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teemun_sha
| Author | SHA1 | Date | |
|---|---|---|---|
| f9a8dc2b69 | |||
| e00ae27d46 | |||
| 99af2bbf5c | |||
| 77e5f0fc70 | |||
| 62e58d0e1f | |||
| d33042e30a | |||
| f460f71ab4 | |||
| b86794f9b2 | |||
| 3110e64236 | |||
| 09efaee330 |
268
src/main.cpp
268
src/main.cpp
@ -37,6 +37,31 @@ static int pidMain;
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static int pidPost;
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static int pidPost;
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// static HDC hDC;
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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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#ifndef EDITOR_CONTROLS
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#pragma code_seg(".main")
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#pragma code_seg(".main")
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void entrypoint(void)
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void entrypoint(void)
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@ -118,14 +143,69 @@ int __cdecl main(int argc, char* argv[])
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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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static float syncs[1 + SU_NUMSYNCS];
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// Init FFT
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// Init FFT
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init_hamming_window();
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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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struct Vec3 {
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float x, y, z;
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};
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PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
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PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
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PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
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GLuint hexGridTex, shapesTex, particlesTex;
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glGenTextures(1, &hexGridTex);
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glBindTexture(GL_TEXTURE_2D, hexGridTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, GRID, GRID, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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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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/*
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glGenTextures(1, &shapesTex);
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glBindTexture(GL_TEXTURE_2D, shapesTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SHAPES, SHAPES, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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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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*/
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glGenTextures(1, &particlesTex);
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glBindTexture(GL_TEXTURE_2D, particlesTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SHAPES, SHAPES, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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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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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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int currentParticle = 0; // mark location which shape we are currently building
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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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do
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{
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{
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@ -202,15 +282,183 @@ int __cdecl main(int argc, char* argv[])
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syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
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syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
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}
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}
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PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
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/*
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//////////////////////////////////////////////////////
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// Shape builder
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//////////////////////////////////////////////////////
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// if sound is playing, start a shape, if shape is already started - add length
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// if sound has stopped, end shape
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// if shape is finished, move shape forward
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float shapeCaptureSync = syncs[5];
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// Detect note change to start a new shape
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bool shapeNoteChanged = (shapeCaptureSync - shapeLastNote) * (shapeCaptureSync - shapeLastNote) > 0.0001f;
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shapeLastNote = shapeCaptureSync;
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// If note changed and value is significant, start new shape
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if (shapeCaptureSync > 0.001f && shapeNoteChanged) {
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int index = currentShape * 4;
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// Reset and activate current shape
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shapesData[index + 0] = 0.0f; // x start
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shapesData[index + 1] = shapeCaptureSync; // y from audio
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shapesData[index + 2] = 1.0f; // z (unused or length)
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shapesData[index + 3] = 1.0f; // active
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// Advance to next shape slot (circular)
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currentShape = (currentShape + 1) % (SHAPES*SHAPES);
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}
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// Move active shapes
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for (int i = 0; i < SHAPES*SHAPES; ++i) {
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int index = i * 4;
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// Check if shape is active
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if (shapesData[index + 3] > 0.5f) {
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// Move shape right
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shapesData[index + 0] += shapeIncrement;
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// Update y (optional, reflect live audio)
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//shapesData[index + 1] = captureSync;
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// Optional: grow z value to show duration
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//shapesData[index + 2] += shapeIncrement * 0.2f;
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// If x exceeds max distance, deactivate and reset
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if (shapesData[index + 0] > MAX_DISTANCE) {
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shapesData[index + 0] = 0.0f;
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shapesData[index + 1] = 0.0f;
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shapesData[index + 2] = 0.0f;
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shapesData[index + 3] = 0.0f; // inactive
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}
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}
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}
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// Bind and update u_ShapesTex
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glActiveTexture(GL_TEXTURE0 + 2);
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glBindTexture(GL_TEXTURE_2D, shapesTex);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, SHAPES, SHAPES, GL_RGBA, GL_FLOAT, shapesData);
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glUniform1i(glGetUniformLocation(pidMain, "u_ShapesTex"), 2);
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*/
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//////////////////////////////////////////////////////
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// Particles Builder
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//////////////////////////////////////////////////////
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// if sound is playing, start a shape, if shape is already started - add length
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// if sound has stopped, end shape
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// if shape is finished, move shape forward
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float particleCaptureSync = syncs[5];
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// Detect note change to start a new shape
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bool particleNoteChanged = (particleCaptureSync - particleLastNote) * (particleCaptureSync - particleLastNote) > 0.0001f;
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particleLastNote = particleCaptureSync;
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// If note changed and value is significant, start new shape
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if (particleCaptureSync > 0.001f && particleNoteChanged) {
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int index = currentParticle * 4;
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// Reset and activate current shape
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particlesData[index + 0] = 0.0f; // x offset
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particlesData[index + 1] = 0.0f; // y offset
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particlesData[index + 2] = 0.0f; // z distance
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particlesData[index + 3] = 1.0f; // a active
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//particlesData2[currentParticle] = 0.0f; // reset progress/time!
