partikkeli valot
This commit is contained in:
55
src/main.cpp
55
src/main.cpp
@ -37,6 +37,31 @@ static int pidMain;
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static int pidPost;
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// static HDC hDC;
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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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#define SHAPES 16
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#define SHAPES_TEX_SIZE (SHAPES * SHAPES * 4)
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#define MAX_DISTANCE 100.f
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#define PARTICLES 16
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#define PARTICLES_TEX_SIZE (PARTICLES * PARTICLES * 4)
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#define PARTICLES_DISTANCE 80.f
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static float syncs[1 + SU_NUMSYNCS];
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// FFT buffers
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static float fft_input[FFT_SIZE];
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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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static float particlesData[PARTICLES_TEX_SIZE];
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static float particlesData2[PARTICLES * PARTICLES]; // additional value for particle distance
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static float shapesData[SHAPES_TEX_SIZE];
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static float hexGridData[HEX_TEX_SIZE];
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#ifndef EDITOR_CONTROLS
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#pragma code_seg(".main")
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void entrypoint(void)
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@ -118,14 +143,11 @@ int __cdecl main(int argc, char* argv[])
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// Play sound
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direct_sound_buffer->Play(0, 0, 0);
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static float syncs[1 + SU_NUMSYNCS];
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// Init FFT
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init_hamming_window();
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// FFT buffers
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static float fft_input[FFT_SIZE];
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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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@ -135,16 +157,7 @@ int __cdecl main(int argc, char* argv[])
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float x, y, z;
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};
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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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#define SHAPES 16
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#define SHAPES_TEX_SIZE (SHAPES * SHAPES * 4)
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#define MAX_DISTANCE 100.f
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#define PARTICLES 16
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#define PARTICLES_TEX_SIZE (PARTICLES * PARTICLES * 4)
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#define PARTICLES_DISTANCE 80.f
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PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
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PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
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@ -184,15 +197,14 @@ int __cdecl main(int argc, char* argv[])
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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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static float shapesData[SHAPES_TEX_SIZE];
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int currentShape = 0; // mark location which shape we are currently building
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float shapeIncrement = 0.15f;
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float shapeLastNote = 0.0f;
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static float particlesData[PARTICLES_TEX_SIZE];
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static float particlesData2[PARTICLES*PARTICLES]; // additional value for particle distance
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int currentParticle = 0; // mark location which shape we are currently building
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float particleIncrement = 1.0f;
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float particleIncrement = 3.0f;
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float particleLastNote = 0.0f;
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do
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@ -396,20 +408,13 @@ int __cdecl main(int argc, char* argv[])
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//glUniform3fvProc(600, 1, flatShapes); // array of shapes
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//glUniform3fvProc(700, 1, test); // test shape
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glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
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glUniform1fvProc(20, FFT_SIZE / 4, fft_uniform);
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//////////////////////////////////////////////////////
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// Hex Grid Builder
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//////////////////////////////////////////////////////
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static float hexGridData[HEX_TEX_SIZE];
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float gap = 0.3f;
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float cellW = 1.6f + 0.2f; // flat-to-flat width
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@ -172,9 +172,9 @@ vec2 mapScene(in vec3 p) {
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}
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}
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*/
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/*
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float maxRadius = 40.; // Circle radius
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float sphereRadius = 0.7;
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float sphereRadius = 0.3;
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int index = 0;
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float gridSize3 = 16.;
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@ -192,12 +192,6 @@ vec2 mapScene(in vec3 p) {
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// Direction from center to initial circle position (in XY plane)
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vec3 dir = normalize(vec3(cos(particleStartPos), 0.0, sin(particleStartPos))); // XZ direction
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// Compute current radius: shrinking over time
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//float r = particleDist;
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//if(particleDist > maxRadius) {
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// particleDist = maxRadius;
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//}
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float r = max(maxRadius - particleData.z, -maxRadius);
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float offsetFactor = 15.;
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@ -211,9 +205,7 @@ vec2 mapScene(in vec3 p) {
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index++;
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}
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}
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//res = opU(res, vec2(sdSphere(p - vec3(.0, 4., .0), 1.0), .1));
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*/
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return res;
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}
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@ -422,6 +414,45 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
