16 Commits

Author SHA1 Message Date
ad8abed4d2 Final v1 2025-08-01 16:53:39 +03:00
dea77c1ec7 säätö 2025-08-01 15:59:59 +03:00
bd8c146348 4082k / fog poistettu 2025-08-01 15:50:23 +03:00
b62df3ff88 Heavy release tasan 4096 2025-08-01 15:42:11 +03:00
292a05096f optimointeja 2025-08-01 15:38:19 +03:00
04e2761e04 4118k 2025-08-01 15:36:28 +03:00
353c4440ea optimointeja 2025-08-01 15:08:41 +03:00
266e4bd85d optimointeja ja vanha fft takas 2025-08-01 14:40:48 +03:00
1d8d47b374 getUV korjaus 2025-08-01 13:44:24 +03:00
16f844a633 Merge branch 'main' of http://gitea.xn--jrvisalo-0za.fi/markus/4k_synthwave 2025-08-01 13:36:52 +03:00
ddade2ab44 merge 2025-08-01 13:29:18 +03:00
3a9737ce18 uudet valot 2025-08-01 13:26:19 +03:00
7d79c75aa6 rendaus artefactien korjausta 2025-08-01 12:24:49 +03:00
3f71dd30e0 paletti + post process säätö 2025-08-01 11:11:30 +03:00
2b9b576f78 colors 2025-07-31 22:08:10 +03:00
80ca9a1d40 nyt alle 4k, valot poistettu, uusi paletti 2025-07-31 21:19:00 +03:00
4 changed files with 278 additions and 204 deletions

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@ -1,28 +1,80 @@
#include "fft.h"
#include <math.h>
constexpr float PI = 3.14159;
static float window[FFT_SIZE];
// In-place FFT on array of Complex numbers
void fft(Complex* x, int N, Complex* buffer) {
if (N <= 1) return;
constexpr float M_PI = 3.14159;
Complex* even = buffer;
Complex* odd = buffer + N / 2;
for (int i = 0; i < N / 2; ++i) {
even[i] = x[i * 2];
odd[i] = x[i * 2 + 1];
}
fft(even, N / 2, buffer + N); // deeper even
fft(odd, N / 2, buffer + N + N / 2); // deeper odd
for (int k = 0; k < N / 2; ++k) {
double angle = -2 * PI * k / N;
Complex twiddle(cos(angle), sin(angle));
Complex t = twiddle * odd[k];
x[k] = even[k] + t;
x[k + N / 2] = even[k] - t;
// Call once before use
void init_hamming_window() {
for (int i = 0; i < FFT_SIZE; i++) {
window[i] = 0.54f - 0.46f * cosf(2.0f * (float)M_PI * i / (FFT_SIZE - 1));
}
}
static unsigned int bit_reverse(unsigned int x, int log2n) {
unsigned int n = 0;
for (int i = 0; i < log2n; i++) {
n <<= 1;
n |= (x & 1);
x >>= 1;
}
return n;
}
void compute_fft(float* time_data, float* freq_out) {
static float real[FFT_SIZE];
static float imag[FFT_SIZE];
int log2n = 0;
for (int t = FFT_SIZE; t > 1; t >>= 1) ++log2n;
// Apply Hamming window
for (int i = 0; i < FFT_SIZE; i++) {
real[i] = time_data[i];// *window[i];
imag[i] = 0.0f;
}
// Bit reversal
for (int i = 0; i < FFT_SIZE; ++i) {
int j = bit_reverse(i, log2n);
if (j > i) {
float tmp_re = real[i], tmp_im = imag[i];
real[i] = real[j]; imag[i] = imag[j];
real[j] = tmp_re; imag[j] = tmp_im;
}
}
// Cooley-Tukey FFT
for (int s = 1; s <= log2n; ++s) {
int m = 1 << s;
for (int k = 0; k < FFT_SIZE; k += m) {
for (int j = 0; j < m / 2; ++j) {
int t = k + j;
int u = t + m / 2;
float angle = -2.0f * (float)M_PI * j / m;
float w_real = cosf(angle);
float w_imag = sinf(angle);
float re = w_real * real[u] - w_imag * imag[u];
float im = w_real * imag[u] + w_imag * real[u];
real[u] = real[t] - re;
imag[u] = imag[t] - im;
real[t] += re;
imag[t] += im;
}
}
}
for (int i = 0; i < FFT_SIZE / 2; ++i) {
float mag = sqrtf(real[i] * real[i] + imag[i] * imag[i]) / FFT_SIZE;
