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@ -6,25 +6,22 @@ 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 = 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 vec3 test; // shapes test
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//layout(binding = 1) uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture;
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float u_time = syncs[0];
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layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes texture
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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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// paletti muunnos: arg 0.8 --> 0.5
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vec3 palette(float t, float arg, float arg2){
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vec3 a=vec3(0.52,0.56,0.47);
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vec3 b=vec3(0.62,0.56,0.51);
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vec3 c=vec3(0.43,0.79,0.42);
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vec3 d=vec3(arg,0.42,arg2);
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return a+b*cos(6.28318*(c*t+d));
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}
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vec2 getUV() {
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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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const 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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//const vec2 scale = vec2(0.00104166667, 0.00185185185);
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//return gl_FragCoord.xy * scale - 1.0;
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}
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mat2 rot2D(float angle) {
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@ -37,6 +34,12 @@ float noise(in vec2 xy, in float seed) {
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return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
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}
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// shorted functions
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vec3 no(vec3 v) { return normalize(v); }
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float cl(float a, float b, float c) { return clamp(a,b,c); }
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float lev2(vec2 s) { return length(s); }
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/////////////////
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// GEOMETRY //
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/////////////////
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@ -85,10 +88,7 @@ float hexDistance(vec2 axial) {
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return max(abs(q), max(abs(r), abs(s)));
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}
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float sdSphere(vec3 p, float r) {
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return length(p) - r;
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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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@ -98,67 +98,57 @@ float hexPylon(vec3 p, vec2 h) {
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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 length(max(abs(p) - b + .15, 0.)) - .15;
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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 opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
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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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vec2 mapScene(in vec3 p) {
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// Scene mapping with occlusion-aware SDF blending
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vec2 mapScene(vec3 p) {
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float dist = 20.;
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int repeat = 0;
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if((lev2(p.xz)) < 2*dist){
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repeat = 2;
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}
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if((lev2(p.xz)) < 1.5*dist){
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repeat = 3;
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}
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if((lev2(p.xz)) < dist){
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repeat = 5;
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}
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float res = p.y;
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float mat = 0.;
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float hexRadius = 0.85;
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vec3 hexpos = vec3(p.x, p.y - 2.5, p.z);
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HexData hex = hexTile(hexpos, 1.5);
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float distFromCenter = hexDistance(hex.axial);
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int fftIndex = int(clamp(distFromCenter + 1.0, 0.0, 511.0));
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float fftVal = fft_output[fftIndex];
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float hexHeight = 1.0 + fftVal * 4.0;
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// Rotate individual hex tiles if needed