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}
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*/
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// LIGHTS WITH PARTICLES
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float maxRadius = 40.; // Circle radius
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float sphereRadius = 0.7;
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int index = 0;
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float particleHeight = 4.;
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float gridSize3 = 16.;
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for(float j = 0; j < gridSize3; j++) {
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for(float i = 0; i < gridSize3; i++) {
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vec2 texCoord = (vec2(i, j) + 0.5) / float(gridSize3);
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vec4 particleData = texture(u_ParticlesTex, texCoord); // RGBA: x, y, distance, active
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float particleActive = particleData.a;
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if(particleData.z < 0.5) continue;
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// Map param to angle
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float particleStartPos = hash(vec2(j, i)) * 2.0 * PI;
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// Direction from center to initial circle position (in XY plane)
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vec3 dir = normalize(vec3(cos(particleStartPos), 0.0, sin(particleStartPos))); // XZ direction
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float r = max(maxRadius - particleData.z, -maxRadius);
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float offsetFactor = 15.;
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vec3 particleOffset = vec3(hash(vec2(i, j)) * offsetFactor , particleHeight, hash(vec2(j, i)) * offsetFactor); // particle offset
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// Final object position = center (offset) + radial movement
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vec3 center = particleOffset; // Circle center
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vec3 objPos = center + dir * r; // Object slides inward
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//res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
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lights += addPointLight(objPos, palette(i + j), 3.0, v, dir, n, shininess);
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//lights += addPointLightNoShadow(objPos, palette(i + j), 10. , 20. ,v, dir, n, shininess);
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index++;
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}
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}
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vec3 lightDir = vec3(0., 1., -3);
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//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
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//float shadow = softshadow(v + n * 0.01, lightDir, .01, 30., 18.);
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@ -23,118 +23,112 @@ const char *fragment_frag =
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"{"
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"return fract(sin(dot(v,vec2(127.1,311.7)))*43758.5453123);"
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"}"
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"vec2 t(vec2 f,vec2 i)"
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"{"
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"return f.x<i.x?"
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"f:"
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"i;"
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"}"
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"vec2 t(vec3 v)"
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"{"
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"vec2 f=vec2(v.y,0);"
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"int i=0;"
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"for(float l=0;l<16.;l++)"
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"for(float m=0;m<16.;m++)"
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"{"
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"vec2 n=(vec2(m,l)+.5)/float(16.);"
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"vec4 g=texture(d,n);"
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"if(g.z<.5)"
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"continue;"
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"float y=t(vec2(l,m))*2.*acos(-1.);"
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"vec3 x=vec3(t(vec2(m,l))*15.,4,t(vec2(l,m))*15.);"
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"f=t(f,vec2(length(v-x-normalize(vec3(cos(y),0,sin(y)))*max(40.-g.z,-40.))-.7,1));"
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"i++;"
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"}"
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"return f;"
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"return vec2(v.y,0);"
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"}"
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"vec3 t(vec3 v,vec3 f,inout vec3 i)"
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"vec3 t(vec3 v,vec3 x,inout vec3 f)"
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"{"
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"float l=0.,m=0.,y=0.;"
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"float i=0.,e=0.,y=0.;"
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"for(int n=0;n<30;n++)"
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"{"
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"i=v+f*l;"
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"vec2 g=t(i);"
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"l+=g.x;"
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"m=g.y;"
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"if(l>6e2)"
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"f=v+x*i;"
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"vec2 m=t(f);"
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"i+=m.x;"
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"e=m.y;"
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"if(i>6e2)"
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"break;"
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"if(g.x<.001*l)"
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"if(m.x<.001*i)"
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"{"
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"y=1.;"
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"break;"
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"}"
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"}"
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"return vec3(l,m,y);"
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"return vec3(i,e,y);"
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"}"
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"float t(vec3 v,vec3 f,float i)"
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"float t(vec3 v,vec3 i,float f)"
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"{"
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"float l=1.,m=.02;"
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"float m=1.,y=.02;"
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"for(int n=0;n<6;n++)"
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"{"
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"if(m>i)"
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"if(y>f)"
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"break;"
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"float g=t(v+m*f).x;"
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"l=min(l,g/(4.*m));"
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"m+=clamp(g,.1,.8);"
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"if(l<-1.)"
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"float d=t(v+y*i).x;"
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"m=min(m,d/(4.*y));"
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"y+=clamp(d,.1,.8);"
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"if(m<-1.)"