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// Advance to next shape slot (circular)
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currentParticle = (currentParticle + 1) % (PARTICLES * PARTICLES);
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}
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// Move active shapes
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for (int i = 0; i < (PARTICLES * PARTICLES); ++i) {
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int index = i * 4;
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// Check if shape is active
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if (particlesData[index + 3] > 0.5f) {
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// Move shape
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particlesData[index + 2] += particleIncrement;
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// Update y (optional, reflect live audio)
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//shapesData[index + 1] = captureSync;
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// Optional: grow z value to show duration
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//shapesData[index + 2] += shapeIncrement * 0.2f;
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// If x exceeds max distance, deactivate and reset
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if (particlesData[index + 2] > PARTICLES_DISTANCE) {
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particlesData[index + 0] = 0.0f;
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particlesData[index + 1] = 0.0f;
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particlesData[index + 2] = 0.0f;
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particlesData[index + 3] = 0.0f; // inactive
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}
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}
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}
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// Bind and update u_ParticlesTex
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glActiveTexture(GL_TEXTURE0 + 3);
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glBindTexture(GL_TEXTURE_2D, particlesTex);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, PARTICLES, PARTICLES, GL_RGBA, GL_FLOAT, particlesData);
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glUniform1i(glGetUniformLocation(pidMain, "u_ParticlesTex"), 3);
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//glUniform1fvProc(700, PARTICLES*PARTICLES, particlesData2);
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//PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
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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(0, SU_NUMSYNCS + 1, syncs);
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glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
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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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float gap = 0.3f;
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float cellW = 1.6f + 0.2f; // flat-to-flat width
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float cellH = (sqrtf(3.0f) / 2.0f) * cellW; // height based on regular hex geometry
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float horizontalSpacing = 0.75f * cellW * (1.0f + gap); // 3/4 of width per column
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float verticalSpacing = cellH * (1.0f + gap); // full height per row
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float rippleCenterX = 7.0f;
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float rippleCenterY = 7.0f;
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Vec3 gridOffset = { horizontalSpacing * (GRID - 1) * 0.24f, -5.0f, verticalSpacing * (GRID - 1) * 0.24f };
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for (int j = 0; j < GRID; ++j) {
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for (int i = 0; i < GRID; ++i) {
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// Offset every other column vertically
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float offsetZ = (i % 2 == 0) ? 0.0f : 0.5f * verticalSpacing;
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float x = i * horizontalSpacing;
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float z = j * verticalSpacing + offsetZ;
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float y = 0.0f;
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Vec3 hexPos = { x - gridOffset.x, y - gridOffset.y, z - gridOffset.z };
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float dx = (float)i - rippleCenterX;
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float dy = (float)j - rippleCenterY;
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float hexDist = sqrtf(dx * dx + dy * dy);
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int idx = (j * GRID + i) * 4;
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hexGridData[idx + 0] = hexPos.x;
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hexGridData[idx + 1] = hexPos.y;
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hexGridData[idx + 2] = hexPos.z;
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hexGridData[idx + 3] = hexDist;
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}
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}
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// Bind and update u_hexGridTex
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glActiveTexture(GL_TEXTURE0 + 1);
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glBindTexture(GL_TEXTURE_2D, hexGridTex);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GRID, GRID, GL_RGBA, GL_FLOAT, hexGridData);
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glUniform1i(glGetUniformLocation(pidMain, "u_hexGridTex"), 1);
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glRects(-1, -1, 1, 1);
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glRects(-1, -1, 1, 1);
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//syncs[0] = -syncs[0];