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vec3 r = hex.local;
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// r.yz *= rot2D(PI * 0.5);
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r.xz *= rot2D(0.5);
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//float d1 = hexPylon(vec3(r.x, (r.y + hexHeight / 2), r.z), vec2(hexRadius, hexHeight / 2));
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float d1 = hexPylon(vec3(r.x, r.y, r.z), vec2(hexRadius, hexHeight));
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res = (d1 < res) ? d1 : res;
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/* const float gridSize = 16.;
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for(float j = 0.; j < gridSize; j++) {
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for(float i = 0.; i < gridSize; i++) {
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ivec2 texSize = textureSize(u_ShapesTex, 0);
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vec2 texCoord = (vec2(i, j)) / vec2(texSize);
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vec4 shapeData = texture(u_ShapesTex, texCoord); // RGBA: x, y, length, active
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float shapeActive = shapeData.a;
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if(shapeActive < 0.5)
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continue;
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vec3 shapePos = p - vec3(-70.0 + (shapeData.x * 2.), 12. + (shapeData.y * 80.), 0.0);
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float a = sdSphere(shapePos, 0.8);
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res = min(res, a);
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if(res == a) {
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mat = 1.0;
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}
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// mitigate neighbor occlusion with anti-bleed blending
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float minDist = 1e9;
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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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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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HexData hex = hexTile(hexpos, 1.1);
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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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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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vec3 r = vec3(hex.local.x + offset.x,hex.local.y,hex.local.z+offset.y);
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// r.yz *= rot2D(PI * 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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minDist = min(minDist, d);
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}
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}*/
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return vec2(res, mat);
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}
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return vec2(minDist,0.);
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}
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////////////////
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@ -168,25 +158,38 @@ vec2 mapScene(in vec3 p) {
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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 t = 0.;
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vec2 res;
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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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for(int i = 0; i < 20; i++) {
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for (int i = 0; i < 50; i++) {
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pos = ro + rd * t;
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res = mapScene(pos); // Get distance to objects, x = dist, y = material
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vec2 res = mapScene(pos); // Get distance to objects
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mat = res.y;
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t += res.x; // "march" the ray
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// if(abs(t) < tolerance * (t * 0.0125 + 1.0)) {
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if(abs(res.x) < 0.0001) {
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hit = 1.;
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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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hit = 1.0;
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break;
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}
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if(t > 200)
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break;
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t += res.x; // "march" the ray
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}
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// t -= Z_REPEAT_DIST/2.0;
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//
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// for( int i=0; i<20; i++ )
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// {
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// vec3 pos2 = ro + rd * t;
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// res = mapScene(pos2); // get distance to objects
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// ad = abs(res.x);
