uudet hexat integroitu teemun shaderiin

This commit is contained in:
2025-07-28 02:10:39 +03:00
parent 99af2bbf5c
commit e092075c8b
4 changed files with 331 additions and 218 deletions

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@ -71,8 +71,8 @@ void compute_fft(float* time_data, float* freq_out) {
for (int i = 0; i < FFT_SIZE / 2; ++i) { for (int i = 0; i < FFT_SIZE / 2; ++i) {
float mag = sqrtf(real[i] * real[i] + imag[i] * imag[i]) / FFT_SIZE; float mag = sqrtf(real[i] * real[i] + imag[i] * imag[i]) / FFT_SIZE;
//float db = 20.0f * log10f(mag + 1e-6f); // Decibels float db = 20.0f * log10f(mag + 1e-6f); // Decibels
//float normalized = (db + 60.0f) / 60.0f; // [0,1] float normalized = (db + 60.0f) / 60.0f; // [0,1]
freq_out[i] = mag; freq_out[i] = mag;
} }
} }

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@ -203,8 +203,13 @@ 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_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
const ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates
do do
{ {
static ULONGLONG lastFFTTime = 0;
ULONGLONG currentTime = GetTickCount64();
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL); direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
#if !(DESPERATE) #if !(DESPERATE)
@ -235,42 +240,44 @@ int __cdecl main(int argc, char* argv[])
#endif #endif
/****************** if (currentTime - lastFFTTime >= targetIntervalMs) {
* FFT lastFFTTime = currentTime;
*******************/ /******************
LPVOID audio_ptr = NULL; * FFT
DWORD audio_size = 0; *******************/
LPVOID audio_ptr = NULL;
DWORD audio_size = 0;
// Read audio // Read audio
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) {
if (playCursor < ((SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE) - (FFT_SIZE* SU_CHANNEL_COUNT * SU_SAMPLE_SIZE))) if (playCursor < ((SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE) - (FFT_SIZE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE)))
{ {
SUsample* samples = (SUsample*)audio_ptr; SUsample* samples = (SUsample*)audio_ptr;
for (int i = 0; i < FFT_SIZE; ++i) { for (int i = 0; i < FFT_SIZE; ++i) {
fft_input[i] = (float)samples[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); // Calculate FFT
compute_fft(fft_input, fft_output);
// Normalize output
for (int i = 0; i < (FFT_SIZE / 4); i++)
{
float gain = 50.0f;
float alpha = 0.10f; // "Hidastaa" FFT:n piikkej<65>
float threshhold = 0.05f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
float x_t = fft_output[i] * gain;
// Exponential smoothing kaava
// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
fft_uniform[i] = (x_t < threshhold) ? 0.f : alpha * (x_t)+(1 - alpha) * fft_uniform[i];
}
} }
// Calculate FFT
compute_fft(fft_input, fft_output);
// Normalize output
for (int i = 0; i < (FFT_SIZE / 4); i++)
{
float gain = 50.0f;
float alpha = 0.15f; // "Hidastaa" FFT:n piikkej<65>
float threshhold = 0.05f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
float x_t = fft_output[i] * gain;
// Exponential smoothing kaava
// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
fft_uniform[i] = (x_t < threshhold) ? 0.f : alpha*(x_t) + (1-alpha)*fft_uniform[i];
}
syncs[0] = (float)playCursor / (SU_SAMPLE_RATE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE); // Aika sekunteina. 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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@ -35,34 +35,107 @@ float noise(in vec2 xy, in float seed) {
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x); return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
} }
float getScaledFFT(int index, float scale, float offset) {
// Clamp index to valid range
index = clamp(index, 0, 511);
// Get raw FFT value
float raw = fft_output[index];
// Apply logarithmic scaling: log(1 + value * scale) + offset
return log(1.0 + raw * scale) + offset;
}
///////////////// /////////////////
// GEOMETRY // // GEOMETRY //
///////////////// /////////////////
// Hexagonal prism, circumcircle variant
float fHexagonCircumcircle(vec3 p, vec2 h) { float fHexagonCircumcircle(vec3 p, vec2 h) {
vec3 q = abs(p); 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); 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 hexPylon(vec3 p, vec2 h) {//float r, float ht){
float d1 = fHexagonCircumcircle(pos, vec2(0.86, i));
return d1; //vec3 p = vec3(p.x, p.z, p2.y);
vec3 b = vec3(h.x, h.y, h.x);
// Hexagon.
