Compare commits
3 Commits
3a9737ce18
...
16f844a633
| Author | SHA1 | Date | |
|---|---|---|---|
| 16f844a633 | |||
| ddade2ab44 | |||
| 7d79c75aa6 |
@ -13,19 +13,10 @@ vec3 palette(float t, float arg, float arg2){
|
||||
vec3 a=vec3(0.52,0.56,0.47);
|
||||
vec3 b=vec3(0.62,0.56,0.51);
|
||||
vec3 c=vec3(0.43,0.79,0.42);
|
||||
vec3 d=vec3(arg,0.42,arg2); // t<>st<73> viimenen floatti siirrett<74>v<EFBFBD> 0, kun tehd<68><64>n paletti switch
|
||||
vec3 d=vec3(arg,0.42,arg2);
|
||||
return a+b*cos(6.28318*(c*t+d));
|
||||
}
|
||||
|
||||
/*
|
||||
vec3 palette(float t){
|
||||
vec3 a=vec3(0.52,0.56,0.47);
|
||||
vec3 b=vec3(0.62,0.56,0.51);
|
||||
vec3 c=vec3(0.43,0.79,0.42);
|
||||
vec3 d=vec3(0,0.42,0.63);
|
||||
return a+b*cos(6.28318*(c*t+d));
|
||||
}
|
||||
*/
|
||||
vec2 getUV() {
|
||||
const vec2 scale = vec2(0.00104166667, 0.00185185185);
|
||||
return gl_FragCoord.xy * scale - 1.0;
|
||||
@ -120,56 +111,41 @@ float sdSphere(vec3 p, float r){
|
||||
return length(p) -r;
|
||||
}
|
||||
|
||||
vec2 mapScene(in vec3 p) {
|
||||
// Scene mapping with occlusion-aware SDF blending
|
||||
vec2 mapScene(vec3 p) {
|
||||
float dist = 20.;
|
||||
int repeat = 0;
|
||||
if((length(p.xz)) < 2*dist){
|
||||
repeat = 2;
|
||||
}
|
||||
if((length(p.xz)) < 1.5*dist){
|
||||
repeat = 3;
|
||||
}
|
||||
if((length(p.xz)) < dist){
|
||||
repeat = 5;
|
||||
}
|
||||
|
||||
float res = p.y;
|
||||
float mat = 0.;
|
||||
|
||||
float hexRadius = 0.83;
|
||||
vec3 hexpos = vec3(p.x, p.y - 2.5, p.z);
|
||||
HexData hex = hexTile(hexpos, 1.1);
|
||||
|
||||
float distFromCenter = hexDistance(hex.axial);
|
||||
int fftIndex = int(cl(distFromCenter + 1.0, 0.0, 511.0));
|
||||
float fftVal = fft_output[fftIndex];
|
||||
float noise = mix(noise(hex.axial+1., 0.1), noise(hex.axial+1., 0.2), sin(syncs[0] * 4.));
|
||||
float hexHeight = clamp(1.0 + fftVal * 5.0 + noise, 0., 15.);;
|
||||
|
||||
// Rotate individual hex tiles if needed
|
||||
vec3 r = hex.local;
|
||||
// r.yz *= rot2D(PI * 0.5);
|
||||
r.xz *= rot2D(0.5);
|
||||
|
||||
//float d1 = hexPylon(vec3(r.x, (r.y + hexHeight / 2), r.z), vec2(hexRadius, hexHeight / 2));
|
||||
float d1 = hexPylon(vec3(r.x, r.y, r.z), vec2(hexRadius, hexHeight + 5));
|
||||
res = (d1 < res) ? d1 : res;
|
||||
|
||||
|
||||
// DEBUGGING --- LIGHT CHANGING WITH CIRCLE RADIUS
|
||||
float maxRadius = 15.; // Circle radius
|
||||
float particleHeight = 5. + (syncs[5] * 40.);
|
||||
float particlePos = (syncs[0] * 0.5) + syncs[5];
|
||||
|
||||
// Map param to angle
|
||||
float particleStartPos = particlePos * 2.0 * PI;
|
||||
|
||||
// Direction from center to initial circle position (in XY plane)
|
||||
vec3 particleDir = normalize(vec3(cos(particleStartPos), 0.0, sin(particleStartPos))); // XZ direction
|
||||
|
||||
float rad = max(maxRadius - syncs[5], maxRadius);
