3 Commits

3 changed files with 274 additions and 182 deletions

View File

@ -127,6 +127,42 @@ int __cdecl main(int argc, char* argv[])
static float fft_output[FFT_SIZE / 2]; // Magnitudes static float fft_output[FFT_SIZE / 2]; // Magnitudes
static float fft_uniform[FFT_SIZE / 4]; static float fft_uniform[FFT_SIZE / 4];
// main note effect
boolean beenPlaying = false;
const int SHAPES_SIZE = 15;
float shapeIncrement = 0.02f;
/**
* Definition of shape with 3 parameters in a vec3
*
* h position, v position, length
*
*/
float vec3ShapeArray[5][3] = {
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f }
};
float test[3] = { 0.0f, 0.1f, 0.0f }; // test float of one shape
int currentShape = 0; // mark location which shape we are currently building
boolean isPlaying = false;
float lastPlayPos = 0;
float lastNote = 0.0f;
/*GLfloat shapes[5][3] = {
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f }
};*/
do do
{ {
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL); direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
@ -202,6 +238,68 @@ int __cdecl main(int argc, char* argv[])
syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i]; syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
} }
//////////////////////////////////////////////////////
// Shape builder
//////////////////////////////////////////////////////
// if sound is playing, start a shape, if shape is already started - add length
// if sound has stopped, end shape
// if shape is finished, move shape forward
float captureSync = syncs[5];
if (captureSync >= 0.001f) {
isPlaying = true;
}
if (isPlaying) {
vec3ShapeArray[currentShape][1] = captureSync;
vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement;
test[0] = captureSync; // y position
test[1] = test[1] + shapeIncrement; // x position
test[2] = 0.3f; // length
}
// when note changes -- reset
if (lastNote != captureSync) {
test[1] = 0.1f;
test[2] = 0.0f;
lastNote = captureSync;
}
// shape mover, if the shape isnt the current one - move it
for (int i = 0; i < SHAPES_SIZE; ++i) {
if (i != currentShape) {
vec3ShapeArray[i][0] = vec3ShapeArray[i][0] + shapeIncrement;
}
}
beenPlaying = isPlaying;
// go through the array and start from the first when all shapes have been used
if (beenPlaying) {
if (currentShape <= SHAPES_SIZE) {
++currentShape;
}
else {
currentShape = 0;
}
}
float flatShapes[15] = {
vec3ShapeArray[0][0], vec3ShapeArray[0][1], vec3ShapeArray[0][2],
vec3ShapeArray[1][0], vec3ShapeArray[1][1], vec3ShapeArray[1][2],
vec3ShapeArray[2][0], vec3ShapeArray[2][1], vec3ShapeArray[2][2],
vec3ShapeArray[3][0], vec3ShapeArray[3][1], vec3ShapeArray[3][2],
vec3ShapeArray[4][0], vec3ShapeArray[4][1], vec3ShapeArray[4][2]
};
PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
glUniform3fvProc(10, 3, flatShapes); // array of shapes
glUniform3fvProc(40, 1, test); // test shape
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv")); PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs); glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform); glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);

View File

@ -6,6 +6,8 @@ const float TAU = (2. * PI);
const float PHI = sqrt(5.) * 0.5 + 0.5; const float PHI = sqrt(5.) * 0.5 + 0.5;
layout(location = 0) uniform float syncs[7]; layout(location = 0) uniform float syncs[7];
layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4 layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length
