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@ -8,12 +8,13 @@ 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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// float u_time = syncs[0];
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vec3 palette(float t) {
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vec3 a = vec3(0.46, 0.2, 0.94);
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vec3 b = vec3(0.66, 0.64, 0.77);
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vec3 c = vec3(0.91, 0.62, 0.97);
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vec3 d = vec3(0.26, 0.2, 0.84);
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return a + b * cos(6.28318 * (c * t + d));
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// 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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@ -31,6 +32,12 @@ 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 le(vec3 s) { return length(s); }
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/////////////////
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// GEOMETRY //
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/////////////////
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@ -79,10 +86,6 @@ 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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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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@ -92,7 +95,7 @@ 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 le(max(abs(p) - b + .15, 0.)) - .15;
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}
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//////////////
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@ -104,41 +107,45 @@ 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 noyce(vec2 axial) {
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if(mod(floor(syncs[0]), 2.) == 0.) {
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return mix(noise(axial, 0.1), noise(axial, 0.2), sin(syncs[0] * 2.));
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}
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return mix(noise(axial, 0.2), noise(axial, 0.1), sin(syncs[0] * 2.));
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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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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((length(p.xz)) < 2*dist){
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repeat = 2;
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}
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if((length(p.xz)) < 1.5*dist){
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repeat = 3;
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}
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if((length(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 = 0.83;
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vec3 hexpos = vec3(p.x, p.y - 2.5, p.z);
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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(clamp(distFromCenter + 1.0, 0.0, 511.0));
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float fftVal = fft_output[fftIndex];
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float noise = noyce(hex.axial);
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// float hexHeight = 1.0 + fftVal * 5.0 + noise;
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float hexHeight = 1.0 + noise;
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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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return vec2(res, mat);
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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, 0.0, 511.0));
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float fftVal = fft_output[fftIndex];
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float noise = mix(noise(hex.axial+1., 0.1), noise(hex.axial+1., 0.2), sin(syncs[0] * 4.));
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float hexHeight = clamp(1.0 + fftVal * 5.0 + 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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vec3 cellPos = r;
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float d = fHexagonCircumcircle(cellPos, 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(minDist,0.);
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}
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////////////////
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@ -148,25 +155,42 @@ 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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vec3 d;
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float t = 0.,ad,tmax=200.; // total distance travelled
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const float tolerance = 0.0001;
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const float Z_REPEAT_DIST = 1.5;
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vec2 res;
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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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res = mapScene(pos); // Get distance to objects
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ad = abs(res.x);
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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 > tmax) break;
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if (ad < tolerance*(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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@ -174,7 +198,6 @@ 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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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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@ -191,14 +214,9 @@ float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
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return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res);
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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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@ -224,47 +242,74 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
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float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0);
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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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}
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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 no(n);
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}
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vec3 pal(float color) {
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color *= 0.2;
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vec3 c = palette(color, 0.25, 0.63);
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vec3 c2 = palette(color, 0.5 ,0.2);
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float t = clamp((syncs[0] - 129.0) / 2.0, 0.0, 1.0); // Smoothly ramps from 0 to 1 after 12s
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return mix(c, c2, t); // Blend between c and c2 over ~2 seconds
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//return c2;
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}
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vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
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float syncsBass = clamp((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
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float syncsBass = cl((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
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float fogAmount2 = 1.0 - exp(-t * fogAmount);
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float sunAmount = max(dot(rd, lightDir), 1.0);
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// highlight color
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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
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pow(sunAmount, syncsBass * 1.0));
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return mix(col, fogColor, fogAmount2);
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}
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vec3 shading(vec3 p, vec3 n, vec3 dir, float material) {
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float shininess = 0.0;
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vec3 outMaterial = vec3(0.);
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vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 camPos) {
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vec3 outMaterial = vec3(0.0);
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if(material == 0.) {
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outMaterial = palette(p.y * 0.1);
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if(syncs[0] > 5.) {
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outMaterial = vec3(0.5);
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}
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outMaterial = mix(palette(p.y * 0.1), vec3(0.5), abs(sin(syncs[0] * 0.2)));
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shininess = 0.6;
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}
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if(material == 1.) {
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outMaterial = vec3(0.5);
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shininess = 0.6;
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}
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outMaterial = pal(p.y*p.y*0.01);
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vec3 lights = vec3(0.);
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lights += addPointLight(vec3(0., 20.0, 10.), vec3(0.77, 0.26, 0.73), 15.0, p, dir, n, shininess);
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lights += addPointLight(vec3(-10., 20.0, -10.), vec3(0.18, 0.61, 0.86), 15., p, dir, n, shininess);
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//lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial);
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lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.77, 0.26, 0.73), 30.0, p, dir, n);
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// LIGHT CHANGING WITH CIRCLE RADIUS
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float maxRadius = 25.; // Circle radius
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float particleHeight = 15.; //(syncs[5] * 40.);
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float particlePos = (syncs[0] * 0.5) + syncs[5];
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// Map param to angle
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float particleStartPos = particlePos * 2.0 * PI;
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// Direction from center to initial circle position (in XY plane)
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vec3 particleDir = normalize(vec3(cos(particleStartPos), 0.0, sin(particleStartPos))); // XZ direction
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float r = max(maxRadius - 0.0, maxRadius);
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vec3 particleOffset = vec3(0. , particleHeight, 0.); // particle offset
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// Final object position = center (offset) + radial movement
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vec3 center = particleOffset; // Circle center
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vec3 objPos = center + particleDir * r; // Object slides inward
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//res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
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lights += addPointLight(objPos, vec3(0.33, 0.91, 0.93), 30.0, p, dir, n);
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vec3 lightDir = vec3(0., 2., 3);
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float ind = clamp(dot(n, normalize(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0);
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lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
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float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0);
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//lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
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outMaterial *= max(vec3(0.), lights); // output with lights;
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@ -273,15 +318,15 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, float material) {
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vec3 postProcess(vec3 col) {
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// Contrast
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float contrast = 0.75;
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float contrast = 0.85;
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col = mix(col, smoothstep(0.0, 1.0, col), contrast);
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// Colour mapping
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// col *= vec3(1.0, 1.0, 1.0);
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//col *= vec3(1.0, 1.0, 1.0);
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// Gamma
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col = pow(col, vec3(0.4545)); // gamma 2.2
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col = pow(col, vec3(.55)); // gamma 2.2
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// fade in at the beginning
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//col*=vec3(clamp((u_time-1.8)*0.5,0., 1.));
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@ -297,7 +342,7 @@ vec3 postProcess(vec3 col) {
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//////////////////
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vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
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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);
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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);
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return d;
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}
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@ -315,12 +360,12 @@ vec3 render(vec2 uv) {
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if(t.x > 0.0) {
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vec3 nor = calcNormal(hitPos);
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col = shading(hitPos, nor, rayDir, t.y);
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col = shading(hitPos, nor, rayDir, camPos);
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}
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//glow from the bottom
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vec3 bGlowColor = palette(syncs[0] * .075); // color change
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float bGlowDistance = 0.3;
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vec3 bGlowColor = pal(syncs[0] * .075); // color change
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float bGlowDistance = 0.8;
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vec3 p = camPos + t.x * rayDir;
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vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9900.;
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