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main
| Author | SHA1 | Date | |
|---|---|---|---|
| ad8abed4d2 | |||
| dea77c1ec7 | |||
| bd8c146348 | |||
| b62df3ff88 | |||
| 292a05096f |
@ -23,7 +23,9 @@ static unsigned int bit_reverse(unsigned int x, int log2n) {
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return n;
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return n;
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}
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}
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void compute_fft(float* time_data, float* freq_out) {
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void compute_fft(float* time_data, float* freq_out) {
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static float real[FFT_SIZE];
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static float real[FFT_SIZE];
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static float imag[FFT_SIZE];
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static float imag[FFT_SIZE];
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18
src/main.cpp
18
src/main.cpp
@ -1,7 +1,7 @@
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// custom build and feature flags
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// custom build and feature flags
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#ifdef DEBUG
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#ifdef DEBUG
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#define OPENGL_DEBUG 0
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#define OPENGL_DEBUG 0
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#define FULLSCREEN 0
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#define FULLSCREEN 1
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#define DESPERATE 0
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#define DESPERATE 0
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#define BREAK_COMPATIBILITY 0
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#define BREAK_COMPATIBILITY 0
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#else
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#else
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@ -12,7 +12,7 @@
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#endif
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#endif
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#define POST_PASS 0
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#define POST_PASS 0
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#define USE_MIPMAPS 1
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#define USE_MIPMAPS 0
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#define USE_AUDIO 1
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#define USE_AUDIO 1
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#define NO_UNIFORMS 0
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#define NO_UNIFORMS 0
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@ -44,6 +44,10 @@ static float fft_input[FFT_SIZE];
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static float fft_output[FFT_SIZE / 2];
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static float fft_output[FFT_SIZE / 2];
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static float fft_uniform[FFT_SIZE / 4];
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static float fft_uniform[FFT_SIZE / 4];
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static float syncs[1 + SU_NUMSYNCS];
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#define SU_VALUE SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE
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void entrypoint(void)
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void entrypoint(void)
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#else
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#else
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#include "editor.h"
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#include "editor.h"
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@ -96,7 +100,7 @@ int __cdecl main(int argc, char* argv[])
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LPVOID p1;
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LPVOID p1;
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DWORD l1;
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DWORD l1;
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IDirectSoundBuffer_Lock(direct_sound_buffer, 0, SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE, &p1, &l1, NULL, NULL, 0);
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IDirectSoundBuffer_Lock(direct_sound_buffer, 0, SU_VALUE, &p1, &l1, NULL, NULL, 0);
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CreateThread(0, 0, (LPTHREAD_START_ROUTINE)su_render_song, p1, 0, 0);
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CreateThread(0, 0, (LPTHREAD_START_ROUTINE)su_render_song, p1, 0, 0);
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@ -112,13 +116,11 @@ int __cdecl main(int argc, char* argv[])
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track.play();
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track.play();
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double position = 0.0;
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double position = 0.0;
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#endif
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#endif
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static float syncs[1 + SU_NUMSYNCS];
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long playCursor = 0;
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long playCursor = 0;
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long lastPlayCursor = -1;
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long lastPlayCursor = -1;
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volatile float maximum = 0.0; // Helper variable to calculate maximum fft output for normalization
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// Unlock buffer for next use
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// Unlock buffer for next use
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IDirectSoundBuffer_Unlock(direct_sound_buffer, p1, SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE, NULL, NULL);
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IDirectSoundBuffer_Unlock(direct_sound_buffer, p1, SU_VALUE, NULL, NULL);
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// Play sound
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// Play sound
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direct_sound_buffer->Play(0, 0, 0);
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direct_sound_buffer->Play(0, 0, 0);
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@ -128,7 +130,7 @@ init_hamming_window();
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PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
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PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
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const ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates
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ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates
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do
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do
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{
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{
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@ -177,7 +179,7 @@ init_hamming_window();
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HRESULT hr = IDirectSoundBuffer_Lock(direct_sound_buffer, 0, FFT_SIZE * sizeof(SUsample), &audio_ptr, &audio_size, NULL, NULL, DSBLOCK_FROMWRITECURSOR);