float db = 20.0f * log10f(mag + 1e-6f); // Decibels
float normalized = (db + 60.0f) / 60.0f; // [0,1]
freq_out[i] = mag;
}
}

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@ -3,16 +3,6 @@
#include <math.h>
#define FFT_SIZE 2048
// Simple complex number struct
struct Complex {
float re, im;
Complex(float r = 0, float i = 0) : re(r), im(i) {}
Complex operator+(const Complex& o) const { return { re + o.re, im + o.im }; }
Complex operator-(const Complex& o) const { return { re - o.re, im - o.im }; }
Complex operator*(const Complex& o) const {
return { re * o.re - im * o.im, re * o.im + im * o.re };
}
};
void fft(Complex* x, int N, Complex* buffer);
void init_hamming_window();
void compute_fft(float* time_data, float* freq_out);

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@ -1,18 +1,18 @@
// custom build and feature flags
#ifdef DEBUG
#define OPENGL_DEBUG 0
#define FULLSCREEN 0
#define FULLSCREEN 1
#define DESPERATE 0
#define BREAK_COMPATIBILITY 0
#else
#define OPENGL_DEBUG 0
#define FULLSCREEN 0
#define FULLSCREEN 1
#define DESPERATE 0
#define BREAK_COMPATIBILITY 0
#endif
#define POST_PASS 0
#define USE_MIPMAPS 1
#define USE_MIPMAPS 0
#define USE_AUDIO 1
#define NO_UNIFORMS 0
@ -40,10 +40,14 @@ static int pidPost;
#ifndef EDITOR_CONTROLS
#pragma code_seg(".main")
// FFT buffers
static Complex signal[FFT_SIZE];
static Complex buffer[3 * FFT_SIZE];
static float fft_input[FFT_SIZE];
static float fft_output[FFT_SIZE / 2];
static float fft_uniform[FFT_SIZE / 4];
static float syncs[1 + SU_NUMSYNCS];
#define SU_VALUE SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE
void entrypoint(void)
#else
#include "editor.h"
@ -96,7 +100,7 @@ int __cdecl main(int argc, char* argv[])
LPVOID p1;
DWORD l1;
IDirectSoundBuffer_Lock(direct_sound_buffer, 0, SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE, &p1, &l1, NULL, NULL, 0);
IDirectSoundBuffer_Lock(direct_sound_buffer, 0, SU_VALUE, &p1, &l1, NULL, NULL, 0);
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)su_render_song, p1, 0, 0);
@ -112,27 +116,21 @@ int __cdecl main(int argc, char* argv[])
track.play();
double position = 0.0;
#endif
static float syncs[1 + SU_NUMSYNCS];
long playCursor = 0;
long lastPlayCursor = -1;
volatile float maximum = 0.0; // Helper variable to calculate maximum fft output for normalization
// Unlock buffer for next use
IDirectSoundBuffer_Unlock(direct_sound_buffer, p1, SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE, NULL, NULL);
IDirectSoundBuffer_Unlock(direct_sound_buffer, p1, SU_VALUE, NULL, NULL);
// Play sound
direct_sound_buffer->Play(0, 0, 0);
struct Vec3 {
float x, y, z;
};
// Init FFT
init_hamming_window();
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
const ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates
ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates
do
{
@ -181,11 +179,11 @@ int __cdecl main(int argc, char* argv[])
HRESULT hr = IDirectSoundBuffer_Lock(direct_sound_buffer, 0, FFT_SIZE * sizeof(SUsample), &audio_ptr, &audio_size, NULL, NULL, DSBLOCK_FROMWRITECURSOR);
if (SUCCEEDED(hr) && audio_ptr) {