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//glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
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// render "post process" using the opengl backbuffer
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// render "post process" using the opengl backbuffer
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#if POST_PASS
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#if POST_PASS
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glBindTexture(GL_TEXTURE_2D, 1);
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glBindTexture(GL_TEXTURE_2D, 1);
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@ -4,10 +4,28 @@ out vec4 o;
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const float PI = 3.14159265;
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const float PI = 3.14159265;
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const float TAU = (2. * PI);
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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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const float PHI = sqrt(5.) * 0.5 + 0.5;
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layout(location = 0) uniform float syncs[7];
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layout(location = 0) uniform float syncs[12];
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layout(location = 8) 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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layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length
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//layout(location = 700) uniform float particlesData2[256]; // additional particles data for distance
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layout(binding = 1) uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture;
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//layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes texture
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layout(binding = 3) uniform sampler2D u_ParticlesTex; // uniform sampler2D particles texture
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float u_time = syncs[0];
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float u_time = syncs[0];
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vec3 palette(float t){
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vec3 a=vec3(0.46,0.2,0.94);
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vec3 b=vec3(0.66,0.64,0.77);
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vec3 c=vec3(0.91,0.62,0.97);
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vec3 d=vec3(0.26,0.2,0.84);
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return a+b*cos(6.28318*(c*t+d));
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}
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// Or 2D version
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
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}
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vec2 getUV() {
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vec2 getUV() {
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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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@ -65,7 +83,7 @@ vec2 opU( vec2 d1, vec2 d2 )
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return (d1.x<d2.x) ? d1 : d2;
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return (d1.x<d2.x) ? d1 : d2;
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||||||
}
|
}
|
||||||
|
|
||||||
float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
|
// float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
|
||||||
|
|
||||||
vec2 mapScene(in vec3 p) {
|
vec2 mapScene(in vec3 p) {
|
||||||
|
|
||||||
@ -82,7 +100,7 @@ vec2 mapScene(in vec3 p) {
|
|||||||
|
|
||||||
// Hexagonal grid
|
// Hexagonal grid
|
||||||
float hexGap = 0.2;
|
float hexGap = 0.2;
|
||||||
|
/*
|
||||||
for(float j = 0.; j < 16.; j++) {
|
for(float j = 0.; j < 16.; j++) {
|
||||||
vec3 po = p-vec3(-2.0,-5., 0.0);
|
vec3 po = p-vec3(-2.0,-5., 0.0);
|
||||||
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
|
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
|
||||||
@ -110,14 +128,84 @@ vec2 mapScene(in vec3 p) {
|
|||||||
res = opU(res, vec2(a, 2.));
|
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);
|
||||||
|
|
||||||
res = opU( res, vec2( sdSphere(p-vec3(-2.0,4., 0.0), 2. ), 1.));
|
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 = opU(res, vec2(a, 1.));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
/*
|
||||||
|
float gridSize2 = 16.;
|
||||||
|
for(float j = 0.; j < gridSize2; j++) {
|
||||||
|
for(float i = 0.; i < gridSize2; i++) {
|
||||||
|
vec2 texCoord = (vec2(i, j) + 0.5) / float(gridSize2);
|
||||||
|
vec4 shapeData = texture(u_ShapesTex, texCoord); // RGBA: x, y, length, active
|
||||||
|
|
||||||
|
float shapeActive = shapeData.a;
|
||||||
|
if(shapeActive < 0.5) continue;
|
||||||
|
|
||||||
|
vec3 shapePos = p - vec3(-70.0 + (shapeData.x * 2.), 12. + (shapeData.y * 80.), 0.0);
|
||||||
|
|
||||||
|
float a = sdSphere(shapePos, 0.8);
|
||||||
|
|
||||||
|
res = opU(res, vec2(a, 1.));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
/*
|
||||||
|
float maxRadius = 40.; // Circle radius
|
||||||
|
float sphereRadius = 0.3;
|
||||||
|
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
|
||||||
|
|
||||||
|
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++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
*/
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -136,7 +224,7 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
|
|||||||
// Increase step size multiplier for faster marching
|
// Increase step size multiplier for faster marching
|
||||||
t += res.x;
|
t += res.x;
|
||||||
mat = res.y;
|
mat = res.y;
|
||||||
if(t > 100.) { // Reduced max distance
|
if(t > 600.) { // Reduced max distance
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
if(res.x < 0.001 * t) { // Less precise hit detection
|
if(res.x < 0.001 * t) { // Less precise hit detection
|
||||||
@ -144,8 +232,9 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (t > 100.)
