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3 Commits
teemun_uus
...
d33042e30a
| Author | SHA1 | Date | |
|---|---|---|---|
| d33042e30a | |||
| f460f71ab4 | |||
| 3f3b84b15c |
12
src/main.cpp
12
src/main.cpp
@ -146,7 +146,7 @@ int __cdecl main(int argc, char* argv[])
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{ 0.0f, 0.0f, 0.0f }
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};
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float test[3] = { 0.0f, 0.1f, 0.0f }; // test float of one shape
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float test[3] = { 0.0f, 0.0f, 0.0f }; // test float of one shape
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int currentShape = 0; // mark location which shape we are currently building
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@ -246,20 +246,20 @@ int __cdecl main(int argc, char* argv[])
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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 captureSync = syncs[5];
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float captureSync = 0.0;
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if (captureSync >= 0.001f) {
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isPlaying = true;
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}
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if (isPlaying) {
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//if (isPlaying) {
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vec3ShapeArray[currentShape][1] = captureSync;
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vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement;
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test[0] = captureSync; // y position
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test[1] = test[1] + shapeIncrement; // x position
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test[0] = test[0] + shapeIncrement; // x position
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test[1] = captureSync; // y position
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test[2] = 0.3f; // length
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}
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//}
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// when note changes -- reset
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@ -4,8 +4,8 @@ out vec4 o;
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const float PI = 3.14159265;
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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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layout(location = 0) uniform float syncs[7];
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layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
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layout(location = 0) uniform float syncs[12];
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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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float u_time = syncs[0];
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@ -15,10 +15,31 @@ vec2 getUV() {
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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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float s = sin(angle);
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float c = cos(angle);
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return mat2(c, -s, s, c);
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}
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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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float getScaledFFT(int index, float scale, float offset) {
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// Clamp index to valid range
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index = clamp(index, 0, 511);
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// Get raw FFT value
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float raw = fft_output[index];
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// Apply logarithmic scaling: log(1 + value * scale) + offset
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return log(1.0 + raw * scale) + offset;
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}
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/////////////////
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// GEOMETRY //
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/////////////////
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// Hexagonal prism, circumcircle variant
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float fHexagonCircumcircle(vec3 p, vec2 h) {
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vec3 q = abs(p);
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@ -32,24 +53,27 @@ float sdHex(vec3 pos, float i, float angle) {
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return d1;
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}
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float getScaledFFT(int index, float scale, float offset) {
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// Clamp index to valid range
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index = clamp(index, 0, 511);
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// Get raw FFT value
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float raw = fft_output[index];
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// Apply logarithmic scaling: log(1 + value * scale) + offset
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return log(1.0 + raw * scale) + offset;
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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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// Modify your mapScene function
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//////////////
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// SCENE //
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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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{
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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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vec2 mapScene(in vec3 p) {
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float mat = 0.;
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vec2 res = vec2( p.y, 0.0 );
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float mat = 1.;
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float d = 1e9;
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float a = 0.;
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@ -62,7 +86,7 @@ vec2 mapScene(in vec3 p) {
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float hexGap = 0.2;
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/*
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for(float j = 0.; j < 16.; j++) {
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vec3 po = p;
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vec3 po = p-vec3(-2.0,-5., 0.0);
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po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
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po += vec3(0, 0., (1.88 + hexGap) * j);
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@ -84,25 +108,22 @@ vec2 mapScene(in vec3 p) {
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//float hexSize = fft_output[hexDist] * 5.0;
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float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier
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a = sdHex(po, 1. + hexSize, 0.);
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d = min(d, a);
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if(d == a) {
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mat = 1.;
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}
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//d = min(d, a);
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res = opU(res, vec2(a, 2.));
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}
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}
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*/
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// main note effect shapes
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a = sdSphere(vec3(p.x + test.y, p.y + test.x, p.z), test.z + 2.);
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d = min(d, a);
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if (d == a) {
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mat = 1.;
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}
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res = opU( res, vec2( sdSphere(p- vec3(2.0 + test.x, 4. + test.y, 0.0), 2. ), 1.));
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return vec2(d, mat);
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return res;
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}
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////////////////
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// RAYCAST //
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////////////////
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vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
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float t = 0.;
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float mat = 0.;
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@ -128,6 +149,10 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
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return vec3(t, mat, hit);
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}
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////////////////
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// SHADING //
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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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@ -202,18 +227,6 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
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}
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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;
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weight *= 0.85;
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}
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return 1.0 - clamp(0.6 * occ, 0., 1.);