if (playCursor < ((SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE) - (FFT_SIZE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE)))
if (playCursor < ((SU_VALUE) - (FFT_SIZE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE)))
{
SUsample* samples = (SUsample*)audio_ptr;
for (int i = 0; i < FFT_SIZE; ++i) {
signal[i] = Complex((float)samples[i], 0.0);
fft_input[i] = (float)samples[i];
}
}
@ -193,20 +191,18 @@ int __cdecl main(int argc, char* argv[])
}
// Calculate FFT
fft(signal, FFT_SIZE, buffer);
compute_fft(fft_input, fft_output);
// Normalize output
for (int i = 0; i < (FFT_SIZE / 4); i++)
{
float gain = 0.05f;
float gain = 50.0f;
float alpha = 0.10f; // "Hidastaa" FFT:n piikkejä
float threshhold = 0.00015f; // Alin arvo mik<EFBFBD> p<EFBFBD><EFBFBD>stet<EFBFBD><EFBFBD>n shaderille (v<EFBFBD>hent<EFBFBD><EFBFBD> "noisea")
// float magnitude = sqrt(signal[i].re * signal[i].re + signal[i].im * signal[i].im); // signal strength
float magnitude = (float)signal[i].re;
float x_t = (magnitude < threshhold) ? 0.f : magnitude * gain;
float threshhold = 0.05f; // Alin arvo mikä päästetään shaderille (vähentää "noisea")
float x_t = fft_output[i] * gain;
// Exponential smoothing kaava
// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
fft_uniform[i] = alpha * (x_t)+(1 - alpha) * fft_uniform[i];
fft_uniform[i] = (x_t < threshhold) ? 0.f : alpha * (x_t)+(1 - alpha) * fft_uniform[i];
}
}

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@ -1,24 +1,26 @@
#version 460
precision mediump float;
out vec4 o;
const float PI = 3.14159265;
const float TAU = (2. * PI);
const float PHI = sqrt(5.) * 0.5 + 0.5;
float PHI = sqrt(5.) * 0.5 + 0.5;
layout(location = 0) uniform float syncs[11];
layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
// float u_time = syncs[0];
float u_time = syncs[0];
//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));
// paletti muunnos: arg 0.8 --> 0.5
vec3 palette(float t, float arg, float arg2){
vec3 a=vec3(0.52,0.56,0.47);
vec3 b=vec3(0.62,0.56,0.51);
vec3 c=vec3(0.43,0.79,0.42);
vec3 d=vec3(arg,0.42,arg2);
return a+b*cos(6.28318*(c*t+d));
}
vec2 getUV() {
const vec2 scale = vec2(0.00104166667, 0.00185185185);
return gl_FragCoord.xy * scale - 1.0;
vec2 u_resolution = vec2(1920, 1080);
return ((gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y);
//const vec2 scale = vec2(0.00104166667, 0.00185185185);
//return gl_FragCoord.xy * scale - 1.0;
}
mat2 rot2D(float angle) {
@ -31,6 +33,12 @@ float noise(in vec2 xy, in float seed) {
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
}
// shorted functions
vec3 no(vec3 v) { return normalize(v); }
float cl(float a, float b, float c) { return clamp(a,b,c); }
float lev2(vec2 s) { return length(s); }
/////////////////
// GEOMETRY //
/////////////////
@ -79,66 +87,38 @@ float hexDistance(vec2 axial) {
return max(abs(q), max(abs(r), abs(s)));
}
float sdSphere(vec3 p, float r) {
return length(p) - r;
}
float hexPylon(vec3 p, vec2 h) {
//vec3 p = vec3(p.x, p.z, p2.y);
vec3 b = vec3(h.x, h.y, h.x);
// Hexagon.
p.xz = abs(p.xz);
p.xz = vec2(p.x * .866025 + p.z * .5, p.z);
// The ".015" is a subtle rounding factor. Zero gives sharp edges,
// and larger numbers give a more rounded look.