|
// This will break fog effect
|
||||||
t = 0.;
|
//if (t > 100.)
|
||||||
|
// t = 0.;
|
||||||
|
|
||||||
return vec3(t, mat, hit);
|
return vec3(t, mat, hit);
|
||||||
}
|
}
|
||||||
@ -206,6 +295,50 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
|
|||||||
return (diffuse + specular * fresnel) * shadow;
|
return (diffuse + specular * fresnel) * shadow;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
|
||||||
|
|
||||||
|
float syncsBass = clamp((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
|
||||||
|
|
||||||
|
float fogAmount = 1.0 - exp(-t*b);
|
||||||
|
float sunAmount = max( dot(rd, lightDir), 0.0 );
|
||||||
|
vec3 fogColor = mix( vec3(0.2667, 0.2941, 0.3451), // blue
|
||||||
|
vec3(0.302, 0.3176, 0.3725), // yellow
|
||||||
|
pow(sunAmount, syncsBass * 5.0) );
|
||||||
|
return mix( col, fogColor, fogAmount );
|
||||||
|
}
|
||||||
|
|
||||||
|
// Point light with no shadow and radius based falloff
|
||||||
|
vec3 addPointLightNoShadow(vec3 lightPos, vec3 lightColor, float intensity, float radius, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) {
|
||||||
|
// Light vector from surface to light
|
||||||
|
vec3 lightDir = lightPos - worldPos;
|
||||||
|
float lightDistance = length(lightDir);
|
||||||
|
lightDir = normalize(lightDir);
|
||||||
|
|
||||||
|
// Attenuation (radius based falloff)
|
||||||
|
float attenuation = clamp(intensity - lightDistance*lightDistance/(radius*radius), 0.0, 1.0);
|
||||||
|
|
||||||
|
// Diffuse lighting (Lambert)
|
||||||
|
float NdotL = max(dot(normal, lightDir), 0.0);
|
||||||
|
vec3 diffuse = lightColor * NdotL * attenuation;
|
||||||
|
|
||||||
|
// Specular lighting (Blinn-Phong)
|
||||||
|
vec3 halfDir = normalize(lightDir + (-viewDir));
|
||||||
|
float NdotH = max(dot(normal, halfDir), 0.0);
|
||||||
|
float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess
|
||||||
|
vec3 specular = lightColor * pow(NdotH, shininess) * attenuation;
|
||||||
|
|
||||||
|
// Fresnel effect
|
||||||
|
vec3 F0 = vec3(0.04); // Base reflectance for dielectrics
|
||||||
|
vec3 fresnel = F0 + (1.0 - F0) * pow(clamp(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0);
|
||||||
|
|
||||||
|
// Soft shadows
|
||||||
|
//float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0);
|
||||||
|
|
||||||
|
// Combine diffuse and specular with shadow
|
||||||
|
return diffuse + specular * fresnel;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
/*vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
|
/*vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
|
||||||
vec3 lightDir = normalize(lightPos - worldPos);
|
vec3 lightDir = normalize(lightPos - worldPos);
|
||||||
float lightDistance = length(lightPos - worldPos);
|
float lightDistance = length(lightPos - worldPos);
|
||||||
@ -231,7 +364,7 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
|
|||||||
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
|
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
|
||||||
float shininess = 0.01;
|
float shininess = 0.01;
|
||||||
|
|
||||||
vec3 outMaterial = vec3(0.0, 0.0, 0.0);
|
vec3 outMaterial = vec3(0.);
|
||||||
|
|
||||||
if(material == 0.) {
|
if(material == 0.) {