p.xz = abs(p.xz);
p.xz = vec2(p.x*.866025 + p.z*.5, p.z);
// The ".015" is a subtle rounding factor. Zero gives sharp edges,
// and larger numbers give a more rounded look.
return length(max(abs(p) - b + .015, 0.)) - .015;
} }
#define zclamp(a) max(a,0.0) //Clamp negative values at zero
float DF_RoundedHex( vec3 p, vec2 h) //float width, float height)
{
float width = h.x;
float height = h.y;
//Modified version (smooth edges) of the exagon prism found here:
//https://iquilezles.org/articles/distfunctions
float smoothRadius = 0.05;
width -= smoothRadius*2.0;
//Hexagon prism constructed using X,Y,Z symmetry.
//Only quadrant 1 needs to be solved, but the joining diagonal to quadrant IV is also
//required for distance blending (see db).
p = abs(p);
//Hexagonal edge distances :
//Note : [.8666,0.5] = [sin(PI/3,cos(PI/3)] -> Hexagon edges rotation coeff (60 degrees).
float da = (p.x*0.866025+p.z*0.5)-width; //quadrant I diagonal edge distance
float db = (p.x*0.866025-p.z*0.5)-width; //quadrant IV diagonal edge distance (needed for blending)
float dc = p.z-width; //upper distance
vec3 d = zclamp(vec3(da,db,dc));
//Note: this is not an euclidian length, therefore this operation slightly distorts our distance field.
//Yet, it is harmless to convergence, and does the smoothing job quite well.
float dw = length(d)-smoothRadius; //hexagonal part smoothness (blending at 60 deg)
float dh = p.y-height;
//Now that we have xz distance(dw) and y distance (dh), we can compute the distance
//for the given isovalue (the smoothing radius).
//Note : internal distance (maxX,maxY,maxZ) is also used to genereate internal signed dist,
// helping convergence when overstepping (very frequent with domain repetition).
float externalDistance = length(zclamp(vec2(dh,dw)))-smoothRadius; //Smoothed, unsigned
float internalDistance = max(max(da,dc),dh); //Sharp, signed.
return min(externalDistance,internalDistance);
}
// Return local coordinates inside hex AND axial ID
struct HexData {
vec3 local; // Local position inside hex
vec2 axial; // Axial ID (q, r)
};
HexData hexTile(vec3 p, float radius) {
float q = (sqrt(3.0)/3.0 * p.x - 1.0/3.0 * p.z) / radius;
float r = (2.0/3.0 * p.z) / radius;
float rq = round(q);
float rr = round(r);
float rs = round(-q - r);
float dq = abs(rq - q);
float dr = abs(rr - r);
float ds = abs(rs + q + r);
if (dq > dr && dq > ds) rq = -rr - rs;
else if (dr > ds) rr = -rq - rs;
float hx = radius * sqrt(3.0) * (rq + rr * 0.5);
float hz = radius * 1.5 * rr;
HexData outData;
outData.local = p - vec3(hx, 0.0, hz);
outData.axial = vec2(rq, rr); // Hex ID
return outData;
}
struct HexData {
vec3 local;
vec2 axial;
};
float hexDistance(vec2 axial) {
float q = axial.x;
float r = axial.y;
float s = -q - r;
return max(abs(q), max(abs(r), abs(s)));
}
float sdSphere(vec3 p, float r){ float sdSphere(vec3 p, float r){
return length(p) -r; return length(p) -r;
} }
@ -86,69 +159,27 @@ vec2 mapScene(in vec3 p) {
float mat = 1.; float mat = 1.;
float d = 1e9; float d = 1e9;
float a = 0.; float a = 0.;
float hexRadius = 0.83;
vec3 hexpos = vec3(p.x, p.y - 2.5, p.z);
vec2 rippleCenter = vec2(7.,7.); HexData hex = hexTile(hexpos, 1.0);
float rippleSpeed = 4.0;
float rippleFreq = 1.0;
float rippleDecay = 0.25;
// Hexagonal grid // Use axial coordinates as a stable hex ID
float hexGap = 0.2; float distFromCenter = hexDistance(hex.axial);
/* int fftIndex = int(clamp(distFromCenter +1.0, 0.0, 511.0)); // tweak 15.0 to taste
for(float j = 0.; j < 16.; j++) {
vec3 po = p-vec3(-2.0,-5., 0.0);
