8 Commits

3 changed files with 643 additions and 270 deletions

View File

@ -37,6 +37,31 @@ static int pidMain;
static int pidPost;
// static HDC hDC;
#define GRID 32
#define HEX_TEX_SIZE (GRID * GRID * 4) // RGBA: 4 floats per texel
#define SHAPES 16
#define SHAPES_TEX_SIZE (SHAPES * SHAPES * 4)
#define MAX_DISTANCE 100.f
#define PARTICLES 16
#define PARTICLES_TEX_SIZE (PARTICLES * PARTICLES * 4)
#define PARTICLES_DISTANCE 80.f
static float syncs[1 + SU_NUMSYNCS];
// FFT buffers
static float fft_input[FFT_SIZE];
static float fft_output[FFT_SIZE / 2]; // Magnitudes
static float fft_uniform[FFT_SIZE / 4];
static float particlesData[PARTICLES_TEX_SIZE];
static float particlesData2[PARTICLES * PARTICLES]; // additional value for particle distance
static float shapesData[SHAPES_TEX_SIZE];
static float hexGridData[HEX_TEX_SIZE];
#ifndef EDITOR_CONTROLS
#pragma code_seg(".main")
void entrypoint(void)
@ -118,50 +143,69 @@ int __cdecl main(int argc, char* argv[])
// Play sound
direct_sound_buffer->Play(0, 0, 0);
static float syncs[1 + SU_NUMSYNCS];
// Init FFT
init_hamming_window();
// FFT buffers
static float fft_input[FFT_SIZE];
static float fft_output[FFT_SIZE / 2]; // Magnitudes
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
*
struct Vec3 {
float x, y, z;
};
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
GLuint hexGridTex, shapesTex, particlesTex;
glGenTextures(1, &hexGridTex);
glBindTexture(GL_TEXTURE_2D, hexGridTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, GRID, GRID, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/*
glGenTextures(1, &shapesTex);
glBindTexture(GL_TEXTURE_2D, shapesTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SHAPES, SHAPES, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
*/
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
glGenTextures(1, &particlesTex);
glBindTexture(GL_TEXTURE_2D, particlesTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SHAPES, SHAPES, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
int currentShape = 0; // mark location which shape we are currently building
boolean isPlaying = false;
int currentShape = 0; // mark location which shape we are currently building
float shapeIncrement = 0.15f;
float shapeLastNote = 0.0f;
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 }
};*/
int currentParticle = 0; // mark location which shape we are currently building
float particleIncrement = 3.0f;
float particleLastNote = 0.0f;
do
{
@ -238,6 +282,8 @@ int __cdecl main(int argc, char* argv[])
syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
}
/*
//////////////////////////////////////////////////////
// Shape builder
//////////////////////////////////////////////////////
@ -245,70 +291,174 @@ int __cdecl main(int argc, char* argv[])
// 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 shapeCaptureSync = syncs[5];
float captureSync = syncs[5];
// Detect note change to start a new shape
bool shapeNoteChanged = (shapeCaptureSync - shapeLastNote) * (shapeCaptureSync - shapeLastNote) > 0.0001f;
shapeLastNote = shapeCaptureSync;
if (captureSync >= 0.001f) {
isPlaying = true;
// If note changed and value is significant, start new shape
if (shapeCaptureSync > 0.001f && shapeNoteChanged) {
int index = currentShape * 4;
// Reset and activate current shape
shapesData[index + 0] = 0.0f; // x start
shapesData[index + 1] = shapeCaptureSync; // y from audio
shapesData[index + 2] = 1.0f; // z (unused or length)
shapesData[index + 3] = 1.0f; // active
// Advance to next shape slot (circular)
currentShape = (currentShape + 1) % (SHAPES*SHAPES);
}
if (isPlaying) {
vec3ShapeArray[currentShape][1] = captureSync;
vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement;
// Move active shapes
for (int i = 0; i < SHAPES*SHAPES; ++i) {
int index = i * 4;
test[0] = captureSync; // y position
test[1] = test[1] + shapeIncrement; // x position
test[2] = 0.3f; // length
}
// Check if shape is active
if (shapesData[index + 3] > 0.5f) {
// Move shape right