|
||||||
outMaterial = vec3(0.8314, 0.2941, 0.2941);
|
outMaterial = vec3(0.8314, 0.2941, 0.2941);
|
||||||
@ -254,11 +387,71 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec3 lights = vec3(0.);
|
vec3 lights = vec3(0.);
|
||||||
lights += addPointLight(vec3(0., 40.0, -10.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess);
|
lights += addPointLight(vec3(0., 40.0, -10.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
|
||||||
lights += addPointLight(vec3(0., 2.0, -5.0), vec3(0.08, 0.62, 0.75), 3.0, v, dir, n, shininess);
|
lights += addPointLight(vec3(0., 20.0, 15.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
|
||||||
//lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
|
|
||||||
|
// LIGHTS IN HEX GRID PATTERN
|
||||||
|
/*
|
||||||
|
float gridsize = 16.0; // or GRID if you want full size
|
||||||
|
vec3 p = vec3(0.);
|
||||||
|
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);
|
||||||
|
|
||||||
|
lights += addPointLightNoShadow(vec3(hexPos.x, (hexPos.y + hexSize) + 2., hexPos.z), palette(hexSize* 1.5), clamp(hexSize * 5., 0., 1.), 3.4 ,v, dir, n, shininess);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
|
// LIGHTS WITH PARTICLES
|
||||||
|
float maxRadius = 40.; // Circle radius
|
||||||
|
float sphereRadius = 0.7;
|
||||||
|
int index = 0;
|
||||||
|
float particleHeight = 4.;
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
float r = max(maxRadius - particleData.z, -maxRadius);
|
||||||
|
|
||||||
|
float offsetFactor = 15.;
|
||||||
|
vec3 particleOffset = vec3(hash(vec2(i, j)) * offsetFactor , particleHeight, 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.));
|
||||||
|
|
||||||
|
lights += addPointLight(objPos, palette(i + j), 3.0, v, dir, n, shininess);
|
||||||
|
//lights += addPointLightNoShadow(objPos, palette(i + j), 10. , 20. ,v, dir, n, shininess);
|
||||||
|
|
||||||
|
index++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
lights += addPointLight(vec3(0., 20.0, 15.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess);
|
|
||||||
|
|
||||||
vec3 lightDir = vec3(0., 1., -3);
|
vec3 lightDir = vec3(0., 1., -3);
|
||||||
//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
|
//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
|
||||||
@ -268,7 +461,9 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
|
|||||||
float ind = clamp(dot(n, normalize(lightDir * vec3(.0, -1.0, -2.0))), 0.0, 1.0);
|
float ind = clamp(dot(n, normalize(lightDir * vec3(.0, -1.0, -2.0))), 0.0, 1.0);
|
||||||
lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
|
lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
|
||||||
|
|
||||||
return outMaterial * max(vec3(0.), lights);
|
outMaterial *= max(vec3(0.), lights); // output with lights;
|
||||||
|
|
||||||
|
return outMaterial;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 postProcess(vec3 col) {
|
vec3 postProcess(vec3 col) {
|
||||||
@ -319,8 +514,8 @@ vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov)
|
|||||||
|
|
||||||
vec3 render(vec2 uv) {
|
vec3 render(vec2 uv) {
|
||||||
|
|
||||||
vec3 camPos = vec3(0.0, 20.0, -10.0);
|
vec3 camPos = vec3(-10.0, 20.0, -20.0);
|
||||||