layout(location = 700) uniform vec3 test; // shapes test
float u_time = syncs[0]; float u_time = syncs[0];
vec2 getUV() { vec2 getUV() {
@ -13,31 +15,10 @@ vec2 getUV() {
return gl_FragCoord.xy * scale - 1.0; return gl_FragCoord.xy * scale - 1.0;
} }
mat2 rot2D(float angle) {
float s = sin(angle);
float c = cos(angle);
return mat2(c, -s, s, c);
}
float noise(in vec2 xy, in float seed) { float noise(in vec2 xy, in float seed) {
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x); return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
} }
float getScaledFFT(int index, float scale, float offset) {
// Clamp index to valid range
index = clamp(index, 0, 511);
// Get raw FFT value
float raw = fft_output[index];
// Apply logarithmic scaling: log(1 + value * scale) + offset
return log(1.0 + raw * scale) + offset;
}
/////////////////
// GEOMETRY //
/////////////////
// Hexagonal prism, circumcircle variant // Hexagonal prism, circumcircle variant
float fHexagonCircumcircle(vec3 p, vec2 h) { float fHexagonCircumcircle(vec3 p, vec2 h) {
vec3 q = abs(p); vec3 q = abs(p);
@ -51,27 +32,24 @@ float sdHex(vec3 pos, float i, float angle) {
return d1; return d1;
} }
float getScaledFFT(int index, float scale, float offset) {
// Clamp index to valid range
index = clamp(index, 0, 511);
// Get raw FFT value
float raw = fft_output[index];
// Apply logarithmic scaling: log(1 + value * scale) + offset
return log(1.0 + raw * scale) + offset;
}
float sdSphere(vec3 p, float r){ float sdSphere(vec3 p, float r){
return length(p) -r; return length(p) -r;
} }
////////////// // Modify your mapScene function
// SCENE //
//////////////
// instructions -> opU( { float to union with } , vec2( {put shape here}, {put material here} ) )
vec2 opU( vec2 d1, vec2 d2 )
{
return (d1.x<d2.x) ? d1 : d2;
}
float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
vec2 mapScene(in vec3 p) { vec2 mapScene(in vec3 p) {
float mat = 0.;
vec2 res = vec2( p.y, 0.0 );
float mat = 1.;
float d = 1e9; float d = 1e9;
float a = 0.; float a = 0.;
@ -82,9 +60,9 @@ 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;
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10); po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
po += vec3(0, 0., (1.88 + hexGap) * j); po += vec3(0, 0., (1.88 + hexGap) * j);
@ -106,25 +84,25 @@ vec2 mapScene(in vec3 p) {
//float hexSize = fft_output[hexDist] * 5.0; //float hexSize = fft_output[hexDist] * 5.0;
float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier
a = sdHex(po, 1. + hexSize, 0.); a = sdHex(po, 1. + hexSize, 0.);
//d = min(d, a); d = min(d, a);
res = opU(res, vec2(a, 2.));
if(d == a) {
mat = 1.;
}
} }
} }
*/
// main note effect shapes
a = sdSphere(vec3(p.x + test.y, p.y + test.x, p.z), test.z + 2.);
d = min(d, a);
if (d == a) {
mat = 1.;
}
return vec2(d, mat);
res = opU( res, vec2( sdSphere(p-vec3(-2.0,4., 0.0), 2. ), 1.));
return res;
} }
////////////////
// RAYCAST //
////////////////
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) { vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
float t = 0.; float t = 0.;
float mat = 0.; float mat = 0.;
@ -150,10 +128,6 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
return vec3(t, mat, hit); return vec3(t, mat, hit);
} }
////////////////
// SHADING //
////////////////
float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) { float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