shapesData[index + 0] += shapeIncrement;
// Update y (optional, reflect live audio)
//shapesData[index + 1] = captureSync;
// when note changes -- reset
if (lastNote != captureSync) {
test[1] = 0.1f;
test[2] = 0.0f;
lastNote = captureSync;
}
// Optional: grow z value to show duration
//shapesData[index + 2] += shapeIncrement * 0.2f;
// 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;
// If x exceeds max distance, deactivate and reset
if (shapesData[index + 0] > MAX_DISTANCE) {
shapesData[index + 0] = 0.0f;
shapesData[index + 1] = 0.0f;
shapesData[index + 2] = 0.0f;
shapesData[index + 3] = 0.0f; // inactive
}
}
}
beenPlaying = isPlaying;
// Bind and update u_ShapesTex
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, shapesTex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, SHAPES, SHAPES, GL_RGBA, GL_FLOAT, shapesData);
glUniform1i(glGetUniformLocation(pidMain, "u_ShapesTex"), 2);
*/
// 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;
//////////////////////////////////////////////////////
// Particles 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 particleCaptureSync = syncs[5];
// Detect note change to start a new shape
bool particleNoteChanged = (particleCaptureSync - particleLastNote) * (particleCaptureSync - particleLastNote) > 0.0001f;
particleLastNote = particleCaptureSync;
// If note changed and value is significant, start new shape
if (particleCaptureSync > 0.001f && particleNoteChanged) {
int index = currentParticle * 4;
// Reset and activate current shape
particlesData[index + 0] = 0.0f; // x offset
particlesData[index + 1] = 0.0f; // y offset
particlesData[index + 2] = 0.0f; // z distance
particlesData[index + 3] = 1.0f; // a active
//particlesData2[currentParticle] = 0.0f; // reset progress/time!
// Advance to next shape slot (circular)
currentParticle = (currentParticle + 1) % (PARTICLES * PARTICLES);
}
// Move active shapes
for (int i = 0; i < (PARTICLES * PARTICLES); ++i) {
int index = i * 4;
// Check if shape is active
if (particlesData[index + 3] > 0.5f) {
// Move shape
particlesData[index + 2] += particleIncrement;
// Update y (optional, reflect live audio)
//shapesData[index + 1] = captureSync;
// Optional: grow z value to show duration
//shapesData[index + 2] += shapeIncrement * 0.2f;
// If x exceeds max distance, deactivate and reset
if (particlesData[index + 2] > PARTICLES_DISTANCE) {
particlesData[index + 0] = 0.0f;
particlesData[index + 1] = 0.0f;
particlesData[index + 2] = 0.0f;
particlesData[index + 3] = 0.0f; // inactive
}
}
}
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]
};
// Bind and update u_ParticlesTex
glActiveTexture(GL_TEXTURE0 + 3);
glBindTexture(GL_TEXTURE_2D, particlesTex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, PARTICLES, PARTICLES, GL_RGBA, GL_FLOAT, particlesData);
glUniform1i(glGetUniformLocation(pidMain, "u_ParticlesTex"), 3);
//glUniform1fvProc(700, PARTICLES*PARTICLES, particlesData2);
PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
glUniform3fvProc(10, 3, flatShapes); // array of shapes
glUniform3fvProc(40, 1, test); // test shape
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
//PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
//glUniform3fvProc(600, 1, flatShapes); // array of shapes
//glUniform3fvProc(700, 1, test); // test shape
glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
glUniform1fvProc(20, FFT_SIZE / 4, fft_uniform);
//////////////////////////////////////////////////////
// Hex Grid Builder
//////////////////////////////////////////////////////
float gap = 0.3f;
float cellW = 1.6f + 0.2f; // flat-to-flat width
float cellH = (sqrtf(3.0f) / 2.0f) * cellW; // height based on regular hex geometry
float horizontalSpacing = 0.75f * cellW * (1.0f + gap); // 3/4 of width per column
float verticalSpacing = cellH * (1.0f + gap); // full height per row
float rippleCenterX = 7.0f;
float rippleCenterY = 7.0f;
Vec3 gridOffset = { horizontalSpacing * (GRID - 1) * 0.24f, -5.0f, verticalSpacing * (GRID - 1) * 0.24f };