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// mat = res.y;
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// if (ad < (tolerance))
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// {
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// hit = 1.0;
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// pos = pos2;
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// break;
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// }
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// if (t > tmax) break;
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// t += min(d.x, Z_REPEAT_DIST/5.0); // "march" the ray
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// }
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return vec3(t, mat, hit);
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}
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@ -194,7 +197,7 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
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////////////////
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// SHADING //
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////////////////
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/*
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float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
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float res = 1.0;
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float t = mint;
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@ -203,25 +206,21 @@ float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
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break;
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float h = mapScene(ro + t * rd).x;
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res = min(res, h / (w * t));
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t += clamp(h, 0.1, 0.80);
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t += cl(h, 0.1, 0.80);
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if(res < -1.0)
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break;
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}
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res = max(res, -1.0);
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return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res);
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}
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*/
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vec3 calcNormal(vec3 pos) {
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vec2 e = vec2(.01, 0.);
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vec3 n = vec3(mapScene(pos + e.xyy).x - mapScene(pos - e.xyy).x, mapScene(pos + e.yxy).x - mapScene(pos - e.yxy).x, mapScene(pos + e.yyx).x - mapScene(pos - e.yyx).x);
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return normalize(n);
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}
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vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) {
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vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
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// Light vector from surface to light
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//float roughness = 1.0;
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vec3 lightDir = lightPos - worldPos;
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float lightDistance = length(lightDir);
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lightDir = normalize(lightDir);
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lightDir = no(lightDir);
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// Attenuation (quadratic falloff)
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float attenuation = intensity / (1.0 + 0.09 * lightDistance + 0.032 * lightDistance * lightDistance);
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@ -231,159 +230,89 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
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vec3 diffuse = lightColor * NdotL * attenuation;
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// Specular lighting (Blinn-Phong)
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vec3 halfDir = normalize(lightDir + (-viewDir));
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/*
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vec3 halfDir = no(lightDir + (-viewDir));
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float NdotH = max(dot(normal, halfDir), 0.0);
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float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess
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vec3 specular = lightColor * pow(NdotH, shininess) * attenuation;
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*/
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vec3 specular = lightColor * attenuation;
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// Fresnel effect
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vec3 F0 = vec3(0.04); // Base reflectance for dielectrics
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vec3 fresnel = F0 + (1.0 - F0) * pow(clamp(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0);
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// Soft shadows
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float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0);
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//vec3 F0 = vec3(0.04); // Base reflectance for dielectrics
