partikkeli-efekti, nuottiefekti kommentoituna

This commit is contained in:
Teemu Järvisalo
2025-07-31 15:45:30 +03:00
parent 99af2bbf5c
commit e00ae27d46
3 changed files with 249 additions and 167 deletions

View File

@ -127,41 +127,8 @@ int __cdecl main(int argc, char* argv[])
static float fft_output[FFT_SIZE / 2]; // Magnitudes
static float fft_uniform[FFT_SIZE / 4];
// main note effect
boolean beenPlaying = false;
const int SHAPES_SIZE = 15;
float shapeIncrement = 0.15f;
/**
* Definition of shape with 3 parameters in a vec3
*
* h position, v position, length
*
*/
float vec3ShapeArray[5][3] = {
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f }
};
float test[3] = { 0.0f, 0.0f, 0.0f }; // test float of one shape
int currentShape = 0; // mark location which shape we are currently building
boolean isPlaying = false;
float lastPlayPos = 0;
float lastNote = 0.0f;
/*GLfloat shapes[5][3] = {
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f }
};*/
struct Vec3 {
@ -173,15 +140,18 @@ int __cdecl main(int argc, char* argv[])
#define SHAPES 16
#define SHAPES_TEX_SIZE (SHAPES * SHAPES * 4)
#define SHAPES_TOTAL (SHAPES * SHAPES)
#define MAX_DISTANCE 100.f
#define PARTICLES 16
#define PARTICLES_TEX_SIZE (PARTICLES * PARTICLES * 4)
#define PARTICLES_DISTANCE 80.f
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
GLuint hexGridTex, ShapesTex;
GLuint hexGridTex, shapesTex, particlesTex;
glGenTextures(1, &hexGridTex);
glBindTexture(GL_TEXTURE_2D, hexGridTex);
@ -192,9 +162,9 @@ int __cdecl main(int argc, char* argv[])
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenTextures(1, &ShapesTex);
glBindTexture(GL_TEXTURE_2D, ShapesTex);
/*
glGenTextures(1, &shapesTex);
glBindTexture(GL_TEXTURE_2D, shapesTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SHAPES, SHAPES, 0, GL_RGBA, GL_FLOAT, nullptr);
@ -202,6 +172,28 @@ int __cdecl main(int argc, char* argv[])
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
*/
glGenTextures(1, &particlesTex);
glBindTexture(GL_TEXTURE_2D, particlesTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SHAPES, SHAPES, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
static float shapesData[SHAPES_TEX_SIZE];
int currentShape = 0; // mark location which shape we are currently building
float shapeIncrement = 0.15f;
float shapeLastNote = 0.0f;
static float particlesData[PARTICLES_TEX_SIZE];
static float particlesData2[PARTICLES*PARTICLES]; // additional value for particle distance
int currentParticle = 0; // mark location which shape we are currently building
float particleIncrement = 1.0f;
float particleLastNote = 0.0f;
do
{
@ -279,7 +271,7 @@ int __cdecl main(int argc, char* argv[])
}
/*
//////////////////////////////////////////////////////
// Shape builder
//////////////////////////////////////////////////////
@ -287,33 +279,28 @@ int __cdecl main(int argc, char* argv[])
// if sound is playing, start a shape, if shape is already started - add length
// if sound has stopped, end shape
// if shape is finished, move shape forward
static float shapesData[SHAPES_TEX_SIZE];
float captureSync = syncs[5];
bool shapeJustFinished = false;
bool shapeJustStarted = false;
float shapeCaptureSync = syncs[5];
// Detect note change to start a new shape
bool noteChanged = (captureSync - lastNote) * (captureSync - lastNote) > 0.0001f;
lastNote = captureSync;
bool shapeNoteChanged = (shapeCaptureSync - shapeLastNote) * (shapeCaptureSync - shapeLastNote) > 0.0001f;
shapeLastNote = shapeCaptureSync;
// If note changed and value is significant, start new shape
if (captureSync > 0.001f && noteChanged) {
if (shapeCaptureSync > 0.001f && shapeNoteChanged) {
int index = currentShape * 4;
// Reset and activate current shape
shapesData[index + 0] = 0.0f; // x start
shapesData[index + 1] = captureSync; // y from audio
shapesData[index + 1] = shapeCaptureSync; // y from audio
shapesData[index + 2] = 1.0f; // z (unused or length)
shapesData[index + 3] = 1.0f; // active
// Advance to next shape slot (circular)
currentShape = (currentShape + 1) % SHAPES_TOTAL;
currentShape = (currentShape + 1) % (SHAPES*SHAPES);
}
// Move active shapes
for (int i = 0; i < SHAPES_TOTAL; ++i) {
for (int i = 0; i < SHAPES*SHAPES; ++i) {