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}
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vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
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float shininess = 0.01;
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@ -240,9 +253,11 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
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}
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vec3 lights = vec3(0.);
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lights += addPointLight(vec3(-10., 10.0, 0.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess);
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lights += addPointLight(vec3(0., 10.0, -5.0), vec3(0.08, 0.62, 0.75), 3.0, v, dir, n, shininess);
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lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
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lights += addPointLight(vec3(0., 40.0, -10.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
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lights += addPointLight(vec3(0., 6.0, -5.0), vec3(0.08, 0.62, 0.75), 20.0, v, dir, n, shininess);
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//lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
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lights += addPointLight(vec3(0., 20.0, 15.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
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vec3 lightDir = vec3(0., 1., -3);
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//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
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@ -286,63 +301,31 @@ vec3 postProcess(vec3 col) {
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return col;
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}
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vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
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// Calculate camera's orthonormal basis
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vec3 camForward = normalize(camTarget - camPos);
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vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
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vec3 camUp = normalize(cross(camForward, camRight));
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//////////////////
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// RENDERING //
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//////////////////
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vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov);
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return rayDir;
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vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov)
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{
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vec3 f = normalize(camTarget-camPos),
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r = normalize(cross(vec3(0,1,0), f)),
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u = cross(f,r),
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c = f*fov,
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i = c + uv.x*r + uv.y*u,
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d = normalize(i);
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return d;
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}
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// Camera positioning function
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vec3 getCameraPosition(float time, int cameraMode) {
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vec3 camPos;
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camPos = vec3(0.0, 30.0, -10.0);
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if(cameraMode == 1) {
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// Orbiting camera
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vec3 camTarget = vec3(0.0, 0.0, -20.0);
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float orbitRadius = 20.0;
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float orbitSpeed = 0.2;
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float orbitHeight = 10.0;
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float angle = time * orbitSpeed;
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camPos = camTarget + vec3(cos(angle) * orbitRadius, orbitHeight + sin(time * 0.8) * 2.0, sin(angle) * orbitRadius);
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} else if(cameraMode == 2) {
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// Smooth camera movement
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float t = time * 0.06;
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camPos = vec3(sin(t) * 15.0, 30.0 + cos(t * 0.5) * 5.0, cos(t) * 15.0);
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} else if(cameraMode == 3) {
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// First person style movement
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float walkSpeed = 2.0;
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camPos = vec3(sin(time * walkSpeed) * 0.1, 8.0 + sin(time * walkSpeed * 2.0) * 0.05, time * 0.5);
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}
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return camPos;
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}
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// Main camera function that combines everything
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vec3 setupCamera(vec2 uv, float time, int positionMode) {
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vec3 camPos = getCameraPosition(time, positionMode);
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vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
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float fov = 1.;
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return getCameraRay(uv, camPos, camTarget, fov);
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}
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// Simplified version of your render function using the new camera system
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vec3 render(vec2 uv) {
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// Choose camera modes:
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// Position: 0=static, 1=orbit, 2=smooth, 3=walk
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// Ray: 0=standard, 1=zoom, 2=dof
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int positionMode = 2; // Static
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vec3 rayDir = setupCamera(uv, u_time, positionMode);
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vec3 camPos = getCameraPosition(u_time, positionMode);
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vec3 camPos = vec3(0.0, 20.0, -10.0);
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vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
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float fov = 1.0;
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vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov);
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vec3 col = vec3(0.); // background color
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vec3 col = vec3(0.102, 0.2431, 0.3412);
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vec3 hitPos = vec3(0);
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vec3 t = castRay(camPos, rayDir, hitPos);
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@ -355,11 +338,7 @@ vec3 render(vec2 uv) {
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}
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void main() {
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vec3 finalColor = render(getUV());
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//finalColor = postProcess(finalColor);
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o = vec4(finalColor, 1.);
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}
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@ -1,132 +1,127 @@
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// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
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#ifndef FRAGMENT_INL_
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# define FRAGMENT_INL_
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# define VAR_fft_output "f"
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# define VAR_o "i"
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# define VAR_fft_output "m"
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# define VAR_o "f"
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# define VAR_shapes "C"
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# define VAR_syncs "m"
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# define VAR_syncs "i"
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# define VAR_test "k"
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const char *fragment_frag =
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"#version 460\n"
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"precision mediump float;"
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"out vec4 i;"
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"out vec4 f;"
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"const float n=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
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"layout(location=0)uniform float m[7];"
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"layout(location=8)uniform float f[512];"
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"layout(location=0)uniform float i[12];"
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"layout(location=20)uniform float m[512];"
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"layout(location=600)uniform vec3 C[15];"
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"layout(location=700)uniform vec3 k;"
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"float l=m[0];"
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"float F=i[0];"
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"vec2 t(vec2 i,vec2 k)"
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"{"
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"return i.x<k.x?"