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HRESULT hr = IDirectSoundBuffer_Lock(direct_sound_buffer, 0, FFT_SIZE * sizeof(SUsample), &audio_ptr, &audio_size, NULL, NULL, DSBLOCK_FROMWRITECURSOR);
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if (SUCCEEDED(hr) && audio_ptr) {
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if (SUCCEEDED(hr) && audio_ptr) {
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if (playCursor < ((SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE) - (FFT_SIZE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE)))
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if (playCursor < ((SU_VALUE) - (FFT_SIZE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE)))
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{
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{
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SUsample* samples = (SUsample*)audio_ptr;
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SUsample* samples = (SUsample*)audio_ptr;
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for (int i = 0; i < FFT_SIZE; ++i) {
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for (int i = 0; i < FFT_SIZE; ++i) {
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@ -1,12 +1,11 @@
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#version 460
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#version 460
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precision mediump float;
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precision mediump float;
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out vec4 o;
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out vec4 o;
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const float PI = 3.14159265;
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float PHI = sqrt(5.) * 0.5 + 0.5;
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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[11];
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layout(location = 0) uniform float syncs[11];
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layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
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layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
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float u_time = syncs[0];
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float u_time = syncs[0];
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//float u_time = syncs[0];
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// paletti muunnos: arg 0.8 --> 0.5
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// paletti muunnos: arg 0.8 --> 0.5
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vec3 palette(float t, float arg, float arg2){
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vec3 palette(float t, float arg, float arg2){
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@ -18,7 +17,7 @@ vec3 palette(float t, float arg, float arg2){
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}
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}
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vec2 getUV() {
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vec2 getUV() {
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const vec2 u_resolution = vec2(1920, 1080);
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vec2 u_resolution = vec2(1920, 1080);
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return ((gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y);
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return ((gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y);
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//const vec2 scale = vec2(0.00104166667, 0.00185185185);
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//const vec2 scale = vec2(0.00104166667, 0.00185185185);
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//return gl_FragCoord.xy * scale - 1.0;
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//return gl_FragCoord.xy * scale - 1.0;
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@ -88,34 +87,6 @@ float hexDistance(vec2 axial) {
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return max(abs(q), max(abs(r), abs(s)));
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return max(abs(q), max(abs(r), abs(s)));
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}
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}
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/*
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float hexPylon(vec3 p, vec2 h) {
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//vec3 p = vec3(p.x, p.z, p2.y);
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vec3 b = vec3(h.x, h.y, h.x);
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// Hexagon.
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p.xz = abs(p.xz);
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p.xz = vec2(p.x * .866025 + p.z * .5, p.z);
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// The ".015" is a subtle rounding factor. Zero gives sharp edges,
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// and larger numbers give a more rounded look.
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return lev3(max(abs(p) - b + .15, 0.)) - .15;
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}
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*/
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//////////////
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// SCENE //
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//////////////
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/*
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// instructions -> opU( { float to union with } , vec2( {put shape here}, {put material here} ) )
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vec2 opU(vec2 d1, vec2 d2) {
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return (d1.x < d2.x) ? d1 : d2;
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}
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float sdSphere(vec3 p, float r){
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return lev3(p) -r;
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}
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*/
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// Scene mapping with occlusion-aware SDF blending
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// Scene mapping with occlusion-aware SDF blending
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vec2 mapScene(vec3 p) {
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vec2 mapScene(vec3 p) {
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float dist = 20.;
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float dist = 20.;
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@ -134,14 +105,13 @@ vec2 mapScene(vec3 p) {
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float minDist = 1e9;
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float minDist = 1e9;
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for (int dx = -repeat; dx <= repeat; ++dx) {
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for (int dx = -repeat; dx <= repeat; ++dx) {
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for (int dy = -repeat; dy <= repeat; ++dy) {
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for (int dy = -repeat; dy <= repeat; ++dy) {
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vec2 offset = vec2(dx, dy);
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vec3 hexpos = vec3(p.x-dx, p.y-8.0, p.z-dy);
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vec3 hexpos = vec3(p.x-dx, p.y-8.0, p.z-dy);
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HexData hex = hexTile(hexpos, 1.1);
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HexData hex = hexTile(hexpos, 1.1);