int index = i * 4;
// Check if shape is active
@ -339,22 +326,71 @@ int __cdecl main(int argc, char* argv[])
// Bind and update u_ShapesTex
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, ShapesTex);
glBindTexture(GL_TEXTURE_2D, shapesTex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, SHAPES, SHAPES, GL_RGBA, GL_FLOAT, shapesData);
glUniform1i(glGetUniformLocation(pidMain, "u_ShapesTex"), 2);
/*
float flatShapes[15] = {
vec3ShapeArray[0][0], vec3ShapeArray[0][1], vec3ShapeArray[0][2],
vec3ShapeArray[1][0], vec3ShapeArray[1][1], vec3ShapeArray[1][2],
vec3ShapeArray[2][0], vec3ShapeArray[2][1], vec3ShapeArray[2][2],
vec3ShapeArray[3][0], vec3ShapeArray[3][1], vec3ShapeArray[3][2],
vec3ShapeArray[4][0], vec3ShapeArray[4][1], vec3ShapeArray[4][2]
};
*/
//////////////////////////////////////////////////////
// Particles Builder
//////////////////////////////////////////////////////
// if sound is playing, start a shape, if shape is already started - add length
// if sound has stopped, end shape
// if shape is finished, move shape forward
float particleCaptureSync = syncs[5];
// Detect note change to start a new shape
bool particleNoteChanged = (particleCaptureSync - particleLastNote) * (particleCaptureSync - particleLastNote) > 0.0001f;
particleLastNote = particleCaptureSync;
// If note changed and value is significant, start new shape
if (particleCaptureSync > 0.001f && particleNoteChanged) {
int index = currentParticle * 4;
// Reset and activate current shape
particlesData[index + 0] = 0.0f; // x offset
particlesData[index + 1] = 0.0f; // y offset
particlesData[index + 2] = 0.0f; // z distance
particlesData[index + 3] = 1.0f; // a active
//particlesData2[currentParticle] = 0.0f; // reset progress/time!
// Advance to next shape slot (circular)
currentParticle = (currentParticle + 1) % (PARTICLES * PARTICLES);
}
// Move active shapes
for (int i = 0; i < (PARTICLES * PARTICLES); ++i) {
int index = i * 4;
// Check if shape is active
if (particlesData[index + 3] > 0.5f) {
// Move shape
particlesData[index + 2] += particleIncrement;
// Update y (optional, reflect live audio)
//shapesData[index + 1] = captureSync;
// Optional: grow z value to show duration
//shapesData[index + 2] += shapeIncrement * 0.2f;
// If x exceeds max distance, deactivate and reset
if (particlesData[index + 2] > PARTICLES_DISTANCE) {
particlesData[index + 0] = 0.0f;
particlesData[index + 1] = 0.0f;
particlesData[index + 2] = 0.0f;
particlesData[index + 3] = 0.0f; // inactive
}
}
}
// Bind and update u_ParticlesTex
glActiveTexture(GL_TEXTURE0 + 3);
glBindTexture(GL_TEXTURE_2D, particlesTex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, PARTICLES, PARTICLES, GL_RGBA, GL_FLOAT, particlesData);
glUniform1i(glGetUniformLocation(pidMain, "u_ParticlesTex"), 3);
//glUniform1fvProc(700, PARTICLES*PARTICLES, particlesData2);
//PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
//glUniform3fvProc(600, 1, flatShapes); // array of shapes

View File

@ -7,9 +7,10 @@ const float PHI = sqrt(5.) * 0.5 + 0.5;
layout(location = 0) uniform float syncs[12];
layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length
layout(location = 700) uniform vec3 test; // shapes test
//layout(location = 700) uniform float particlesData2[256]; // additional particles data for distance
layout(binding = 1) uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture;
layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes texture
//layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes texture
layout(binding = 3) uniform sampler2D u_ParticlesTex; // uniform sampler2D particles texture
float u_time = syncs[0];
vec3 palette(float t){
@ -20,6 +21,11 @@ vec3 palette(float t){
return a+b*cos(6.28318*(c*t+d));
}
// Or 2D version
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
}
vec2 getUV() {
const vec2 scale = vec2(0.00104166667, 0.00185185185);
return gl_FragCoord.xy * scale - 1.0;
@ -126,7 +132,7 @@ vec2 mapScene(in vec3 p) {
// main note effect shapes
// res = opU( res, vec2( sdSphere(p- vec3(2.0 + (test.x * 2.), 12. + (test.y * 10.), 0.0), 0.2 ), 1.));
/*
float gridSize = 16.0; // or GRID if you want full size
//float hexGap = 0.2;