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"i:"
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"k;"
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"}"
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"vec2 t(vec3 v)"
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"{"
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"float n=0.,i=1e9,m=length(vec3(v.x+k.y,v.y+k.x,v.z))-k.z-2.;"
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"i=min(i,m);"
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"if(i==m)"
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"n=1.;"
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"return vec2(i,n);"
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"return t(vec2(v.y,0),vec2(length(v-vec3(2.+k.x,4.+k.y,0))-2.,1));"
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"}"
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"vec3 t(vec3 v,vec3 i,inout vec3 n)"
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"vec3 t(vec3 v,vec3 i,inout vec3 f)"
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"{"
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"float f=0.,r=0.,m=0.;"
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"float k=0.,n=0.,y=0.;"
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"for(int e=0;e<30;e++)"
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"{"
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"n=v+i*f;"
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"vec2 l=t(n);"
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"f+=l.x;"
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"r=l.y;"
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"if(f>1e2)"
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"f=v+i*k;"
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"vec2 m=t(f);"
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"k+=m.x;"
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"n=m.y;"
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"if(k>1e2)"
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"break;"
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"if(l.x<.001*f)"
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"if(m.x<.001*k)"
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"{"
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"m=1.;"
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"y=1.;"
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"break;"
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"}"
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"}"
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"if(f>1e2)"
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"f=0.;"
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"return vec3(f,r,m);"
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"if(k>1e2)"
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"k=0.;"
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"return vec3(k,n,y);"
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"}"
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"float t(vec3 v,vec3 f,float n)"
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"float t(vec3 v,vec3 i,float f)"
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"{"
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"float i=1.,m=.02;"
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"float k=1.,y=.02;"
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"for(int e=0;e<6;e++)"
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"{"
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"if(m>n)"
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"if(y>f)"
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"break;"
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"float l=t(v+m*f).x;"
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"i=min(i,l/(4.*m));"
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"m+=clamp(l,.1,.8);"
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"if(i<-1.)"
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"float n=t(v+y*i).x;"
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"k=min(k,n/(4.*y));"
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"y+=clamp(n,.1,.8);"
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"if(k<-1.)"
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"break;"
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"}"
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"i=max(i,-1.);"
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"return.25*(1.+i)*(1.+i)*(2.-i);"
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"k=max(k,-1.);"
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"return.25*(1.+k)*(1.+k)*(2.-k);"
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"}"
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"vec3 e(vec3 v)"
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"{"
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"vec2 i=vec2(.01,0);"
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"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));"
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"vec2 k=vec2(.01,0);"
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"return normalize(vec3(t(v+k.xyy).x-t(v-k.xyy).x,t(v+k.yxy).x-t(v-k.yxy).x,t(v+k.yyx).x-t(v-k.yyx).x));"
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"}"
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"vec3 e(vec3 v,vec3 i,vec3 l,vec3 f,vec3 m,float n)"
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"vec3 e(vec3 v,vec3 k,float i,vec3 m,vec3 f,vec3 n,float y)"
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"{"
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"v-=l;"
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"v-=m;"
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"float e=length(v);"
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"v=normalize(v);"
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"float y=3./(1.+.09*e+.032*e*e),r=max(dot(m,v),0.);"
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"i/=1.+.09*e+.032*e*e;"
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"float F=max(dot(n,v),0.);"
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"f=normalize(v-f);"
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"vec3 x=vec3(.04);"
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"x+=(1.-x)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
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"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 r=vec3(.04);"
|
||||
"r+=(1.-r)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
|
||||
"e=t(m+n*.01,v,e);"
|
||||
"return(k*F*i+k*pow(max(dot(n,f),0.),mix(128.,8.,y))*i*r)*e;"
|
||||
"}"
|
||||
"vec3 e(vec3 v,vec3 i,vec3 f,float n)"
|
||||
"vec3 e(vec3 v,vec3 i,vec3 f,float k)"
|
||||
"{"
|
||||
"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 n=.01;"
|
||||
"vec3 y=vec3(0);"
|
||||
"if(k==0.)"