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float distFromCenter = hexDistance(hex.axial);
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float distFromCenter = hexDistance(hex.axial);
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int fftIndex = int(cl(distFromCenter + 1., 0.0, 511.0));
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int fftIndex = int(cl(distFromCenter + 1., 0.0, 511.0));
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float noise = mix(noise(hex.axial+1., 0.1), noise(hex.axial+1., 0.2), sin(u_time * 4.));
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float noise = mix(noise(hex.axial+1., 0.1), noise(hex.axial+1., 0.2), sin(u_time * 4.));
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float hexHeight = cl(1.0 + (fft_output[fftIndex] * 2.0 + noise), 0., 15.);
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float hexHeight = cl(1.0 + (fft_output[fftIndex] * 2.0) * cl(distFromCenter*0.25, 0.6, 1.5) + noise, 0., 9.);
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vec3 r = vec3(hex.local.x + offset.x,hex.local.y,hex.local.z+offset.y);
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vec3 r = vec3(hex.local.x + dx,hex.local.y,hex.local.z+dy);
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// r.yz *= rot2D(PI * 0.5);
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// r.yz *= rot2D(PI * 0.5);
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r.xz *= rot2D(0.5);
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r.xz *= rot2D(0.5);
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float d = fHexagonCircumcircle(r, vec2(0.85, hexHeight));
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float d = fHexagonCircumcircle(r, vec2(0.85, hexHeight));
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@ -156,18 +126,15 @@ vec2 mapScene(vec3 p) {
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////////////////
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////////////////
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vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
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vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
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float mat = 0.;
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float hit = 0.;
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float hit = 0.;
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float t = 0.; // total distance travelled
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float t = 0.; // total distance travelled
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const float Z_REPEAT_DIST = 1.5;
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// Raymarching
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// Raymarching
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for (int i = 0; i < 50; i++) {
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for (int i = 0; i < 50; i++) {
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pos = ro + rd * t;
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pos = ro + rd * t;
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vec2 res = mapScene(pos); // Get distance to objects
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vec2 res = mapScene(pos); // Get distance to objects
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mat = res.y;
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if (t > 200.) break;
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if (t > 200.) break;
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if (abs(res.x) < 1e-4*(t*0.00125 + 1.0)) {
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if (abs(res.x) < 1e-4) {
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hit = 1.0;
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hit = 1.0;
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break;
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break;
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}
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}
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@ -191,7 +158,7 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
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// t += min(d.x, Z_REPEAT_DIST/5.0); // "march" the ray
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// t += min(d.x, Z_REPEAT_DIST/5.0); // "march" the ray
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// }
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// }
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return vec3(t, mat, hit);
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return vec3(t, 0., hit);
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}
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}
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////////////////
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////////////////
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@ -257,25 +224,29 @@ vec3 pal(float color) {
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//color *= 0.2;
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//color *= 0.2;
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vec3 c = palette(color, 0.25, 0.63);
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vec3 c = palette(color, 0.25, 0.63);
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vec3 c2 = palette(color, 0.5 ,0.2);
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vec3 c2 = palette(color, 0.5 ,0.2);
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float t = cl((u_time - 129.0) / 2.0, 0.0, 1.0); // Smoothly ramps from 0 to 1 after 12s
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float t = cl((u_time - 129.0) / 2.0, 0.0, 1.0); // Smoothly ramps from 0 to 1 after 12s
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return mix(c, c2, t); // Blend between c and c2 over ~2 seconds
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return mix(c, c2, t); // Blend between c and c2 over ~2 seconds
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//return c2;
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//return c2;
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}
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}
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/*
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vec3 applyFog(vec3 color, float dist, vec3 fogColor, float fogDensity) {
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vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
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float fogFactor = exp(-dist * fogDensity);
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return mix(fogColor, color, fogFactor);
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float syncsBass = cl((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
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float fogAmount2 = 1.0 - exp(-t * fogAmount);
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float sunAmount = max(dot(rd, lightDir), 1.0);
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// highlight color
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vec3 fogColor = mix(vec3(0.3, 0.3, 0.3), vec3(0.2, 0.2, 0.2), // Main color
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pow(sunAmount, syncsBass * 1.0));
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return mix(col, fogColor, fogAmount2);
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}
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}
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*/
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//vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
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//
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// float syncsBass = cl((syncs[1]), 0., 1.);