@ -144,11 +150,11 @@ vec2 mapScene(in vec3 p) {
int index = clamp(int((hexDist / 34.)*512.), 0, 511);
float hexSize = getScaledFFT(index, 15. ,0.);
float a = sdHex(p - hexPos, 1.0 + hexSize, 0.0);
res = min(res, vec2(a, 1.));
res = opU(res, vec2(a, 1.));
}
}
*/
/*
float gridSize2 = 16.;
for(float j = 0.; j < gridSize2; j++) {
for(float i = 0.; i < gridSize2; i++) {
@ -162,11 +168,52 @@ vec2 mapScene(in vec3 p) {
float a = sdSphere(shapePos, 0.8);
res = min(res, vec2(a, 1.));
res = opU(res, vec2(a, 1.));
}
}
*/
float maxRadius = 40.; // Circle radius
float sphereRadius = 0.7;
int index = 0;
float gridSize3 = 16.;
for(float j = 0; j < gridSize3; j++) {
for(float i = 0; i < gridSize3; i++) {
vec2 texCoord = (vec2(i, j) + 0.5) / float(gridSize3);
vec4 particleData = texture(u_ParticlesTex, texCoord); // RGBA: x, y, distance, active
float particleActive = particleData.a;
if(particleData.z < 0.5) continue;
// Map param to angle
float particleStartPos = hash(vec2(j, i)) * 2.0 * PI;
// Direction from center to initial circle position (in XY plane)
vec3 dir = normalize(vec3(cos(particleStartPos), 0.0, sin(particleStartPos))); // XZ direction
// Compute current radius: shrinking over time
//float r = particleDist;
//if(particleDist > maxRadius) {
// particleDist = maxRadius;
//}
float r = max(maxRadius - particleData.z, -maxRadius);
float offsetFactor = 15.;
vec3 particleOffset = vec3(hash(vec2(i, j)) * offsetFactor , 4., hash(vec2(j, i)) * offsetFactor); // particle offset
// Final object position = center (offset) + radial movement
vec3 center = particleOffset; // Circle center
vec3 objPos = center + dir * r; // Object slides inward
res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
index++;
}
}
//res = opU(res, vec2(sdSphere(p - vec3(.0, 4., .0), 1.0), .1));
return res;
}
@ -185,7 +232,7 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
// Increase step size multiplier for faster marching
t += res.x;
mat = res.y;
if(t > 400.) { // Reduced max distance
if(t > 600.) { // Reduced max distance
break;
}
if(res.x < 0.001 * t) { // Less precise hit detection
@ -436,7 +483,7 @@ vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov)
vec3 render(vec2 uv) {
vec3 camPos = vec3(-20.0, 20.0, -80.0);
vec3 camPos = vec3(-10.0, 20.0, -20.0);
vec3 camTarget = vec3(0.0, 10.0, 0.0); // Adjust target as needed
float fov = 1.0;
@ -451,10 +498,20 @@ vec3 render(vec2 uv) {
vec3 nor = calcNormal(hitPos);
col = shading(hitPos, nor, rayDir, t.y);
}
/*
//glow from the bottom
vec3 bGlowColor = palette(clamp((syncs[1] + syncs[2] + syncs[3]), 0., 1.)); // color change
float bGlowDistance = 0.3;
vec3 p = camPos + t.x * rayDir;
vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9900.;
col += bGlowLevel;
col = clamp(mix(bGlowLevel, col, t.z), 0.0, 1.0);
*/
// distance fog + bass thunder
float fogAmount = 0.01;
col = col *exp(-t.x*fogAmount) + applyFog(col, t.x, rayDir, vec3(0., -0.5, 1.8), fogAmount) * (1.0-exp(-t.x*fogAmount));
return col;
}

View File

@ -1,155 +1,144 @@
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
#ifndef FRAGMENT_INL_
# define FRAGMENT_INL_
# define VAR_fft_output "i"
# define VAR_fft_output "n"
# define VAR_o "f"
# define VAR_shapes "s"
# define VAR_syncs "m"
# define VAR_test "k"
# define VAR_u_ShapesTex "d"
# define VAR_u_hexGridTex "l"
# define VAR_u_ParticlesTex "d"
# define VAR_u_hexGridTex "k"
const char *fragment_frag =
"#version 460\n"
"precision mediump float;"
"out vec4 f;"
"const float n=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float m[12];"
"layout(location=20)uniform float i[512];"
"layout(location=20)uniform float n[512];"
"layout(location=600)uniform vec3 s[15];"
"layout(location=700)uniform vec3 k;"
"layout(binding=1)uniform sampler2D l;"
"layout(binding=0)uniform sampler2D d;"
"layout(binding=1)uniform sampler2D k;"
"layout(binding=3)uniform sampler2D d;"
"float g=m[0];"
"float t(int v)"
"float t(vec2 v)"
"{"
"v=clamp(v,0,511);"
"float n=i[v];"
"return log(1.+n*15.);"
"return fract(sin(dot(v,vec2(127.1,311.7)))*43758.5453123);"
"}"
"float t(vec3 v,vec2 i)"
"vec2 t(vec2 f,vec2 i)"
"{"
"v=abs(v);"
"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
"return f.x<i.x?"