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
po += vec3(0, 0., (1.88 + hexGap) * j);
for(float i = 0.; i < 16.; i++) { float fftVal = fft_output[fftIndex];
if(mod(i, 2.) == 0.) { float hexHeight = 1.0 + fftVal * 3.0;
po -= vec3(1.6 + hexGap, 0., 1.);
} else {
po += vec3(-(1.6 + hexGap), 0., 1.);
}
// Add individual hexagon ripples based on distance from center // Rotate individual hex tiles if needed
int hexDist = int(length(vec2(i, j) - rippleCenter.xy)); vec3 r = hex.local;
//r.yz *= rot2D(1.0);
r.xz *= rot2D(0.5);
//float wave = sin(hexDist * rippleFreq - u_time * rippleSpeed) * exp(-hexDist * rippleDecay); float d1 = fHexagonCircumcircle(vec3(r.x,(r.y-hexHeight/2),r.z), vec2(hexRadius, hexHeight/2));
res = min(res, vec2(d1,0.));
// 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
//float hexSize = fft_output[hexDist] * 5.0;
float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier
a = sdHex(po, 1. + hexSize, 0.);
//d = min(d, a);
res = opU(res, vec2(a, 2.));
}
}
*/
// 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;
for(float j = 0.; j < gridSize; j++) {
for(float i = 0.; i < gridSize; i++) {
ivec2 texSize = textureSize(u_hexGridTex, 0);
vec2 texCoord = (vec2(i, j)) / vec2(texSize);
vec4 hexData = texture(u_hexGridTex, texCoord); // RGBA: x, y, z, dist
vec3 hexPos = hexData.rgb;
float hexDist = hexData.a;
// Optionally use hexDist for ripple effect with FFT
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.));
}
}
float gridSize2 = 16.; float gridSize2 = 16.;
for(float j = 0.; j < gridSize2; j++) { for(float j = 0.; j < gridSize2; j++) {
for(float i = 0.; i < gridSize2; i++) { for(float i = 0.; i < gridSize2; i++) {
@ -166,7 +197,6 @@ vec2 mapScene(in vec3 p) {
} }
} }
return res; return res;
} }
@ -175,24 +205,63 @@ vec2 mapScene(in vec3 p) {
//////////////// ////////////////
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) { vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
float t = 0.;
float mat = 0.; float mat = 0.;
float hit = 0.; float hit = 0.;
// Reduced from 40 to 24 steps vec3 d;
for(int i = 0; i < 30; i++) { float t = 0.,ad,tmax=400.; // total distance travelled
const float tolerance = 0.001;
const float Z_REPEAT_DIST = 1.;
vec2 res;
// Raymarching
for (int i = 0; i < 50; i++) {
pos = ro + rd * t; pos = ro + rd * t;
vec2 res = mapScene(pos); res = mapScene(pos); // Get distance to objects
// Increase step size multiplier for faster marching ad = abs(res.x);
t += res.x;
mat = res.y; mat = res.y;
if(t > 400.) { // Reduced max distance if (t > tmax) break;
break; if (ad < tolerance*(t*0.125 + 1.0)) {
} hit = 1.0;
if(res.x < 0.001 * t) { // Less precise hit detection
hit = 1.;
break; break;
} }
t += res.x; // "march" the ray
} }
t -= Z_REPEAT_DIST*1.;
for( int i=0; i<30; i++ )
{
vec3 pos2 = ro + rd * t;
res = mapScene(pos2); // get distance to objects
ad = abs(res.x);
mat = res.y;
if (ad < (tolerance))
{
hit = 1.0;
pos = pos2;
break;
}
if (t > tmax) break;
t += min(d.x, Z_REPEAT_DIST/2.0); // "march" the ray
}
//if (t >= tmax) {
// t= - 1.0;
// hit = 0.;
//}
//Reduced from 40 to 24 steps
// for(int i = 0; i < 30; i++) {
// pos = ro + rd * t;
// vec2 res = mapScene(pos);
// // Increase step size multiplier for faster marching
// t += res.x;
// mat = res.y;
// if(t > 400.) { // Reduced max distance
// break;
// }
// if(res.x < 0.00001 * (t*0.00125 + 1.0)) { // Less precise hit detection
// hit = 1.;
// break;
// }
// }
// This will break fog effect // This will break fog effect
//if (t > 100.) //if (t > 100.)