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//vec3 fresnel = F0 + (1.0 - F0) * pow(cl(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0);
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// Combine diffuse and specular with shadow
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return (diffuse + specular * fresnel) * shadow;
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// return (diffuse + specular * fresnel) * shadow * shadow;
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//return (diffuse * fresnel);
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return diffuse + specular;
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}
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float getAmbientOcc(vec3 p, vec3 n) {
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float occ = 0.;
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float weight = 1.;
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for(int i = 0; i < 8; i++) {
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float len = 0.01 + 0.02 * float(i * i);
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float dist = mapScene(p + n * len).x;
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|
|
|
occ += (len - dist) * weight;
|
|
|
|
|
weight *= 0.85;
|
|
|
|
|
}
|
|
|
|
|
return 1.0 - clamp(0.6 * occ, 0., 1.);
|
|
|
|
|
vec3 calcNormal(vec3 pos) {
|
|
|
|
|
vec2 e = vec2(.01, 0.);
|
|
|
|
|
vec3 n = vec3(mapScene(pos + e.xyy).x - mapScene(pos - e.xyy).x, mapScene(pos + e.yxy).x - mapScene(pos - e.yxy).x, mapScene(pos + e.yyx).x - mapScene(pos - e.yyx).x);
|
|
|
|
|
return no(n);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vec3 pal(float color) {
|
|
|
|
|
//color *= 0.2;
|
|
|
|
|
vec3 c = palette(color, 0.25, 0.63);
|
|
|
|
|
vec3 c2 = palette(color, 0.5 ,0.2);
|
|
|
|
|
float t = cl((u_time - 129.0) / 2.0, 0.0, 1.0); // Smoothly ramps from 0 to 1 after 12s
|
|
|
|
|
return mix(c, c2, t); // Blend between c and c2 over ~2 seconds
|
|
|
|
|
//return c2;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
|
|
|
|
|
|
|
|
|
|
float syncsBass = clamp((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
|
|
|
|
|
float syncsBass = cl((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
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|
|
|
|
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|
|
float fogAmount2 = 1.0 - exp(-t * fogAmount);
|
|
|
|
|
float sunAmount = max(dot(rd, lightDir), 0.0);
|
|
|
|
|
float sunAmount = max(dot(rd, lightDir), 1.0);
|
|
|
|
|
// highlight color
|
|
|
|
|
vec3 fogColor = mix(vec3(0.2706, 0.2706, 0.2863), vec3(0.2314, 0.2314, 0.2314), // Main color
|
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|
|
vec3 fogColor = mix(vec3(0.3, 0.3, 0.3), vec3(0.2, 0.2, 0.2), // Main color
|
|
|
|
|
pow(sunAmount, syncsBass * 1.0));
|
|
|
|
|
return mix(col, fogColor, fogAmount2);
|
|
|
|
|
}
|
|
|
|
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|
|
// 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 lightDir = normalize(lightPos - worldPos);
|
|
|
|
|
float lightDistance = length(lightPos - worldPos);
|
|
|
|
|
|
|
|
|
|
// Attenuation
|
|
|
|
|
float attenuation = intensity / (1.0 + 0.1 * lightDistance + 0.01 * lightDistance * lightDistance);
|
|
|
|
|
|
|
|
|
|
// Diffuse
|
|
|
|
|
float NdotL = max(dot(normal, lightDir), 0.0);
|
|
|
|
|
|
|
|
|
|
// Specular (Blinn-Phong)
|
|
|
|
|
vec3 halfDir = normalize(lightDir - viewDir);
|
|
|
|
|
float NdotH = max(dot(normal, halfDir), 0.0);
|
|
|
|
|
float specular = pow(NdotH, 32.0);
|
|
|
|
|
|
|
|
|
|
// Shadow
|
|
|
|
|
float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.01, lightDistance, 8.0);
|
|
|
|
|
|
|
|
|
|
return lightColor * (NdotL + specular * 0.5) * attenuation * shadow;
|
|
|
|
|
}
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
vec3 shading(vec3 p, vec3 n, vec3 dir, float material) {
|
|
|
|
|
float shininess = 0.01;
|
|
|
|
|
vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 caPos) {
|
|
|
|
|
vec3 outMaterial = vec3(0.0);
|
|
|
|
|
|
|
|
|
|
vec3 outMaterial = vec3(0.);
|
|
|
|
|
|
|
|
|
|
if(material == 0.) {
|
|
|
|
|
outMaterial = vec3(0.4941, 0.4941, 0.4941);
|
|
|
|
|
shininess = 0.6;
|
|
|
|
|
} else if(material == 1.) {
|
|
|
|
|
outMaterial = vec3(0.6196, 0.6118, 0.6118);
|
|
|
|
|
shininess = .7;
|
|
|
|
|
} else if(material == 2.) {
|
|
|
|
|
outMaterial = vec3(0.3255, 0.4784, 0.3255);
|
|
|
|
|
shininess = .2;
|
|
|
|
|
} else if(material == 3.) {
|
|
|
|
|
outMaterial = vec3(0.2471, 0.3059, 0.6314);
|
|
|
|
|
shininess = 1.0;
|
|
|
|
|
} else if(material == 4.) {
|
|
|
|
|
outMaterial = vec3(0.9961, 1.0, 0.9922);
|
|
|
|
|
shininess = .1;
|
|
|
|
|
} else if(material == 5.) {
|
|
|
|
|
outMaterial = vec3(0.9961, 1.0, 0.9922);
|
|
|
|
|
shininess = .3;
|
|
|
|
|
}
|
|
|
|
|
outMaterial = pal(p.y*p.y*0.01);
|
|
|
|
|
|
|
|
|
|
vec3 lights = vec3(0.);
|
|
|
|
|
lights += addPointLight(vec3(0., 20.0, 10.), vec3(0.77, 0.26, 0.73), 15.0, p, dir, n, shininess);
|
|
|
|
|
lights += addPointLight(vec3(-10., 20.0, -10.), vec3(0.18, 0.61, 0.86), 15., p, dir, n, shininess);
|
|
|
|
|
//lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial);
|
|
|
|
|
lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 15.0, p, dir, n);
|
|
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
/*
|
|
|
|
|
// LIGHT CHANGING WITH CIRCLE RADIUS
|
|
|
|
|
float maxRadius = 25.; // Circle radius
|
|
|
|
|
float particleHeight = 15.; //(syncs[5] * 40.);
|
|
|
|
|
float particlePos = (u_time * 0.5) + syncs[5];
|
|
|
|
|
|
|
|
|
|
vec4 hexData = texture(u_hexGridTex, texCoord); // RGBA: x, y, z, dist
|
|
|
|
|
// Map param to angle
|
|
|
|
|
float particleStartPos = particlePos * 2.0 * PI;