"f:"
"i;"
"}"
"vec2 t(vec3 v)"
"{"
"vec2 f=vec2(v.y,0);"
"for(float i=0.;i<16.;i++)"
"for(float n=0.;n<16.;n++)"
"int i=0;"
"for(float l=0;l<16.;l++)"
"for(float m=0;m<16.;m++)"
"{"
"ivec2 d=textureSize(l,0);"
"vec2 m=vec2(n,i)/vec2(d);"
"vec4 g=texture(l,m);"
"f=min(f,vec2(t(v-g.xyz,vec2(.86,1.+t(clamp(int(g.w/34.*512.),0,511)))),1));"
"}"
"for(float i=0.;i<16.;i++)"
"for(float n=0.;n<16.;n++)"
"{"
"vec2 m=(vec2(n,i)+.5)/float(16.);"
"vec4 g=texture(d,m);"
"if(g.w<.5)"
"vec2 n=(vec2(m,l)+.5)/float(16.);"
"vec4 g=texture(d,n);"
"if(g.z<.5)"
"continue;"
"f=min(f,vec2(length(v-vec3(-70.+g.x*2.,12.+g.y*80.,0))-.8,1));"
"float y=t(vec2(l,m))*2.*acos(-1.);"
"vec3 x=vec3(t(vec2(m,l))*15.,4,t(vec2(l,m))*15.);"
"f=t(f,vec2(length(v-x-normalize(vec3(cos(y),0,sin(y)))*max(40.-g.z,-40.))-.7,1));"
"i++;"
"}"
"return f;"
"}"
"vec3 t(vec3 v,vec3 n,inout vec3 f)"
"vec3 t(vec3 v,vec3 f,inout vec3 i)"
"{"
"float i=0.,l=0.,m=0.;"
"for(int g=0;g<30;g++)"
"float l=0.,m=0.,y=0.;"
"for(int n=0;n<30;n++)"
"{"
"f=v+n*i;"
"vec2 d=t(f);"
"i+=d.x;"
"l=d.y;"
"if(i>4e2)"
"i=v+f*l;"
"vec2 g=t(i);"
"l+=g.x;"
"m=g.y;"
"if(l>6e2)"
"break;"
"if(d.x<.001*i)"
"if(g.x<.001*l)"
"{"
"m=1.;"
"y=1.;"
"break;"
"}"
"}"
"return vec3(i,l,m);"
"return vec3(l,m,y);"
"}"
"float t(vec3 v,vec3 i,float f)"
"float t(vec3 v,vec3 f,float i)"
"{"
"float n=1.,m=.02;"
"for(int g=0;g<6;g++)"
"float l=1.,m=.02;"
"for(int n=0;n<6;n++)"
"{"
"if(m>f)"
"if(m>i)"
"break;"
"float l=t(v+m*i).x;"
"n=min(n,l/(4.*m));"
"m+=clamp(l,.1,.8);"
"if(n<-1.)"
"float g=t(v+m*f).x;"
"l=min(l,g/(4.*m));"
"m+=clamp(g,.1,.8);"
"if(l<-1.)"