float res = 1.0; float res = 1.0;
float t = mint; float t = mint;
@ -228,6 +202,18 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
} }
*/ */
float getAmbientOcc(vec3 p, vec3 n) {
float occ = 0.;
float weight = 1.;
for(int i = 0; i < 8; i++) {
float len = 0.01 + 0.02 * float(i * i);
float dist = mapScene(p + n * len).x;
occ += (len - dist) * weight;
weight *= 0.85;
}
return 1.0 - clamp(0.6 * occ, 0., 1.);
}
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;
@ -254,11 +240,9 @@ 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(-10., 10.0, 0.), vec3(0.77, 0.26, 0.73), 3.0, 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., 10.0, -5.0), vec3(0.08, 0.62, 0.75), 3.0, 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 += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
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.);
@ -302,31 +286,63 @@ vec3 postProcess(vec3 col) {
return col; return col;
} }
////////////////// vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
// RENDERING // // Calculate camera's orthonormal basis
////////////////// vec3 camForward = normalize(camTarget - camPos);
vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
vec3 camUp = normalize(cross(camForward, camRight));
vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov) vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov);
{
vec3 f = normalize(camTarget-camPos), return rayDir;
r = normalize(cross(vec3(0,1,0), f)),
u = cross(f,r),
c = f*fov,
i = c + uv.x*r + uv.y*u,
d = normalize(i);
return d;
} }
vec3 render(vec2 uv) { // Camera positioning function
vec3 getCameraPosition(float time, int cameraMode) {
vec3 camPos;
camPos = vec3(0.0, 30.0, -10.0);
vec3 camPos = vec3(0.0, 20.0, -10.0); if(cameraMode == 1) {
// Orbiting camera
vec3 camTarget = vec3(0.0, 0.0, -20.0);
float orbitRadius = 20.0;
float orbitSpeed = 0.2;
float orbitHeight = 10.0;
float angle = time * orbitSpeed;
camPos = camTarget + vec3(cos(angle) * orbitRadius, orbitHeight + sin(time * 0.8) * 2.0, sin(angle) * orbitRadius);
} else if(cameraMode == 2) {
// Smooth camera movement
float t = time * 0.06;
camPos = vec3(sin(t) * 15.0, 30.0 + cos(t * 0.5) * 5.0, cos(t) * 15.0);
} else if(cameraMode == 3) {
// First person style movement
float walkSpeed = 2.0;
camPos = vec3(sin(time * walkSpeed) * 0.1, 8.0 + sin(time * walkSpeed * 2.0) * 0.05, time * 0.5);
}
return camPos;
}
// Main camera function that combines everything
vec3 setupCamera(vec2 uv, float time, int positionMode) {
vec3 camPos = getCameraPosition(time, positionMode);
vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
float fov = 1.0; float fov = 1.;
vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov); return getCameraRay(uv, camPos, camTarget, fov);
}
vec3 col = vec3(0.); // background color // Simplified version of your render function using the new camera system
vec3 render(vec2 uv) {
// Choose camera modes:
// Position: 0=static, 1=orbit, 2=smooth, 3=walk
// Ray: 0=standard, 1=zoom, 2=dof
int positionMode = 2; // Static
vec3 rayDir = setupCamera(uv, u_time, positionMode);
vec3 camPos = getCameraPosition(u_time, positionMode);
vec3 col = vec3(0.102, 0.2431, 0.3412);
vec3 hitPos = vec3(0); vec3 hitPos = vec3(0);
vec3 t = castRay(camPos, rayDir, hitPos); vec3 t = castRay(camPos, rayDir, hitPos);
@ -339,7 +355,11 @@ vec3 render(vec2 uv) {
} }