// t = 0.; // t = 0.;
@ -436,7 +505,7 @@ vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov)
vec3 render(vec2 uv) { vec3 render(vec2 uv) {
vec3 camPos = vec3(-20.0, 20.0, -80.0); vec3 camPos = vec3(-20.0, 20.0, -20.0);
vec3 camTarget = vec3(0.0, 10.0, 0.0); // Adjust target as needed vec3 camTarget = vec3(0.0, 10.0, 0.0); // Adjust target as needed
float fov = 1.0; float fov = 1.0;

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@ -1,155 +1,192 @@
// 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 "i" # define VAR_fft_output "H"
# define VAR_o "f" # define VAR_o "f"
# define VAR_shapes "s" # define VAR_shapes "a"
# define VAR_syncs "m" # define VAR_syncs "m"
# define VAR_test "k" # define VAR_test "l"
# define VAR_u_ShapesTex "d" # define VAR_u_ShapesTex "x"
# define VAR_u_hexGridTex "l" # define VAR_u_hexGridTex "k"
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 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=0)uniform float m[12];"
"layout(location=20)uniform float i[512];" "layout(location=20)uniform float H[512];"
"layout(location=600)uniform vec3 s[15];" "layout(location=600)uniform vec3 a[15];"
"layout(location=700)uniform vec3 k;" "layout(location=700)uniform vec3 l;"
"layout(binding=1)uniform sampler2D l;" "layout(binding=1)uniform sampler2D k;"
"layout(binding=0)uniform sampler2D d;" "layout(binding=0)uniform sampler2D x;"
"float g=m[0];" "float n=m[0];"
"float t(int v)" "mat2 s()"
"{" "{"
"v=clamp(v,0,511);" "float v=sin(.5),x=cos(.5);"
"float n=i[v];" "return mat2(x,-v,v,x);"
"return log(1.+n*15.);"
"}" "}"
"float t(vec3 v,vec2 i)" "float s(vec3 v,vec2 x)"
"{" "{"
"v=abs(v);" "v=abs(v);"
"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);" "return max(v.y-x.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-x.x);"
"}\n"
"#define zclamp(a)max(a,0.0)\n"
"struct HexData{vec3 local;vec2 axial;};"
"HexData s(vec3 v)"
"{"
"float x=sqrt(3.)/3.*v.x-1./3.*v.z,f=2./3.*v.z,m=round(x),l=round(f),k=round(-x-f),n=abs(m-x),a=abs(l-f);"
"x=abs(k+x+f);"
"if(n>a&&n>x)"
"m=-l-k;"
"else if(a>x)"
"l=-m-k;"