for (int j = 0; j < GRID; ++j) {
for (int i = 0; i < GRID; ++i) {
// Offset every other column vertically
float offsetZ = (i % 2 == 0) ? 0.0f : 0.5f * verticalSpacing;
float x = i * horizontalSpacing;
float z = j * verticalSpacing + offsetZ;
float y = 0.0f;
Vec3 hexPos = { x - gridOffset.x, y - gridOffset.y, z - gridOffset.z };
float dx = (float)i - rippleCenterX;
float dy = (float)j - rippleCenterY;
float hexDist = sqrtf(dx * dx + dy * dy);
int idx = (j * GRID + i) * 4;
hexGridData[idx + 0] = hexPos.x;
hexGridData[idx + 1] = hexPos.y;
hexGridData[idx + 2] = hexPos.z;
hexGridData[idx + 3] = hexDist;
}
}
// Bind and update u_hexGridTex
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, hexGridTex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GRID, GRID, GL_RGBA, GL_FLOAT, hexGridData);
glUniform1i(glGetUniformLocation(pidMain, "u_hexGridTex"), 1);
glRects(-1, -1, 1, 1);
//syncs[0] = -syncs[0];
//glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
// render "post process" using the opengl backbuffer
#if POST_PASS
glBindTexture(GL_TEXTURE_2D, 1);

View File

@ -4,21 +4,58 @@ out vec4 o;
const float PI = 3.14159265;
const float TAU = (2. * PI);
const float PHI = sqrt(5.) * 0.5 + 0.5;
layout(location = 0) uniform float syncs[7];
layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
layout(location = 0) uniform float syncs[12];
layout(location = 20) 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
//layout(location = 700) uniform float particlesData2[256]; // additional particles data for distance
layout(binding = 1) uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture;
//layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes texture
layout(binding = 3) uniform sampler2D u_ParticlesTex; // uniform sampler2D particles texture
float u_time = syncs[0];
vec3 palette(float t){
vec3 a=vec3(0.46,0.2,0.94);
vec3 b=vec3(0.66,0.64,0.77);
vec3 c=vec3(0.91,0.62,0.97);
vec3 d=vec3(0.26,0.2,0.84);
return a+b*cos(6.28318*(c*t+d));
}
// Or 2D version
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
}
vec2 getUV() {
const vec2 scale = vec2(0.00104166667, 0.00185185185);
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) {
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
float fHexagonCircumcircle(vec3 p, vec2 h) {
vec3 q = abs(p);
@ -32,24 +69,27 @@ float sdHex(vec3 pos, float i, float angle) {
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){
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) {
float mat = 0.;
vec2 res = vec2( p.y, 0.0 );
float mat = 1.;
float d = 1e9;
float a = 0.;
@ -62,7 +102,7 @@ vec2 mapScene(in vec3 p) {
float hexGap = 0.2;
/*
for(float j = 0.; j < 16.; j++) {
vec3 po = p;
vec3 po = p-vec3(-2.0,-5., 0.0);
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
po += vec3(0, 0., (1.88 + hexGap) * j);
@ -84,25 +124,95 @@ vec2 mapScene(in vec3 p) {
//float hexSize = fft_output[hexDist] * 5.0;
float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier
a = sdHex(po, 1. + hexSize, 0.);
d = min(d, a);
if(d == a) {
mat = 1.;
}
//d = min(d, a);
res = opU(res, vec2(a, 2.));
}
}
*/
// 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.;
}
// res = opU( res, vec2( sdSphere(p- vec3(2.0 + (test.x * 2.), 12. + (test.y * 10.), 0.0), 0.2 ), 1.));
return vec2(d, mat);
/*
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);
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;
}
////////////////
// RAYCAST //
////////////////
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
float t = 0.;
float mat = 0.;
@ -114,7 +224,7 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
// Increase step size multiplier for faster marching
t += res.x;
mat = res.y;
if(t > 100.) { // Reduced max distance
if(t > 600.) { // Reduced max distance
break;
}
if(res.x < 0.001 * t) { // Less precise hit detection
@ -122,12 +232,17 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
break;
}
}
if (t > 100.)
t = 0.;
// This will break fog effect
//if (t > 100.)