return length(max(abs(p) - b + .15, 0.)) - .15;
}
//////////////
// 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 noyce(vec2 axial) {
if(mod(floor(syncs[0]), 2.) == 0.) {
return mix(noise(axial, 0.1), noise(axial, 0.2), sin(syncs[0] * 2.));
// Scene mapping with occlusion-aware SDF blending
vec2 mapScene(vec3 p) {
float dist = 20.;
int repeat = 0;
if((lev2(p.xz)) < 2*dist){
repeat = 2;
}
if((lev2(p.xz)) < 1.5*dist){
repeat = 3;
}
if((lev2(p.xz)) < dist){
repeat = 5;
}
return mix(noise(axial, 0.2), noise(axial, 0.1), sin(syncs[0] * 2.));
}
vec2 mapScene(in vec3 p) {
float res = p.y;
float mat = 0.;
float hexRadius = 0.83;
vec3 hexpos = vec3(p.x, p.y - 2.5, p.z);
HexData hex = hexTile(hexpos, 1.1);
float distFromCenter = hexDistance(hex.axial);
int fftIndex = int(clamp(distFromCenter + 1.0, 0.0, 511.0));
float fftVal = fft_output[fftIndex];
float noise = noyce(hex.axial);
// float hexHeight = 1.0 + fftVal * 5.0 + noise;
float hexHeight = 1.0 + noise;
// Rotate individual hex tiles if needed
vec3 r = hex.local;
// r.yz *= rot2D(PI * 0.5);
r.xz *= rot2D(0.5);
//float d1 = hexPylon(vec3(r.x, (r.y + hexHeight / 2), r.z), vec2(hexRadius, hexHeight / 2));
float d1 = hexPylon(vec3(r.x, r.y, r.z), vec2(hexRadius, hexHeight));
res = (d1 < res) ? d1 : res;
return vec2(res, mat);
// mitigate neighbor occlusion with anti-bleed blending
float minDist = 1e9;
for (int dx = -repeat; dx <= repeat; ++dx) {
for (int dy = -repeat; dy <= repeat; ++dy) {
vec3 hexpos = vec3(p.x-dx, p.y-8.0, p.z-dy);
HexData hex = hexTile(hexpos, 1.1);
float distFromCenter = hexDistance(hex.axial);
int fftIndex = int(cl(distFromCenter + 1., 0.0, 511.0));
float noise = mix(noise(hex.axial+1., 0.1), noise(hex.axial+1., 0.2), sin(u_time * 4.));
float hexHeight = cl(1.0 + (fft_output[fftIndex] * 2.0) * cl(distFromCenter*0.25, 0.6, 1.5) + noise, 0., 9.);
vec3 r = vec3(hex.local.x + dx,hex.local.y,hex.local.z+dy);
// r.yz *= rot2D(PI * 0.5);
r.xz *= rot2D(0.5);
float d = fHexagonCircumcircle(r, vec2(0.85, hexHeight));
minDist = min(minDist, d);
}
}
return vec2(minDist,0.);
}
////////////////
@ -146,35 +126,45 @@ vec2 mapScene(in vec3 p) {
////////////////
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
float mat = 0.;
float hit = 0.;
float t = 0.;
vec2 res;
float t = 0.; // total distance travelled
// Raymarching
for(int i = 0; i < 20; i++) {
for (int i = 0; i < 50; i++) {
pos = ro + rd * t;
res = mapScene(pos); // Get distance to objects, x = dist, y = material
mat = res.y;
t += res.x; // "march" the ray
// if(abs(t) < tolerance * (t * 0.0125 + 1.0)) {
if(abs(res.x) < 0.0001) {
hit = 1.;
vec2 res = mapScene(pos); // Get distance to objects
if (t > 200.) break;
if (abs(res.x) < 1e-4) {
hit = 1.0;
break;
}
if(t > 200)
break;
t += res.x; // "march" the ray
}
// t -= Z_REPEAT_DIST/2.0;
//
// for( int i=0; i<20; i++ )
// {
// vec3 pos2 = ro + rd * t;
// res = mapScene(pos2); // get distance to objects
// ad = abs(res.x);
// mat = res.y;
// if (ad < (tolerance))
// {
// hit = 1.0;
// pos = pos2;
// break;
// }
// if (t > tmax) break;
// t += min(d.x, Z_REPEAT_DIST/5.0); // "march" the ray
// }
return vec3(t, mat, hit);
return vec3(t, 0., hit);
}
////////////////
// SHADING //
////////////////
/*
float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
float res = 1.0;
float t = mint;
@ -183,25 +173,21 @@ float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
break;
float h = mapScene(ro + t * rd).x;
res = min(res, h / (w * t));
t += clamp(h, 0.1, 0.80);
t += cl(h, 0.1, 0.80);
if(res < -1.0)
break;
}
res = max(res, -1.0);
return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res);
}
*/
vec3 calcNormal(vec3 pos) {
vec2 e = vec2(.01, 0.);