"x=sqrt(3.)*(m+l*.5);"
"f=1.5*l;"
"HexData i;"
"i.local=v-vec3(x,0,f);"
"i.axial=vec2(m,l);"
"return i;"
"}"
"struct HexData{vec3 local;vec2 axial;};"
"float s(vec2 v)"
"{"
"float x=v.x,f=v.y;"
"return max(abs(x),max(abs(f),abs(-x-f)));"
"}" "}"
"vec2 t(vec3 v)" "vec2 t(vec3 v)"
"{" "{"
"vec2 f=vec2(v.y,0);" "vec2 f=vec2(v.y,0);"
"HexData m=s(vec3(v.x,v.y-2.5,v.z));"
"float i=1.+H[int(clamp(s(m.axial)+1.,0.,511.))]*3.;"
"vec3 l=m.local;"
"l.xz*=s();"
"i=s(vec3(l.x,l.y-i/2,l.z),vec2(.83,i/2));"
"f=min(f,vec2(i,0));"
"for(float i=0.;i<16.;i++)" "for(float i=0.;i<16.;i++)"
"for(float n=0.;n<16.;n++)" "for(float l=0.;l<16.;l++)"
"{" "{"
"ivec2 d=textureSize(l,0);" "vec2 m=(vec2(l,i)+.5)/float(16.);"
"vec2 m=vec2(n,i)/vec2(d);" "vec4 n=texture(x,m);"
"vec4 g=texture(l,m);" "if(n.w<.5)"
"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)"
"continue;" "continue;"
"f=min(f,vec2(length(v-vec3(-70.+g.x*2.,12.+g.y*80.,0))-.8,1));" "f=min(f,vec2(length(v-vec3(-70.+n.x*2.,12.+n.y*80.,0))-.8,1));"
"}" "}"
"return f;" "return f;"
"}" "}"
"vec3 t(vec3 v,vec3 n,inout vec3 f)" "vec3 s(vec3 v,vec3 x,inout vec3 f)"
"{" "{"
"float i=0.,l=0.,m=0.;" "float i=0.,l=0.;"
"for(int g=0;g<30;g++)" "vec3 m;"
"float n=0.,k;"
"vec2 a;"
"for(int m=0;m<50;m++)"
"{" "{"
"f=v+n*i;" "f=v+x*n;"
"vec2 d=t(f);" "a=t(f);"
"i+=d.x;" "k=abs(a.x);"
"l=d.y;" "i=a.y;"
"if(i>4e2)" "if(n>4e2)"
"break;" "break;"
"if(d.x<.001*i)" "if(k<.001*(n*.125+1.))"
"{" "{"
"m=1.;" "l=1.;"
"break;" "break;"
"}" "}"
"n+=a.x;"
"}" "}"
"return vec3(i,l,m);" "n-=1.;"
"}" "for(int r=0;r<30;r++)"
"float t(vec3 v,vec3 i,float f)"
"{"
"float n=1.,m=.02;"
"for(int g=0;g<6;g++)"
"{" "{"
"if(m>f)" "vec3 s=v+x*n;"
"a=t(s);"
"k=abs(a.x);"
"i=a.y;"
"if(k<.001)"
"{"
"l=1.;"
"f=s;"
"break;"
"}"
"if(n>4e2)"
"break;" "break;"
"float l=t(v+m*i).x;" "n+=min(m.x,.5);"
"n=min(n,l/(4.*m));" "}"
"m+=clamp(l,.1,.8);" "return vec3(n,i,l);"
"if(n<-1.)" "}"
"float s(vec3 v,vec3 x,float f)"
"{"
"float i=1.,l=.02;"
"for(int m=0;m<6;m++)"
"{"
"if(l>f)"
"break;"
"float n=t(v+l*x).x;"
"i=min(i,n/(4.*l));"
"l+=clamp(n,.1,.8);"
"if(i<-1.)"