vec3 camTarget = vec3(0.0, -1.0, 10.0); // 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;
|
||||||
|
|
||||||
vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov);
|
vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov);
|
||||||
@ -334,12 +529,53 @@ vec3 render(vec2 uv) {
|
|||||||
vec3 nor = calcNormal(hitPos);
|
vec3 nor = calcNormal(hitPos);
|
||||||
col = shading(hitPos, nor, rayDir, t.y);
|
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;
|
return col;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
vec3 finalColor = render(getUV());
|
vec3 finalColor = render(getUV());
|
||||||
//finalColor = postProcess(finalColor);
|
//finalColor = postProcess(finalColor);
|
||||||
o = vec4(finalColor, 1.);
|
o = vec4(finalColor, 1.);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
vec3 render2(vec2 uv, float time) {
|
||||||
|
|
||||||
|
vec3 res = vec3(.0);
|
||||||
|
|
||||||
|
float pos = syncs[5];
|
||||||
|
if (uv.x >= pos && uv.x <= pos+0.01 ) {
|
||||||
|
res += vec3(1.);
|
||||||
|
}
|
||||||
|
|
||||||
|
//if (uv.x >= 0.0 && uv.x <= 0.01 ) {
|
||||||
|
// res += vec3(abs(syncs[4]*2));
|
||||||
|
//}
|
||||||
|
|
||||||
|
//res += vec3(0.1, 0.2, 0.3) * abs(syncs[2]*1.2);
|
||||||
|
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec2 uv = gl_FragCoord.xy * 2. / vec2(1920,1080);
|
||||||
|
vec3 col = render2(uv, u_time);
|
||||||
|
o = vec4(col,1.0);
|
||||||
|
}
|
||||||
|
*/
|
||||||
@ -3,155 +3,136 @@
|
|||||||
# define FRAGMENT_INL_
|
# define FRAGMENT_INL_
|
||||||
# define VAR_fft_output "n"
|
# define VAR_fft_output "n"
|
||||||
# define VAR_o "f"
|
# define VAR_o "f"
|
||||||
|
# define VAR_shapes "s"
|
||||||
# define VAR_syncs "m"
|
# define VAR_syncs "m"
|
||||||
|
# define VAR_u_ParticlesTex "d"
|
||||||
|
# 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 i=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[7];"
|
"layout(location=0)uniform float m[12];"
|
||||||
"layout(location=8)uniform float n[512];"
|
"layout(location=20)uniform float n[512];"
|
||||||
"float l=m[0];"
|
"layout(location=600)uniform vec3 s[15];"
|
||||||
"float t(int v)"
|
"layout(binding=1)uniform sampler2D k;"
|
||||||
|
"layout(binding=3)uniform sampler2D d;"
|
||||||
|
"float g=m[0];"
|
||||||
|
"float t(vec2 v)"
|
||||||
"{"
|
"{"
|
||||||
"v=clamp(v,0,511);"
|
"return fract(sin(dot(v,vec2(127.1,311.7)))*43758.5453123);"
|
||||||
"float i=n[v];"
|
|
||||||
"return log(1.+i*15.);"
|
|
||||||
"}"
|
|
||||||
"float t(vec3 v,vec2 i)"
|
|
||||||
"{"
|
|
||||||
"v=abs(v);"
|
|
||||||
"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
|
|
||||||
"}"
|
|
||||||
"vec2 t(vec2 v,vec2 i)"
|
|
||||||
"{"
|
|
||||||
"return v.x<i.x?"
|
|
||||||
"v:"
|
|
||||||
"i;"
|
|
||||||
"}"
|
|
||||||
"float t(float v,float i)"
|
|
||||||
"{"
|
|
||||||
"return-max(-v,-i);"
|
|
||||||
"}"
|
"}"
|
||||||
"vec2 t(vec3 v)"
|
"vec2 t(vec3 v)"
|
||||||
"{"
|
"{"
|
||||||
"vec2 f=vec2(v.y,0);"
|
"return vec2(v.y,0);"
|
||||||
"float i=0.;"
|
|
||||||
"vec2 m=vec2(7);"
|
|
||||||
"for(float r=0.;r<16.;r++)"
|
|
||||||
"{"
|
|
||||||
"vec3 l=v-vec3(-2,-5,0)+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*r);"
|
|
||||||
"for(float v=0.;v<16.;v++)"