vec3 n = vec3(mapScene(pos + e.xyy).x - mapScene(pos - e.xyy).x, mapScene(pos + e.yxy).x - mapScene(pos - e.yxy).x, mapScene(pos + e.yyx).x - mapScene(pos - e.yyx).x);
return normalize(n);
}
vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) {
vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
// Light vector from surface to light
//float roughness = 1.0;
vec3 lightDir = lightPos - worldPos;
float lightDistance = length(lightDir);
lightDir = normalize(lightDir);
lightDir = no(lightDir);
// Attenuation (quadratic falloff)
float attenuation = intensity / (1.0 + 0.09 * lightDistance + 0.032 * lightDistance * lightDistance);
@ -211,102 +197,136 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
vec3 diffuse = lightColor * NdotL * attenuation;
// Specular lighting (Blinn-Phong)
vec3 halfDir = normalize(lightDir + (-viewDir));
/*
vec3 halfDir = no(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;
*/
vec3 specular = lightColor * 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);
//vec3 F0 = vec3(0.04); // Base reflectance for dielectrics
//vec3 fresnel = F0 + (1.0 - F0) * pow(cl(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0);
// Combine diffuse and specular with shadow
return (diffuse + specular * fresnel) * shadow;
// return (diffuse + specular * fresnel) * shadow * shadow;
//return (diffuse * fresnel);
return diffuse + specular;
}
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
float syncsBass = clamp((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
float fogAmount2 = 1.0 - exp(-t * fogAmount);
float sunAmount = max(dot(rd, lightDir), 1.0);
// highlight color
vec3 fogColor = mix(vec3(0.2706, 0.2706, 0.2863), vec3(0.2314, 0.2314, 0.2314), // Main color
pow(sunAmount, syncsBass * 1.0));
return mix(col, fogColor, fogAmount2);
vec3 calcNormal(vec3 pos) {
vec2 e = vec2(.01, 0.);
vec3 n = vec3(mapScene(pos + e.xyy).x - mapScene(pos - e.xyy).x, mapScene(pos + e.yxy).x - mapScene(pos - e.yxy).x, mapScene(pos + e.yyx).x - mapScene(pos - e.yyx).x);
return no(n);
}
vec3 shading(vec3 p, vec3 n, vec3 dir, float material) {
float shininess = 0.0;
vec3 outMaterial = vec3(0.);
vec3 pal(float color) {
//color *= 0.2;
vec3 c = palette(color, 0.25, 0.63);
vec3 c2 = palette(color, 0.5 ,0.2);
if(material == 0.) {
outMaterial = palette(p.y * 0.1);
if(syncs[0] > 5.) {
outMaterial = vec3(0.5);
}
outMaterial = mix(palette(p.y * 0.1), vec3(0.5), abs(sin(syncs[0] * 0.2)));
shininess = 0.6;
}
float t = cl((u_time - 129.0) / 2.0, 0.0, 1.0); // Smoothly ramps from 0 to 1 after 12s
return mix(c, c2, t); // Blend between c and c2 over ~2 seconds
//return c2;
}
if(material == 1.) {
outMaterial = vec3(0.5);
shininess = 0.6;
}
vec3 applyFog(vec3 color, float dist, vec3 fogColor, float fogDensity) {
float fogFactor = exp(-dist * fogDensity);
return mix(fogColor, color, fogFactor);
}
//vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
//
// float syncsBass = cl((syncs[1]), 0., 1.);
//
// float fogAmount2 = 1.0 - exp(-t * fogAmount);
// float sunAmount = max(dot(rd, lightDir), 1.0);
// // highlight color
// vec3 fogColor = vec3(0.2, 0.2, 0.2);
// return mix(col, fogColor, fogAmount2);
//}
/*
vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 caPos) {
vec3 outMaterial = vec3(0.0);
outMaterial = pal(p.y*p.y*0.01);
vec3 lights = vec3(0.);
lights += addPointLight(vec3(0., 20.0, 10.), vec3(0.77, 0.26, 0.73), 15.0, p, dir, n, shininess);
lights += addPointLight(vec3(-10., 20.0, -10.), vec3(0.18, 0.61, 0.86), 15., p, dir, n, shininess);
//lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial);
lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 15.0, p, dir, n);
// LIGHT CHANGING WITH CIRCLE RADIUS
float maxRadius = 25.; // Circle radius
float particleHeight = 15.; //(syncs[5] * 40.);