// t = 0.;
return vec3(t, mat, hit);
}
////////////////
// SHADING //
////////////////
float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
float res = 1.0;
float t = mint;
@ -180,6 +295,50 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
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 lightDir = normalize(lightPos - worldPos);
float lightDistance = length(lightPos - worldPos);
@ -202,22 +361,10 @@ 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) {
float shininess = 0.01;
vec3 outMaterial = vec3(0.0, 0.0, 0.0);
vec3 outMaterial = vec3(0.);
if(material == 0.) {
outMaterial = vec3(0.8314, 0.2941, 0.2941);
@ -240,9 +387,71 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
}
vec3 lights = vec3(0.);
lights += addPointLight(vec3(-10., 10.0, 0.), vec3(0.77, 0.26, 0.73), 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., 40.0, -10.), vec3(0.77, 0.26, 0.73), 30.0, 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 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++;
}
}
vec3 lightDir = vec3(0., 1., -3);
//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
@ -252,7 +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);
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) {
@ -286,63 +497,31 @@ vec3 postProcess(vec3 col) {
return col;
}
vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
// 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));
//////////////////
// RENDERING //
//////////////////
vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov);
return rayDir;
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);
return d;
}
// Camera positioning function
vec3 getCameraPosition(float time, int cameraMode) {
vec3 camPos;
camPos = vec3(0.0, 30.0, -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
float fov = 1.;
return getCameraRay(uv, camPos, camTarget, fov);
}
// 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 camPos = vec3(-10.0, 20.0, -20.0);
vec3 camTarget = vec3(0.0, 10.0, 0.0); // Adjust target as needed
float fov = 1.0;
vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov);
vec3 col = vec3(0.); // background color
vec3 col = vec3(0.102, 0.2431, 0.3412);
vec3 hitPos = vec3(0);
vec3 t = castRay(camPos, rayDir, hitPos);
@ -350,16 +529,53 @@ vec3 render(vec2 uv) {
vec3 nor = calcNormal(hitPos);
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;
}
void main() {
vec3 finalColor = render(getUV());
//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.);
}
//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);
}
*/

View File

@ -1,132 +1,139 @@
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
#ifndef FRAGMENT_INL_
# define FRAGMENT_INL_
# define VAR_fft_output "f"
# define VAR_o "i"
# define VAR_shapes "C"
# define VAR_fft_output "n"
# define VAR_o "f"
# define VAR_shapes "s"
# define VAR_syncs "m"
# define VAR_test "k"
# define VAR_u_ParticlesTex "d"
# define VAR_u_hexGridTex "k"
const char *fragment_frag =
"#version 460\n"
"precision mediump float;"
"out vec4 i;"
"const float n=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float m[7];"
"layout(location=8)uniform float f[512];"
"layout(location=600)uniform vec3 C[15];"
"layout(location=700)uniform vec3 k;"
"float l=m[0];"
"out vec4 f;"
"const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float m[12];"
"layout(location=20)uniform float n[512];"
"layout(location=600)uniform vec3 s[15];"
"layout(binding=1)uniform sampler2D k;"
"layout(binding=3)uniform sampler2D d;"
"float g=m[0];"
"float t(vec2 v)"
"{"
"return fract(sin(dot(v,vec2(127.1,311.7)))*43758.5453123);"
"}"
"vec2 t(vec3 v)"
"{"
"float n=0.,i=1e9,m=length(vec3(v.x+k.y,v.y+k.x,v.z))-k.z-2.;"
"i=min(i,m);"
"if(i==m)"
"n=1.;"
"return vec2(i,n);"
"return vec2(v.y,0);"
"}"
"vec3 t(vec3 v,vec3 i,inout vec3 n)"
"vec3 t(vec3 v,vec3 x,inout vec3 f)"
"{"
"float f=0.,r=0.,m=0.;"
"for(int e=0;e<30;e++)"
"float i=0.,e=0.,y=0.;"
"for(int n=0;n<30;n++)"
"{"
"n=v+i*f;"
"vec2 l=t(n);"
"f+=l.x;"
"r=l.y;"
"if(f>1e2)"
"f=v+x*i;"
"vec2 m=t(f);"
"i+=m.x;"
"e=m.y;"
"if(i>6e2)"
"break;"
"if(l.x<.001*f)"
"if(m.x<.001*i)"
"{"
"m=1.;"
"y=1.;"
"break;"
"}"
"}"
"if(f>1e2)"
"f=0.;"
"return vec3(f,r,m);"
"return vec3(i,e,y);"
"}"
"float t(vec3 v,vec3 f,float n)"
"float t(vec3 v,vec3 i,float f)"
"{"
"float i=1.,m=.02;"
"for(int e=0;e<6;e++)"
"float m=1.,y=.02;"
"for(int n=0;n<6;n++)"
"{"
"if(m>n)"
"if(y>f)"
"break;"
"float l=t(v+m*f).x;"
"i=min(i,l/(4.*m));"
"m+=clamp(l,.1,.8);"
"if(i<-1.)"