|
|
||||||
"{"
|
|
||||||
"l=mod(v,2.)==0.?"
|
|
||||||
"l-vec3(1.8,0,1):"
|
|
||||||
"l+vec3(-1.8,0,1);"
|
|
||||||
"int y=int(length(vec2(v,r)-m.xy));"
|
|
||||||
"i=t(l,vec2(.86,1.+t(y)*2.));"
|
|
||||||
"f=t(f,vec2(i,2));"
|
|
||||||
"}"
|
"}"
|
||||||
"}"
|
"vec3 t(vec3 v,vec3 x,inout vec3 f)"
|
||||||
"return t(f,vec2(length(v-vec3(-2,4,0))-2.,1));"
|
|
||||||
"}"
|
|
||||||
"vec3 t(vec3 v,vec3 i,inout vec3 f)"
|
|
||||||
"{"
|
"{"
|
||||||
"float r=0.,l=0.,y=0.;"
|
"float i=0.,e=0.,y=0.;"
|
||||||
"for(int m=0;m<30;m++)"
|
"for(int n=0;n<30;n++)"
|
||||||
"{"
|
"{"
|
||||||
"f=v+i*r;"
|
"f=v+x*i;"
|
||||||
"vec2 n=t(f);"
|
"vec2 m=t(f);"
|
||||||
"r+=n.x;"
|
"i+=m.x;"
|
||||||
"l=n.y;"
|
"e=m.y;"
|
||||||
"if(r>1e2)"
|
"if(i>6e2)"
|
||||||
"break;"
|
"break;"
|
||||||
"if(n.x<.001*r)"
|
"if(m.x<.001*i)"
|
||||||
"{"
|
"{"
|
||||||
"y=1.;"
|
"y=1.;"
|
||||||
"break;"
|
"break;"
|
||||||
"}"
|
"}"
|
||||||
"}"
|
"}"
|
||||||
"if(r>1e2)"
|
"return vec3(i,e,y);"
|
||||||
"r=0.;"
|
|
||||||
"return vec3(r,l,y);"
|
|
||||||
"}"
|
"}"
|
||||||
"float t(vec3 v,vec3 i,float f)"
|
"float t(vec3 v,vec3 i,float f)"
|
||||||
"{"
|
"{"
|
||||||
"float r=1.,l=.02;"
|
"float m=1.,y=.02;"
|
||||||
"for(int m=0;m<6;m++)"
|
"for(int n=0;n<6;n++)"
|
||||||
"{"
|
"{"
|
||||||
"if(l>f)"
|
"if(y>f)"
|
||||||
"break;"
|
"break;"
|
||||||
"float n=t(v+l*i).x;"
|
"float d=t(v+y*i).x;"
|
||||||
"r=min(r,n/(4.*l));"
|
"m=min(m,d/(4.*y));"
|
||||||
"l+=clamp(n,.1,.8);"
|
"y+=clamp(d,.1,.8);"
|
||||||
"if(r<-1.)"
|
"if(m<-1.)"
|
||||||
"break;"
|
"break;"
|
||||||
"}"
|
"}"
|
||||||
"r=max(r,-1.);"
|
"m=max(m,-1.);"
|
||||||
"return.25*(1.+r)*(1.+r)*(2.-r);"
|
"return.25*(1.+m)*(1.+m)*(2.-m);"
|
||||||
"}"
|
"}"
|
||||||
"vec3 x(vec3 v)"
|
"vec3 x(vec3 v)"
|
||||||
"{"
|
"{"
|
||||||
"vec2 i=vec2(.01,0);"
|
"vec2 m=vec2(.01,0);"
|
||||||
"v=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(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));"
|
||||||
"return normalize(v);"
|
|
||||||
"}"
|
"}"
|
||||||
"vec3 t(vec3 v,vec3 i,vec3 f,vec3 r,vec3 l,float y)"
|
"vec3 t(vec3 v,vec3 m,float i,vec3 d,vec3 f,vec3 x,float y)"
|
||||||
"{"
|
"{"
|
||||||
"v-=f;"
|
"v-=d;"
|
||||||
"float m=length(v);"
|
"float n=length(v);"
|
||||||
"v=normalize(v);"
|
"v=normalize(v);"
|
||||||
"float n=3./(1.+.09*m+.032*m*m),c=max(dot(l,v),0.);"
|
"i/=1.+.09*n+.032*n*n;"
|
||||||
"r=normalize(v-r);"
|
"float g=max(dot(x,v),0.);"
|
||||||
|
"f=normalize(v-f);"
|
||||||
"vec3 e=vec3(.04);"
|
"vec3 e=vec3(.04);"
|
||||||
"e+=(1.-e)*pow(clamp(1.-max(dot(r,v),0.),0.,1.),5.);"
|
"e+=(1.-e)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
|
||||||
"m=t(f+l*.01,v,m);"
|
"n=t(d+x*.01,v,n);"
|
||||||
"return(i*c*n+i*pow(max(dot(l,r),0.),mix(128.,8.,y))*n*e)*m;"
|
"return(m*g*i+m*pow(max(dot(x,f),0.),mix(128.,8.,y))*i*e)*n;"
|
||||||
"}"
|
"}"
|
||||||
"vec3 t(vec3 v,vec3 i,vec3 f,float r)"
|
"vec3 t(vec3 v,vec3 f,vec3 i,float m)"
|
||||||
"{"
|
"{"
|
||||||
"float m=.01;"
|
"float y=.01;"
|
||||||
"vec3 l=vec3(0);"
|
"vec3 n=vec3(0);"
|
||||||
"if(r==0.)"
|
"if(m==0.)"
|
||||||
"l=vec3(.8314,.2941,.2941),m=.1;"
|
"n=vec3(.8314,.2941,.2941),y=.1;"
|
||||||
"else if(r==1.)"