|
||||
|
||||
vec3 particleOffset = vec3(0. , particleHeight, 0.); // particle offset
|
||||
|
||||
// Final object position = center (offset) + radial movement
|
||||
vec3 center = particleOffset; // Circle center
|
||||
vec3 objPos = center + particleDir * rad; // Object slides inward
|
||||
//res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
|
||||
d1 = sdSphere(p - objPos, 1.);
|
||||
//res = opU(res, vec2(sdSphere(p - objPos, 0.4), 1.));
|
||||
//res = (d1 < res) ? d1 : res;
|
||||
|
||||
|
||||
return vec2(res, mat);
|
||||
// mitigate neighbor occlusion with anti-bleed blending
|
||||
float minDist = 1e9;
|
||||
for (int dx = -repeat; dx <= repeat; ++dx) {
|
||||
for (int dy = -repeat; dy <= repeat; ++dy) {
|
||||
vec2 offset = vec2(dx, dy);
|
||||
vec3 hexpos = vec3(p.x-dx, p.y-8.0, p.z-dy);
|
||||
HexData hex = hexTile(hexpos, 1.1);
|
||||
float distFromCenter = hexDistance(hex.axial);
|
||||
int fftIndex = int(cl(distFromCenter + 1.0, 0.0, 511.0));
|
||||
float fftVal = fft_output[fftIndex];
|
||||
float noise = mix(noise(hex.axial+1., 0.1), noise(hex.axial+1., 0.2), sin(syncs[0] * 4.));
|
||||
float hexHeight = clamp(1.0 + fftVal * 5.0 + noise, 0., 15.);
|
||||
vec3 r = vec3(hex.local.x + offset.x,hex.local.y,hex.local.z+offset.y);
|
||||
// r.yz *= rot2D(PI * 0.5);
|
||||
r.xz *= rot2D(0.5);
|
||||
vec3 cellPos = r;
|
||||
float d = fHexagonCircumcircle(cellPos, vec2(0.85, hexHeight));
|
||||
minDist = min(minDist, d);
|
||||
}
|
||||
}
|
||||
return vec2(minDist,0.);
|
||||
}
|
||||
|
||||
////////////////
|
||||
@ -179,25 +155,42 @@ vec2 mapScene(in vec3 p) {
|
||||
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
|
||||
float mat = 0.;
|
||||
float hit = 0.;
|
||||
float t = 0.;
|
||||
vec3 d;
|
||||
float t = 0.,ad,tmax=200.; // total distance travelled
|
||||
const float tolerance = 0.0001;
|
||||
const float Z_REPEAT_DIST = 1.5;
|
||||
vec2 res;
|
||||
|
||||
// Raymarching
|
||||
for(int i = 0; i < 40; i++) {
|
||||
for (int i = 0; i < 50; i++) {
|
||||
pos = ro + rd * t;
|
||||
res = mapScene(pos); // Get distance to objects, x = dist, y = material
|
||||
res = mapScene(pos); // Get distance to objects
|
||||
ad = abs(res.x);
|
||||
mat = res.y;
|
||||
t += res.x; // "march" the ray
|
||||
|
||||
// if(abs(t) < tolerance * (t * 0.0125 + 1.0)) {
|
||||
if(abs(res.x) < 0.0001) {
|
||||
hit = 1.;
|
||||
if (t > tmax) break;
|
||||
if (ad < tolerance*(t*0.00125 + 1.0)) {
|
||||
hit = 1.0;
|
||||
break;
|
||||
}
|
||||
if(t > 200)
|
||||
break;
|
||||
|
||||
t += res.x; // "march" the ray
|
||||
}
|
||||
// t -= Z_REPEAT_DIST/2.0;
|
||||
//
|
||||
// for( int i=0; i<20; 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/5.0); // "march" the ray
|
||||
// }
|
||||
|
||||
return vec3(t, mat, hit);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user