"break;" "break;"
"}" "}"
"n=max(n,-1.);" "i=max(i,-1.);"
"return.25*(1.+n)*(1.+n)*(2.-n);" "return.25*(1.+i)*(1.+i)*(2.-i);"
"}" "}"
"vec3 x(vec3 v)" "vec3 p(vec3 v)"
"{" "{"
"vec2 n=vec2(.01,0);" "vec2 i=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(vec3(t(v+i.xyy).x-t(v-i.xyy).x,t(v+i.yxy).x-t(v-i.yxy).x,t(v+i.yyx).x-t(v-i.yyx).x));"
"return normalize(v);"
"}" "}"
"vec3 t(vec3 v,vec3 n,vec3 i,vec3 f,float m)" "vec3 p(vec3 v,vec3 m,vec3 i,vec3 x,float f)"
"{" "{"
"vec3 g=vec3(.77,.26,.73);" "vec3 l=vec3(.77,.26,.73);"
"v-=n;" "v-=m;"
"float l=length(v);" "float n=length(v);"
"v=normalize(v);" "v=normalize(v);"
"float x=30./(1.+.09*l+.032*l*l),c=max(dot(f,v),0.);" "float a=30./(1.+.09*n+.032*n*n),k=max(dot(x,v),0.);"
"i=normalize(v-i);" "i=normalize(v-i);"
"vec3 e=vec3(.04);" "vec3 r=vec3(.04);"
"e+=(1.-e)*pow(clamp(1.-max(dot(i,v),0.),0.,1.),5.);" "r+=(1.-r)*pow(clamp(1.-max(dot(i,v),0.),0.,1.),5.);"
"l=t(n+f*.01,v,l);" "n=s(m+x*.01,v,n);"
"return(g*c*x+g*pow(max(dot(f,i),0.),mix(128.,8.,m))*x*e)*l;" "return(l*k*a+l*pow(max(dot(x,i),0.),mix(128.,8.,f))*a*r)*n;"
"}" "}"
"vec3 t(vec3 v,vec3 f,vec3 i,float n)" "vec3 p(vec3 v,vec3 i,vec3 x,float f)"
"{" "{"
"float m=.01;" "float l=.01;"
"vec3 g=vec3(0);" "vec3 m=vec3(0);"
"if(n==0.)" "if(f==0.)"
"g=vec3(.8314,.2941,.2941),m=.1;" "m=vec3(.8314,.2941,.2941),l=.1;"
"else if(n==1.)" "else if(f==1.)"
"g=vec3(.6196,.6118,.6118),m=.7;" "m=vec3(.6196,.6118,.6118),l=.7;"
"else if(n==2.)" "else if(f==2.)"
"g=vec3(.3255,.4784,.3255),m=.2;" "m=vec3(.3255,.4784,.3255),l=.2;"
"else if(n==3.)" "else if(f==3.)"
"g=vec3(.2471,.3059,.6314),m=1.;" "m=vec3(.2471,.3059,.6314),l=1.;"
"else if(n==4.)" "else if(f==4.)"
"g=vec3(.9961,1,.9922),m=.1;" "m=vec3(.9961,1,.9922),l=.1;"
"else if(n==5.)" "else if(f==5.)"
"g=vec3(.9961,1,.9922),m=.3;" "m=vec3(.9961,1,.9922),l=.3;"
"vec3 l=vec3(0);" "v=vec3(0)+p(vec3(0,40,-10),v,x,i,l)+p(vec3(0,20,15),v,x,i,l)+vec3(.08,.62,.75)*clamp(dot(i,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
"l+=t(vec3(0,40,-10),v,i,f,m);" "return m*max(vec3(0),v);"
"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);"
"}" "}"
"vec3 t(vec2 n,vec3 v)" "vec3 p(vec2 v,vec3 f)"
"{" "{"
"v=normalize(vec3(0,10,0)-v);" "f=normalize(vec3(0,10,0)-f);"
"vec3 m=normalize(cross(vec3(0,1,0),v));" "vec3 l=normalize(cross(vec3(0,1,0),f));"
"return normalize(v+n.x*m+n.y*cross(v,m));" "return normalize(f+v.x*l+v.y*cross(f,l));"
"}" "}"
"vec3 t(vec2 v)" "vec3 p(vec2 v)"
"{" "{"
"vec3 n=vec3(-20,20,-80),f=t(v,n),i=vec3(0),l=vec3(0);" "vec3 f=vec3(-20,20,-20),l=p(v,f),i=vec3(0),x=vec3(0);"
"n=t(n,f,l);" "f=s(f,l,x);"
"if(n.x>0.)" "if(f.x>0.)"
"{" "{"
"vec3 v=x(l);" "vec3 v=p(x);"
"i=t(l,v,f,n.y);" "i=p(x,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()" "void main()"
"{" "{"
"vec3 v=t(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);" "vec3 v=p(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"f=vec4(v,1);" "f=vec4(v,1);"
"}"; "}";