|
"else if(m==1.)"
|
||||||
"l=vec3(.6196,.6118,.6118),m=.7;"
|
"n=vec3(.6196,.6118,.6118),y=.7;"
|
||||||
"else if(r==2.)"
|
"else if(m==2.)"
|
||||||
"l=vec3(.3255,.4784,.3255),m=.2;"
|
"n=vec3(.3255,.4784,.3255),y=.2;"
|
||||||
"else if(r==3.)"
|
"else if(m==3.)"
|
||||||
"l=vec3(.2471,.3059,.6314),m=1.;"
|
"n=vec3(.2471,.3059,.6314),y=1.;"
|
||||||
"else if(r==4.)"
|
"else if(m==4.)"
|
||||||
"l=vec3(.9961,1,.9922),m=.1;"
|
"n=vec3(.9961,1,.9922),y=.1;"
|
||||||
"else if(r==5.)"
|
"else if(m==5.)"
|
||||||
"l=vec3(.9961,1,.9922),m=.3;"
|
"n=vec3(.9961,1,.9922),y=.3;"
|
||||||
"vec3 y=vec3(0);"
|
"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);"
|
||||||
"y+=t(vec3(0,40,-10),vec3(.77,.26,.73),v,f,i,m);"
|
"int g=0;"
|
||||||
"y+=t(vec3(0,2,-5),vec3(.08,.62,.75),v,f,i,m);"
|
"for(float m=0;m<16.;m++)"
|
||||||
"y+=t(vec3(0,20,15),vec3(.77,.26,.73),v,f,i,m);"
|
"for(float i=0;i<16.;i++)"
|
||||||
"y+=vec3(.08,.62,.75)*clamp(dot(i,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
|
"{"
|
||||||
"return l*max(vec3(0),y);"
|
"vec2 n=(vec2(i,m)+.5)/float(16.);"
|
||||||
|
"vec4 x=texture(d,n);"
|
||||||
|
"if(x.z<.5)"
|
||||||
|
"continue;"
|
||||||
|
"float s=t(vec2(m,i))*2.*acos(-1.);"
|
||||||
|
"vec3 c=normalize(vec3(cos(s),0,sin(s))),l=vec3(t(vec2(i,m))*15.,4,t(vec2(m,i))*15.);"
|
||||||
|
"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);"
|
||||||
|
"g++;"
|
||||||
"}"
|
"}"
|
||||||
"vec3 t(vec2 i,vec3 v)"
|
"e+=vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
|
||||||
"{"
|
"return n*max(vec3(0),e);"
|
||||||
"v=normalize(vec3(0,-1,10)-v);"
|
|
||||||
"vec3 m=normalize(cross(vec3(0,1,0),v));"
|
|
||||||
"return normalize(v+i.x*m+i.y*cross(v,m));"
|
|
||||||
"}"
|
"}"
|
||||||
"vec3 t(vec2 v)"
|
"vec3 t(vec2 m,vec3 v)"
|
||||||
"{"
|
"{"
|
||||||
"vec3 i=vec3(0,20,-10),m=t(v,i),f=vec3(0),r=vec3(0);"
|
"v=normalize(vec3(0,10,0)-v);"
|
||||||
"i=t(i,m,r);"
|
"vec3 y=normalize(cross(vec3(0,1,0),v));"
|
||||||
"if(i.x>0.)"
|
"return normalize(v+m.x*y+m.y*cross(v,y));"
|
||||||
"{"
|
|
||||||
"vec3 v=x(r);"
|
|
||||||
"f=t(r,v,m,i.y);"
|
|
||||||
"}"
|
"}"
|
||||||
"return f;"
|
"vec3 x(vec2 v)"
|
||||||
|
"{"
|
||||||
|
"vec3 f=vec3(-10,20,-20),y=t(v,f),i=vec3(0),n=vec3(0);"
|
||||||
|
"f=t(f,y,n);"
|
||||||
|
"if(f.x>0.)"
|
||||||
|
"{"
|
||||||
|
"vec3 v=x(n);"
|
||||||
|
"i=t(n,v,y,f.y);"
|
||||||
|
"}"
|
||||||
|
"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));"
|
||||||
"}"
|
"}"
|
||||||
"void main()"
|
"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);"
|
"f=vec4(v,1);"
|
||||||
"}";
|
"}";
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user