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//
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// float fogAmount2 = 1.0 - exp(-t * fogAmount);
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// float sunAmount = max(dot(rd, lightDir), 1.0);
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// // highlight color
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// vec3 fogColor = vec3(0.2, 0.2, 0.2);
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// return mix(col, fogColor, fogAmount2);
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//}
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/*
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vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 caPos) {
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vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 caPos) {
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vec3 outMaterial = vec3(0.0);
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vec3 outMaterial = vec3(0.0);
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@ -285,7 +256,7 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 caPos) {
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//lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial);
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//lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial);
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lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 15.0, p, dir, n);
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lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 15.0, p, dir, n);
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/*
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// LIGHT CHANGING WITH CIRCLE RADIUS
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// LIGHT CHANGING WITH CIRCLE RADIUS
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float maxRadius = 25.; // Circle radius
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float maxRadius = 25.; // Circle radius
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float particleHeight = 15.; //(syncs[5] * 40.);
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float particleHeight = 15.; //(syncs[5] * 40.);
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@ -307,18 +278,18 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 caPos) {
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//res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
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//res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
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lights += addPointLight(objPos, vec3(0.33, 0.91, 0.93), 30.0, p, dir, n);
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lights += addPointLight(objPos, vec3(0.33, 0.91, 0.93), 30.0, p, dir, n);
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*/
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/*
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vec3 lightDir = vec3(0., 2., 3);
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vec3 lightDir = vec3(0., 2., 3);
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float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0);
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float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0);
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lights += vec3(0.6, 0.6, 0.6) * ind * 0.4;
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lights += vec3(0.6, 0.6, 0.6) * ind * 0.4;
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*/
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outMaterial *= max(vec3(0.), lights); // output with lights;
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outMaterial *= max(vec3(0.), lights); // output with lights;
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return outMaterial;
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return outMaterial;
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}
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}
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*/
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/*
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vec3 postProcess(vec3 col) {
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vec3 postProcess(vec3 col) {
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// Contrast
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// Contrast
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float contrast = 0.85;
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float contrast = 0.85;
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@ -339,6 +310,7 @@ vec3 postProcess(vec3 col) {
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return col;
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return col;
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}
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}
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*/
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//////////////////
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//////////////////
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// RENDERING //
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// RENDERING //
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@ -369,7 +341,7 @@ vec3 render(vec2 uv) {
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vec3 mat = pal(hitPos.y*hitPos.y*0.01);
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vec3 mat = pal(hitPos.y*hitPos.y*0.01);
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//vec3 lights = vec3(0.);
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//vec3 lights = vec3(0.);
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vec3 lights = addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 15.0, hitPos, rayDir, nor);
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vec3 lights = addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 5.0, hitPos, rayDir, nor);
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mat *= max(vec3(0.), lights); // output with lights;
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mat *= max(vec3(0.), lights); // output with lights;
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col = mat;
|
col = mat;
|
||||||
}
|
}
|
||||||
@ -379,22 +351,27 @@ vec3 render(vec2 uv) {
|
|||||||
float bGlowDistance = 0.8;
|
float bGlowDistance = 0.8;
|
||||||
vec3 p = camPos + t.x * rayDir;
|
vec3 p = camPos + t.x * rayDir;
|
||||||
|
|
||||||
vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 10000.;
|
vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9e3;
|
||||||
col += bGlowLevel;
|
col += bGlowLevel;
|
||||||
col = clamp(mix(bGlowLevel, col, t.z), 0.0, 1.0);
|
col = clamp(mix(bGlowLevel, col, t.z), 0.0, 1.0);
|
||||||
|
|
||||||
// distance fog + bass thunder
|
// distance fog + bass thunder
|
||||||
/*
|
vec3 fogColor = vec3(0.1, 0.2, 0.3); // light gray-blue fog
|
||||||
float fogAmount = 0.01;
|
float fogDensity = 5e-3;
|
||||||
col = col * exp(-t.x * fogAmount) + applyFog(col, t.x, rayDir, vec3(0., -0.5, 1.8), fogAmount) * (1.0 - exp(-t.x * fogAmount));
|
|
||||||
*/
|
|
||||||
|
|
||||||
|
col = applyFog(col, t.x, fogColor, fogDensity);
|
||||||
|
//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;
|
return col;
|
||||||
}
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
vec3 finalColor = render(getUV());
|
vec3 finalColor = render(getUV());
|
||||||
finalColor = postProcess(finalColor);
|
//finalColor = postProcess(finalColor);
|
||||||
|
|
||||||
|
finalColor = mix(finalColor, smoothstep(0.0, 1.0, finalColor), 0.8); // contrast
|
||||||
|
finalColor = pow(finalColor, vec3(.4)); // gamma 2.2
|
||||||
|
|
||||||
o = vec4(finalColor, 1.);
|
o = vec4(finalColor, 1.);
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user