|
|
|
|
|
|
|
|
|
|
vec3 hexPos = hexData.rgb;
|
|
|
|
|
float hexDist = hexData.a;
|
|
|
|
|
// Direction from center to initial circle position (in XY plane)
|
|
|
|
|
vec3 particleDir = no(vec3(cos(particleStartPos), 0.0, sin(particleStartPos))); // XZ direction
|
|
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
float r = max(maxRadius - 0.0, maxRadius);
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
*/
|
|
|
|
|
vec3 particleOffset = vec3(0. , particleHeight, 0.); // particle offset
|
|
|
|
|
|
|
|
|
|
// Final object position = center (offset) + radial movement
|
|
|
|
|
vec3 center = particleOffset; // Circle center
|
|
|
|
|
vec3 objPos = center + particleDir * r; // Object slides inward
|
|
|
|
|
//res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
|
|
|
|
|
|
|
|
|
|
lights += addPointLight(objPos, vec3(0.33, 0.91, 0.93), 30.0, p, dir, n);
|
|
|
|
|
*/
|
|
|
|
|
/*
|
|
|
|
|
vec3 lightDir = vec3(0., 2., 3);
|
|
|
|
|
//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
|
|
|
|
|
//float shadow = softshadow(v + n * 0.01, lightDir, .01, 30., 18.);
|
|
|
|
|
//lights += vec3(0.6431, 0.7804, 0.8588) * sun_dif * shadow * occ;
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0);
|
|
|
|
|
lights += vec3(0.6, 0.6, 0.6) * ind * 0.4;
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
outMaterial *= max(vec3(0.), lights); // output with lights;
|
|
|
|
|
|
|
|
|
|
@ -392,21 +321,21 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, float material) {
|
|
|
|
|
|
|
|
|
|
vec3 postProcess(vec3 col) {
|
|
|
|
|
// Contrast
|
|
|
|
|
float contrast = 0.75;
|
|
|
|
|
float contrast = 0.85;
|
|
|
|
|
|
|
|
|
|
col = mix(col, smoothstep(0.0, 1.0, col), contrast);
|
|
|
|
|
|
|
|
|
|
// Colour mapping
|
|
|
|
|
// col *= vec3(1.0, 1.0, 1.0);
|
|
|
|
|
//col *= vec3(1.0, 1.0, 1.0);
|
|
|
|
|
|
|
|
|
|
// Gamma
|
|
|
|
|
col = pow(col, vec3(0.4545)); // gamma 2.2
|
|
|
|
|
col = pow(col, vec3(.55)); // gamma 2.2
|
|
|
|
|
|
|
|
|
|
// fade in at the beginning
|
|
|
|
|
//col*=vec3(clamp((u_time-1.8)*0.5,0., 1.));
|
|
|
|
|
//col*=vec3(cl((u_time-1.8)*0.5,0., 1.));
|
|
|
|
|
|
|
|
|
|
// fade out at the end
|
|
|
|
|
// col*=vec3(clamp((120.-u_time)*.35, 0., 1.));
|
|
|
|
|
// col*=vec3(cl((120.-u_time)*.35, 0., 1.));
|
|
|
|
|
|
|
|
|
|
return col;
|
|
|
|
|
}
|
|
|
|
|
@ -416,16 +345,16 @@ vec3 postProcess(vec3 col) {
|
|
|
|
|
//////////////////
|
|
|
|
|
|
|
|
|
|
vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
|
|
|
|
|
vec3 f = normalize(camTarget - camPos), 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);
|
|
|
|
|
vec3 f = no(camTarget - camPos), r = no(cross(vec3(0, 1, 0), f)), u = cross(f, r), c = f * fov, i = c + uv.x * r + uv.y * u, d = no(i);
|
|
|
|
|
return d;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vec3 render(vec2 uv) {
|
|
|
|
|
vec3 camPos = vec3(-20.0 + sin(syncs[0] * 0.25) * 5, abs(sin(syncs[0] * 0.25) * 10) + 25.0, -20.0);
|
|
|
|
|
vec3 camTarget = vec3(0.0, 0.0, 0.0); // Adjust target as needed
|
|
|
|
|
float fov = 1.0;
|
|
|
|
|
vec3 camPos = vec3(-20.0 + sin(u_time * 0.25) * 5, abs(sin(u_time * 0.25) * 10) + 25.0, -20.0);
|
|
|
|
|
// vec3 camTarget = vec3(0.) // Adjust target as needed
|
|
|
|
|
//float fov = 1.0;
|
|
|
|
|
|
|
|
|
|
vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov);
|
|
|
|
|
vec3 rayDir = getCameraRayDir(uv, camPos, vec3(0.), 1.0);
|
|
|
|
|
|
|
|
|
|
vec3 col = vec3(0.); // background color
|
|
|
|
|
|
|
|
|
|
@ -434,21 +363,32 @@ vec3 render(vec2 uv) {
|
|
|
|
|
|
|
|
|
|
if(t.x > 0.0) {
|
|
|
|
|
vec3 nor = calcNormal(hitPos);
|
|
|
|
|
col = shading(hitPos, nor, rayDir, t.y);
|
|
|
|
|
//col = shading(hitPos, nor, rayDir, camPos);
|
|
|
|
|
|
|
|
|
|
//vec3 mat = vec3(0.0);
|
|
|
|
|
vec3 mat = pal(hitPos.y*hitPos.y*0.01);
|
|
|
|
|
|
|
|
|
|
//vec3 lights = vec3(0.);
|
|
|
|
|
vec3 lights = addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 15.0, hitPos, rayDir, nor);
|
|
|
|
|
mat *= max(vec3(0.), lights); // output with lights;
|
|
|
|
|
col = mat;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//glow from the bottom
|
|
|
|
|
vec3 bGlowColor = palette(syncs[0] * .5); // color change
|
|
|
|
|
float bGlowDistance = 0.3;
|
|
|
|
|
vec3 bGlowColor = pal(u_time * .075); // color change
|
|
|
|
|
float bGlowDistance = 0.8;
|
|
|
|
|
vec3 p = camPos + t.x * rayDir;
|
|
|
|
|
|
|
|
|
|
vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9900.;
|
|
|
|
|
vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 10000.;
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
@ -458,30 +398,3 @@ void main() {
|
|
|
|
|
finalColor = postProcess(finalColor);
|
|
|
|
|
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.);
|
|
|
|
|
}
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//if (uv.x >= 0.0 && uv.x <= 0.01 ) {
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// res += vec3(abs(syncs[4]*2));
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//}
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//res += vec3(0.1, 0.2, 0.3) * abs(syncs[2]*1.2);
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return res;
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}
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void main() {
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vec2 uv = gl_FragCoord.xy * 2. / vec2(1920,1080);
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vec3 col = render2(uv, u_time);
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o = vec4(col,1.0);
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}
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*/
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