
Normal file
@ -0,0 +1,79 @@
|
||||
import numpy as np
|
||||
import matplotlib.pyplot as plt
|
||||
from matplotlib.animation import FuncAnimation
|
||||
|
||||
class DecayingSineWave:
|
||||
def __init__(self, freq=5, decay=0.05, sample_rate=60):
|
||||
self.freq = freq
|
||||
self.decay = decay
|
||||
self.sample_rate = sample_rate
|
||||
self.triggers = []
|
||||
|
||||
def trigger(self, t):
|
||||
self.triggers.append(t)
|
||||
|
||||
def sample(self, t):
|
||||
value = 0.0
|
||||
still_active = []
|
||||
for start_time in self.triggers:
|
||||
age = t - start_time
|
||||
if age >= 0:
|
||||
v = np.sin(2 * np.pi * self.freq * age / self.sample_rate) * np.exp(-self.decay * age)
|
||||
value += v
|
||||
if np.exp(-self.decay * age) > 1e-3:
|
||||
still_active.append(start_time)
|
||||
self.triggers = still_active
|
||||
return value
|
||||
|
||||
# --- Initialize ---
|
||||
wave = DecayingSineWave(freq=5, decay=0.05, sample_rate=60)
|
||||
wave_array = np.zeros(512)
|
||||
time = [0]
|
||||
max_len = 512
|
||||
|
||||
fig, ax = plt.subplots()
|
||||
line, = ax.plot(np.arange(512), wave_array, lw=2)
|
||||
trig_dots, = ax.plot([], [], 'ro', markersize=4)
|
||||
|
||||
ax.set_xlim(0, 511)
|
||||
ax.set_ylim(-1.2, 1.2)
|
||||
ax.set_title("Click to Trigger Decaying Sine Wave")
|
||||
ax.set_xlabel("Sample Index (0 = current)")
|
||||
ax.set_ylabel("Amplitude")
|
||||
ax.grid(True)
|
||||
|
||||
trigger_times = []
|
||||
|
||||
# --- Click handler ---
|
||||
def on_click(event):
|
||||
current_time = time[0]
|
||||
wave.trigger(current_time)
|
||||
trigger_times.append(current_time)
|
||||
|
||||
fig.canvas.mpl_connect('button_press_event', on_click)
|
||||
|
||||
# --- Animation update ---
|
||||
def update(frame):
|
||||
global wave_array
|
||||
current_time = time[0]
|
||||
|
||||
# Shift buffer to the right (older samples move toward the end)
|
||||
wave_array = wave_array * 0.995
|
||||
wave_array = np.roll(wave_array, 1)
|
||||
# Insert new sample at index 0
|
||||
wave_array[0] = wave.sample(current_time)
|
||||
print (wave_array)
|
||||
|
||||
line.set_data(np.arange(512), wave_array)
|
||||
|
||||
# Trigger markers
|
||||
visible_triggers = [tt for tt in trigger_times if current_time - 512 < tt <= current_time]
|
||||
x = [current_time - tt for tt in visible_triggers] # 0 = current time
|
||||
y = [1.0 for _ in x]
|
||||
trig_dots.set_data(x, y)
|
||||
|
||||
time[0] += 1
|
||||
return line, trig_dots
|
||||
|
||||
ani = FuncAnimation(fig, update, interval=1000 / 60, blit=True)
|
||||
plt.show()
|
||||
Reference in New Issue
Block a user