"break;"
"}"
"n=max(n,-1.);"
"return.25*(1.+n)*(1.+n)*(2.-n);"
"l=max(l,-1.);"
"return.25*(1.+l)*(1.+l)*(2.-l);"
"}"
"vec3 x(vec3 v)"
"{"
"vec2 n=vec2(.01,0);"
"v=vec3(t(v+n.xyy).x-t(v-n.xyy).x,t(v+n.yxy).x-t(v-n.yxy).x,t(v+n.yyx).x-t(v-n.yyx).x);"
"return normalize(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 t(vec3 v,vec3 n,vec3 i,vec3 f,float m)"
"vec3 t(vec3 v,vec3 l,vec3 f,vec3 m,float i)"
"{"
"vec3 g=vec3(.77,.26,.73);"
"v-=n;"
"float l=length(v);"
"v-=l;"
"float n=length(v);"
"v=normalize(v);"
"float x=30./(1.+.09*l+.032*l*l),c=max(dot(f,v),0.);"
"i=normalize(v-i);"
"float x=30./(1.+.09*n+.032*n*n),y=max(dot(m,v),0.);"
"f=normalize(v-f);"
"vec3 e=vec3(.04);"
"e+=(1.-e)*pow(clamp(1.-max(dot(i,v),0.),0.,1.),5.);"
"l=t(n+f*.01,v,l);"
"return(g*c*x+g*pow(max(dot(f,i),0.),mix(128.,8.,m))*x*e)*l;"
"e+=(1.-e)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
"n=t(l+m*.01,v,n);"
"return(g*y*x+g*pow(max(dot(m,f),0.),mix(128.,8.,i))*x*e)*n;"
"}"
"vec3 t(vec3 v,vec3 f,vec3 i,float n)"
"vec3 t(vec3 v,vec3 f,vec3 m,float l)"
"{"
"float m=.01;"
"vec3 g=vec3(0);"
"if(n==0.)"
"g=vec3(.8314,.2941,.2941),m=.1;"
"else if(n==1.)"
"g=vec3(.6196,.6118,.6118),m=.7;"
"else if(n==2.)"
"g=vec3(.3255,.4784,.3255),m=.2;"
"else if(n==3.)"
"g=vec3(.2471,.3059,.6314),m=1.;"
"else if(n==4.)"
"g=vec3(.9961,1,.9922),m=.1;"
"else if(n==5.)"
"g=vec3(.9961,1,.9922),m=.3;"
"vec3 l=vec3(0);"
"l+=t(vec3(0,40,-10),v,i,f,m);"
"l+=t(vec3(0,20,15),v,i,f,m);"
"l+=vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
"return g*max(vec3(0),l);"
"float i=.01;"
"vec3 n=vec3(0);"
"if(l==0.)"
"n=vec3(.8314,.2941,.2941),i=.1;"
"else if(l==1.)"
"n=vec3(.6196,.6118,.6118),i=.7;"
"else if(l==2.)"
"n=vec3(.3255,.4784,.3255),i=.2;"
"else if(l==3.)"
"n=vec3(.2471,.3059,.6314),i=1.;"
"else if(l==4.)"
"n=vec3(.9961,1,.9922),i=.1;"
"else if(l==5.)"
"n=vec3(.9961,1,.9922),i=.3;"
"v=vec3(0)+t(vec3(0,40,-10),v,m,f,i)+t(vec3(0,20,15),v,m,f,i)+vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
"return n*max(vec3(0),v);"
"}"
"vec3 t(vec2 n,vec3 v)"
"vec3 t(vec2 f,vec3 v)"
"{"
"v=normalize(vec3(0,10,0)-v);"
"vec3 m=normalize(cross(vec3(0,1,0),v));"
"return normalize(v+n.x*m+n.y*cross(v,m));"
"vec3 i=normalize(cross(vec3(0,1,0),v));"
"return normalize(v+f.x*i+f.y*cross(v,i));"
"}"
"vec3 t(vec2 v)"
"vec3 x(vec2 v)"
"{"
"vec3 n=vec3(-20,20,-80),f=t(v,n),i=vec3(0),l=vec3(0);"
"n=t(n,f,l);"
"if(n.x>0.)"
"vec3 f=vec3(-10,20,-20),l=t(v,f),i=vec3(0),n=vec3(0);"
"f=t(f,l,n);"
"if(f.x>0.)"
"{"
"vec3 v=x(l);"
"i=t(l,v,f,n.y);"
"vec3 v=x(n);"
"i=t(n,v,l,f.y);"
"}"
"return i*exp(-n.x*.01)+mix(i,mix(vec3(.2667,.2941,.3451),vec3(.302,.3176,.3725),pow(max(dot(f,vec3(0,-.5,1.8)),0.),clamp(m[1]+m[2]+m[3],0.,1.)*5.)),1.-exp(-n.x*.01))*(1.-exp(-n.x*.01));"
"return i*exp(-f.x*.01)+mix(i,mix(vec3(.2667,.2941,.3451),vec3(.302,.3176,.3725),pow(max(dot(l,vec3(0,-.5,1.8)),0.),clamp(m[1]+m[2]+m[3],0.,1.)*5.)),1.-exp(-f.x*.01))*(1.-exp(-f.x*.01));"
"}"
"void main()"
"{"
"vec3 v=t(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"vec3 v=x(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"f=vec4(v,1);"
"}";