"float d=t(v+y*i).x;"
"m=min(m,d/(4.*y));"
"y+=clamp(d,.1,.8);"
"if(m<-1.)"
"break;"
"}"
"i=max(i,-1.);"
"return.25*(1.+i)*(1.+i)*(2.-i);"
"m=max(m,-1.);"
"return.25*(1.+m)*(1.+m)*(2.-m);"
"}"
"vec3 e(vec3 v)"
"vec3 x(vec3 v)"
"{"
"vec2 i=vec2(.01,0);"
"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));"
"vec2 m=vec2(.01,0);"
"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));"
"}"
"vec3 e(vec3 v,vec3 i,vec3 l,vec3 f,vec3 m,float n)"
"vec3 t(vec3 v,vec3 m,float i,vec3 d,vec3 f,vec3 x,float y)"
"{"
"v-=l;"
"float e=length(v);"
"v-=d;"
"float n=length(v);"
"v=normalize(v);"
"float y=3./(1.+.09*e+.032*e*e),r=max(dot(m,v),0.);"
"i/=1.+.09*n+.032*n*n;"
"float g=max(dot(x,v),0.);"
"f=normalize(v-f);"
"vec3 x=vec3(.04);"
"x+=(1.-x)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
"e=t(l+m*.01,v,e);"
"return(i*r*y+i*pow(max(dot(m,f),0.),mix(128.,8.,n))*y*x)*e;"
"vec3 e=vec3(.04);"
"e+=(1.-e)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
"n=t(d+x*.01,v,n);"
"return(m*g*i+m*pow(max(dot(x,f),0.),mix(128.,8.,y))*i*e)*n;"
"}"
"vec3 e(vec3 v,vec3 i,vec3 f,float n)"
"vec3 t(vec3 v,vec3 f,vec3 i,float m)"
"{"
"float m=.01;"
"vec3 l=vec3(0);"
"if(n==0.)"
"l=vec3(.8314,.2941,.2941),m=.1;"
"else if(n==1.)"
"l=vec3(.6196,.6118,.6118),m=.7;"
"else if(n==2.)"
"l=vec3(.3255,.4784,.3255),m=.2;"
"else if(n==3.)"
"l=vec3(.2471,.3059,.6314),m=1.;"
"else if(n==4.)"
"l=vec3(.9961,1,.9922),m=.1;"
"else if(n==5.)"
"l=vec3(.9961,1,.9922),m=.3;"
"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;"
"return l*max(vec3(0),v);"
"float y=.01;"
"vec3 n=vec3(0);"
"if(m==0.)"
"n=vec3(.8314,.2941,.2941),y=.1;"
"else if(m==1.)"
"n=vec3(.6196,.6118,.6118),y=.7;"
"else if(m==2.)"
"n=vec3(.3255,.4784,.3255),y=.2;"
"else if(m==3.)"
"n=vec3(.2471,.3059,.6314),y=1.;"
"else if(m==4.)"
"n=vec3(.9961,1,.9922),y=.1;"
"else if(m==5.)"
"n=vec3(.9961,1,.9922),y=.3;"
"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);"
"int g=0;"
"for(float m=0;m<16.;m++)"
"for(float i=0;i<16.;i++)"
"{"
"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++;"
"}"
"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);"
"}"
"vec3 e(vec2 v,vec3 i)"
"vec3 t(vec2 m,vec3 v)"
"{"
"i=normalize(vec3(0,-1,10)-i);"
"vec3 m=normalize(cross(vec3(0,1,0),i));"
"return normalize(v.x*m+v.y*normalize(cross(i,m))+i);"
"v=normalize(vec3(0,10,0)-v);"
"vec3 y=normalize(cross(vec3(0,1,0),v));"
"return normalize(v+m.x*y+m.y*cross(v,y));"
"}"
"vec3 e()"
"vec3 x(vec2 v)"
"{"
"vec3 i;"
"{"
"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 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=e(n);"
"m=e(n,v,i,l.y);"
"vec3 v=x(n);"
"i=t(n,v,y,f.y);"
"}"
"return m;"
"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()"
"{"
"vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"i=vec4(v,1);"
"vec3 v=x(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"f=vec4(v,1);"
"}";
#endif // FRAGMENT_INL_