float particlePos = (u_time * 0.5) + syncs[5];
// Map param to angle
float particleStartPos = particlePos * 2.0 * PI;
// Direction from center to initial circle position (in XY plane)
vec3 particleDir = no(vec3(cos(particleStartPos), 0.0, sin(particleStartPos))); // XZ direction
float r = max(maxRadius - 0.0, maxRadius);
vec3 particleOffset = vec3(0. , particleHeight, 0.); // particle offset
// Final object position = center (offset) + radial movement
vec3 center = particleOffset; // Circle center
vec3 objPos = center + particleDir * r; // Object slides inward
//res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
lights += addPointLight(objPos, vec3(0.33, 0.91, 0.93), 30.0, p, dir, n);
vec3 lightDir = vec3(0., 2., 3);
float ind = clamp(dot(n, normalize(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0);
lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0);
lights += vec3(0.6, 0.6, 0.6) * ind * 0.4;
outMaterial *= max(vec3(0.), lights); // output with lights;
return outMaterial;
}
*/
/*
vec3 postProcess(vec3 col) {
// Contrast
float contrast = 0.75;
float contrast = 0.85;
col = mix(col, smoothstep(0.0, 1.0, col), contrast);
// Colour mapping
// col *= vec3(1.0, 1.0, 1.0);
//col *= vec3(1.0, 1.0, 1.0);
// Gamma
col = pow(col, vec3(0.4545)); // gamma 2.2
col = pow(col, vec3(.55)); // gamma 2.2
// fade in at the beginning
//col*=vec3(clamp((u_time-1.8)*0.5,0., 1.));
//col*=vec3(cl((u_time-1.8)*0.5,0., 1.));
// fade out at the end
// col*=vec3(clamp((120.-u_time)*.35, 0., 1.));
// col*=vec3(cl((120.-u_time)*.35, 0., 1.));
return col;
}
*/
//////////////////
// RENDERING //
//////////////////
vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
vec3 f = normalize(camTarget - camPos), r = normalize(cross(vec3(0, 1, 0), f)), u = cross(f, r), c = f * fov, i = c + uv.x * r + uv.y * u, d = normalize(i);
vec3 f = no(camTarget - camPos), r = no(cross(vec3(0, 1, 0), f)), u = cross(f, r), c = f * fov, i = c + uv.x * r + uv.y * u, d = no(i);
return d;
}
vec3 render(vec2 uv) {
vec3 camPos = vec3(-20.0 + sin(syncs[0] * 0.25) * 5, abs(sin(syncs[0] * 0.25) * 10) + 25.0, -20.0);
vec3 camTarget = vec3(0.0, 0.0, 0.0); // Adjust target as needed
float fov = 1.0;
vec3 camPos = vec3(-20.0 + sin(u_time * 0.25) * 5, abs(sin(u_time * 0.25) * 10) + 25.0, -20.0);
// vec3 camTarget = vec3(0.) // Adjust target as needed
//float fov = 1.0;
vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov);
vec3 rayDir = getCameraRayDir(uv, camPos, vec3(0.), 1.0);
vec3 col = vec3(0.); // background color
@ -315,27 +335,43 @@ vec3 render(vec2 uv) {
if(t.x > 0.0) {
vec3 nor = calcNormal(hitPos);
col = shading(hitPos, nor, rayDir, t.y);
//col = shading(hitPos, nor, rayDir, camPos);
//vec3 mat = vec3(0.0);
vec3 mat = pal(hitPos.y*hitPos.y*0.01);
//vec3 lights = vec3(0.);
vec3 lights = addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 5.0, hitPos, rayDir, nor);
mat *= max(vec3(0.), lights); // output with lights;
col = mat;
}
//glow from the bottom
vec3 bGlowColor = palette(syncs[0] * .075); // color change
float bGlowDistance = 0.3;
vec3 bGlowColor = pal(u_time * .075); // color change
float bGlowDistance = 0.8;
vec3 p = camPos + t.x * rayDir;
vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9900.;
vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9e3;
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));
vec3 fogColor = vec3(0.1, 0.2, 0.3); // light gray-blue fog
float fogDensity = 5e-3;
col = applyFog(col, t.x, fogColor, fogDensity);
//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);
//finalColor = postProcess(finalColor);
finalColor = mix(finalColor, smoothstep(0.0, 1.0, finalColor), 0.8); // contrast
finalColor = pow(finalColor, vec3(.4)); // gamma 2.2
o = vec4(finalColor, 1.);
}