|
||||
"y=vec3(.8314,.2941,.2941),n=.1;"
|
||||
"else if(k==1.)"
|
||||
"y=vec3(.6196,.6118,.6118),n=.7;"
|
||||
"else if(k==2.)"
|
||||
"y=vec3(.3255,.4784,.3255),n=.2;"
|
||||
"else if(k==3.)"
|
||||
"y=vec3(.2471,.3059,.6314),n=1.;"
|
||||
"else if(k==4.)"
|
||||
"y=vec3(.9961,1,.9922),n=.1;"
|
||||
"else if(k==5.)"
|
||||
"y=vec3(.9961,1,.9922),n=.3;"
|
||||
"v=vec3(0)+e(vec3(0,40,-10),vec3(.77,.26,.73),30.,v,f,i,n)+e(vec3(0,6,-5),vec3(.08,.62,.75),20.,v,f,i,n)+e(vec3(0,20,15),vec3(.77,.26,.73),30.,v,f,i,n)+vec3(.08,.62,.75)*clamp(dot(i,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
|
||||
"return y*max(vec3(0),v);"
|
||||
"}"
|
||||
"vec3 e(vec2 v,vec3 i)"
|
||||
"vec3 e(vec2 k,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);"
|
||||
"}"
|
||||
"vec3 e()"
|
||||
"{"
|
||||
"vec3 i;"
|
||||
"{"
|
||||
"float v=l*.06;"
|
||||
"i=vec3(sin(v)*15.,30.+cos(v*.5)*5.,cos(v)*15.);"
|
||||
"}"
|
||||
"return i;"
|
||||
"v=normalize(vec3(0,-1,10)-v);"
|
||||
"vec3 n=normalize(cross(vec3(0,1,0),v));"
|
||||
"return normalize(v+k.x*n+k.y*cross(v,n));"
|
||||
"}"
|
||||
"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 k=vec3(0,20,-10),n=e(v,k),f=vec3(0),y=vec3(0);"
|
||||
"k=t(k,n,y);"
|
||||
"if(k.x>0.)"
|
||||
"{"
|
||||
"vec3 v=e(n);"
|
||||
"m=e(n,v,i,l.y);"
|
||||
"vec3 v=e(y);"
|
||||
"f=e(y,v,n,k.y);"
|
||||
"}"
|
||||
"return m;"
|
||||
"return f;"
|
||||
"}"
|
||||
"void main()"
|
||||
"{"
|
||||
"vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
|
||||
"i=vec4(v,1);"
|
||||
"f=vec4(v,1);"
|
||||
"}";
|
||||
|
||||
#endif // FRAGMENT_INL_
|
||||
|
||||
@ -13,7 +13,7 @@
|
||||
#define SU_LENGTH_IN_PATTERNS 108
|
||||
#define SU_LENGTH_IN_ROWS (SU_LENGTH_IN_PATTERNS*SU_PATTERN_SIZE)
|
||||
#define SU_SAMPLES_PER_ROW (SU_SAMPLE_RATE*60/(SU_BPM*SU_ROWS_PER_BEAT))
|
||||
#define SU_NUMSYNCS 11
|
||||
#define SU_NUMSYNCS 12
|
||||
#define SU_SYNCBUFFER_LENGTH ((SU_LENGTH_IN_SAMPLES+255)>>8)*SU_NUMSYNCS
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
Reference in New Issue
Block a user