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"break;"
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"}"
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"l=max(l,-1.);"
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"return.25*(1.+l)*(1.+l)*(2.-l);"
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"m=max(m,-1.);"
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"return.25*(1.+m)*(1.+m)*(2.-m);"
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"}"
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"vec3 x(vec3 v)"
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"{"
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"vec2 f=vec2(.01,0);"
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"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));"
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"vec2 m=vec2(.01,0);"
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"return normalize(vec3(t(v+m.xyy).x-t(v-m.xyy).x,t(v+m.yxy).x-t(v-m.yxy).x,t(v+m.yyx).x-t(v-m.yyx).x));"
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"}"
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"vec3 t(vec3 v,vec3 l,vec3 f,vec3 m,float i)"
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"vec3 t(vec3 v,vec3 m,float i,vec3 d,vec3 f,vec3 x,float y)"
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"{"
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"vec3 g=vec3(.77,.26,.73);"
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"v-=l;"
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"v-=d;"
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"float n=length(v);"
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"v=normalize(v);"
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"float x=30./(1.+.09*n+.032*n*n),y=max(dot(m,v),0.);"
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"i/=1.+.09*n+.032*n*n;"
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"float g=max(dot(x,v),0.);"
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"f=normalize(v-f);"
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"vec3 e=vec3(.04);"
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"e+=(1.-e)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
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"n=t(l+m*.01,v,n);"
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"return(g*y*x+g*pow(max(dot(m,f),0.),mix(128.,8.,i))*x*e)*n;"
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"n=t(d+x*.01,v,n);"
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"return(m*g*i+m*pow(max(dot(x,f),0.),mix(128.,8.,y))*i*e)*n;"
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"}"
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"vec3 t(vec3 v,vec3 f,vec3 m,float l)"
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"vec3 t(vec3 v,vec3 f,vec3 i,float m)"
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"{"
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"float i=.01;"
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"float y=.01;"
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"vec3 n=vec3(0);"
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"if(l==0.)"
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"n=vec3(.8314,.2941,.2941),i=.1;"
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"else if(l==1.)"
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"n=vec3(.6196,.6118,.6118),i=.7;"
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"else if(l==2.)"
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"n=vec3(.3255,.4784,.3255),i=.2;"
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"else if(l==3.)"
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"n=vec3(.2471,.3059,.6314),i=1.;"
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"else if(l==4.)"
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"n=vec3(.9961,1,.9922),i=.1;"
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"else if(l==5.)"
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"n=vec3(.9961,1,.9922),i=.3;"
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"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;"
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"return n*max(vec3(0),v);"
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"if(m==0.)"
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"n=vec3(.8314,.2941,.2941),y=.1;"
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"else if(m==1.)"
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"n=vec3(.6196,.6118,.6118),y=.7;"
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"else if(m==2.)"
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"n=vec3(.3255,.4784,.3255),y=.2;"
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"else if(m==3.)"
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"n=vec3(.2471,.3059,.6314),y=1.;"
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"else if(m==4.)"
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"n=vec3(.9961,1,.9922),y=.1;"
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"else if(m==5.)"
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"n=vec3(.9961,1,.9922),y=.3;"
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"vec3 e=vec3(0)+t(vec3(0,40,-10),vec3(.77,.26,.73),30.,v,i,f,y)+t(vec3(0,20,15),vec3(.77,.26,.73),30.,v,i,f,y);"
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"int g=0;"
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"for(float m=0;m<16.;m++)"
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"for(float i=0;i<16.;i++)"
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"{"
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"vec2 n=(vec2(i,m)+.5)/float(16.);"
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"vec4 x=texture(d,n);"
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"if(x.z<.5)"
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"continue;"
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"float s=t(vec2(m,i))*2.*acos(-1.);"
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"vec3 c=normalize(vec3(cos(s),0,sin(s))),l=vec3(t(vec2(i,m))*15.,4,t(vec2(m,i))*15.);"
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"e+=t(l+c*max(40.-x.z,-40.),vec3(.46,.2,.94)+vec3(.66,.64,.77)*cos(6.28318*(vec3(.91,.62,.97)*(i+m)+vec3(.26,.2,.84))),3.,v,c,f,y);"
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"g++;"
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"}"
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"e+=vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
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"return n*max(vec3(0),e);"
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"}"
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"vec3 t(vec2 f,vec3 v)"
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"vec3 t(vec2 m,vec3 v)"
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"{"
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"v=normalize(vec3(0,10,0)-v);"
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"vec3 i=normalize(cross(vec3(0,1,0),v));"
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"return normalize(v+f.x*i+f.y*cross(v,i));"
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"vec3 y=normalize(cross(vec3(0,1,0),v));"
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"return normalize(v+m.x*y+m.y*cross(v,y));"
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"}"
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"vec3 x(vec2 v)"
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"{"
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"vec3 f=vec3(-10,20,-20),l=t(v,f),i=vec3(0),n=vec3(0);"
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"f=t(f,l,n);"
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"vec3 f=vec3(-10,20,-20),y=t(v,f),i=vec3(0),n=vec3(0);"
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"f=t(f,y,n);"
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"if(f.x>0.)"
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"{"
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"vec3 v=x(n);"
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"i=t(n,v,l,f.y);"
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"i=t(n,v,y,f.y);"
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"}"
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"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));"
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"return i*exp(-f.x*.01)+mix(i,mix(vec3(.2667,.2941,.3451),vec3(.302,.3176,.3725),pow(max(dot(y,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));"
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"}"
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"void main()"
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"{"
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