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.);
} }

View File

@ -1,158 +1,132 @@
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/) // Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
#ifndef FRAGMENT_INL_ #ifndef FRAGMENT_INL_
# define FRAGMENT_INL_ # define FRAGMENT_INL_
# define VAR_fft_output "n" # define VAR_fft_output "f"
# define VAR_o "f" # define VAR_o "i"
# define VAR_shapes "C"
# define VAR_syncs "m" # define VAR_syncs "m"
# define VAR_test "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 i;"
"const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;" "const float n=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float m[7];" "layout(location=0)uniform float m[7];"
"layout(location=8)uniform float n[512];" "layout(location=8)uniform float f[512];"
"layout(location=600)uniform vec3 C[15];"
"layout(location=700)uniform vec3 k;"
"float l=m[0];" "float l=m[0];"
"float t(int v)"
"{"
"v=clamp(v,0,511);"
"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);" "float n=0.,i=1e9,m=length(vec3(v.x+k.y,v.y+k.x,v.z))-k.z-2.;"
"float i=0.;" "i=min(i,m);"
"vec2 m=vec2(7);" "if(i==m)"
"for(float r=0.;r<16.;r++)" "n=1.;"
"{" "return vec2(i,n);"
"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));"
"}"
"}"
"return t(f,vec2(length(v-vec3(-2,4,0))-2.,1));"
"}" "}"
"vec3 t(vec3 v,vec3 i,inout vec3 f)" "vec3 t(vec3 v,vec3 i,inout vec3 n)"
"{" "{"
"float r=0.,l=0.,y=0.;" "float f=0.,r=0.,m=0.;"
"for(int m=0;m<30;m++)" "for(int e=0;e<30;e++)"
"{" "{"
"f=v+i*r;" "n=v+i*f;"
"vec2 n=t(f);" "vec2 l=t(n);"
"r+=n.x;" "f+=l.x;"
"l=n.y;" "r=l.y;"
"if(r>1e2)" "if(f>1e2)"
"break;" "break;"
"if(n.x<.001*r)" "if(l.x<.001*f)"
"{" "{"
"y=1.;" "m=1.;"
"break;" "break;"
"}" "}"
"}" "}"
"if(r>1e2)" "if(f>1e2)"
"r=0.;" "f=0.;"
"return vec3(r,l,y);" "return vec3(f,r,m);"
"}" "}"
"float t(vec3 v,vec3 i,float f)" "float t(vec3 v,vec3 f,float n)"
"{" "{"
"float r=1.,l=.02;" "float i=1.,m=.02;"
"for(int m=0;m<6;m++)" "for(int e=0;e<6;e++)"
"{" "{"
"if(l>f)" "if(m>n)"
"break;" "break;"
"float n=t(v+l*i).x;" "float l=t(v+m*f).x;"
"r=min(r,n/(4.*l));" "i=min(i,l/(4.*m));"
"l+=clamp(n,.1,.8);" "m+=clamp(l,.1,.8);"
"if(r<-1.)" "if(i<-1.)"
"break;" "break;"
"}" "}"
"r=max(r,-1.);" "i=max(i,-1.);"
"return.25*(1.+r)*(1.+r)*(2.-r);" "return.25*(1.+i)*(1.+i)*(2.-i);"
"}" "}"
"vec3 x(vec3 v)" "vec3 e(vec3 v)"
"{" "{"
"vec2 i=vec2(.01,0);" "vec2 i=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+i.xyy).x-t(v-i.xyy).x,t(v+i.yxy).x-t(v-i.yxy).x,t(v+i.yyx).x-t(v-i.yyx).x));"
"return normalize(v);"
"}" "}"
"vec3 t(vec3 v,vec3 i,vec3 f,vec3 r,vec3 l,float y)" "vec3 e(vec3 v,vec3 i,vec3 l,vec3 f,vec3 m,float n)"
"{" "{"
"v-=f;" "v-=l;"
"float m=length(v);" "float e=length(v);"
"v=normalize(v);" "v=normalize(v);"
"float n=3./(1.+.09*m+.032*m*m),c=max(dot(l,v),0.);" "float y=3./(1.+.09*e+.032*e*e),r=max(dot(m,v),0.);"
"r=normalize(v-r);" "f=normalize(v-f);"
"vec3 e=vec3(.04);" "vec3 x=vec3(.04);"
"e+=(1.-e)*pow(clamp(1.-max(dot(r,v),0.),0.,1.),5.);" "x+=(1.-x)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
"m=t(f+l*.01,v,m);" "e=t(l+m*.01,v,e);"
"return(i*c*n+i*pow(max(dot(l,r),0.),mix(128.,8.,y))*n*e)*m;" "return(i*r*y+i*pow(max(dot(m,f),0.),mix(128.,8.,n))*y*x)*e;"
"}" "}"
"vec3 t(vec3 v,vec3 i,vec3 f,float r)" "vec3 e(vec3 v,vec3 i,vec3 f,float n)"
"{" "{"
"float m=.01;" "float m=.01;"
"vec3 l=vec3(0);" "vec3 l=vec3(0);"
"if(r==0.)" "if(n==0.)"
"l=vec3(.8314,.2941,.2941),m=.1;" "l=vec3(.8314,.2941,.2941),m=.1;"
"else if(r==1.)" "else if(n==1.)"
"l=vec3(.6196,.6118,.6118),m=.7;" "l=vec3(.6196,.6118,.6118),m=.7;"
"else if(r==2.)" "else if(n==2.)"
"l=vec3(.3255,.4784,.3255),m=.2;" "l=vec3(.3255,.4784,.3255),m=.2;"
"else if(r==3.)" "else if(n==3.)"
"l=vec3(.2471,.3059,.6314),m=1.;" "l=vec3(.2471,.3059,.6314),m=1.;"
"else if(r==4.)" "else if(n==4.)"
"l=vec3(.9961,1,.9922),m=.1;" "l=vec3(.9961,1,.9922),m=.1;"
"else if(r==5.)" "else if(n==5.)"
"l=vec3(.9961,1,.9922),m=.3;" "l=vec3(.9961,1,.9922),m=.3;"
"vec3 y=vec3(0);" "v=vec3(0)+e(vec3(-10,10,0),vec3(.77,.26,.73),v,f,i,m)+e(vec3(0,10,-5),vec3(.08,.62,.75),v,f,i,m)+e(vec3(0,25,0),vec3(.5137,.1961,.7725),v,f,i,m)+vec3(.08,.62,.75)*clamp(dot(i,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
"y+=t(vec3(0,40,-10),vec3(.77,.26,.73),v,f,i,m);" "return l*max(vec3(0),v);"
"y+=t(vec3(0,2,-5),vec3(.08,.62,.75),v,f,i,m);"
"y+=t(vec3(0,20,15),vec3(.77,.26,.73),v,f,i,m);"
"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);"
"}" "}"
"vec3 t(vec2 i,vec3 v)" "vec3 e(vec2 v,vec3 i)"
"{" "{"
"v=normalize(vec3(0,-1,10)-v);" "i=normalize(vec3(0,-1,10)-i);"
"vec3 m=normalize(cross(vec3(0,1,0),v));" "vec3 m=normalize(cross(vec3(0,1,0),i));"
"return normalize(v+i.x*m+i.y*cross(v,m));" "return normalize(v.x*m+v.y*normalize(cross(i,m))+i);"
"}" "}"
"vec3 t(vec2 v)" "vec3 e()"
"{" "{"
"vec3 i=vec3(0,20,-10),m=t(v,i),f=vec3(0),r=vec3(0);" "vec3 i;"
"i=t(i,m,r);" "{"
"if(i.x>0.)" "float v=l*.06;"
"i=vec3(sin(v)*15.,30.+cos(v*.5)*5.,cos(v)*15.);"
"}"
"return i;"
"}"
"vec3 e(vec2 v)"
"{"
"vec3 i=e(v,e()),m=vec3(.102,.2431,.3412),n=vec3(0),l=t(e(),i,n);"
"if(l.x>0.)"
"{" "{"
"vec3 v=x(r);" "vec3 v=e(n);"
"f=t(r,v,m,i.y);" "m=e(n,v,i,l.y);"
"}" "}"
"return f;" "return m;"
"}" "}"
"void main()" "void main()"
"{" "{"
"vec3 v=t(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);" "vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"f=vec4(v,1);" "i=vec4(v,1);"
"}"; "}";
#endif // FRAGMENT_INL_ #endif // FRAGMENT_INL_