365 lines
12 KiB
GLSL
365 lines
12 KiB
GLSL
#version 460
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precision mediump float;
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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 = 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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vec2 getUV() {
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const vec2 scale = vec2(0.00104166667, 0.00185185185);
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return gl_FragCoord.xy * scale - 1.0;
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}
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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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// 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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return max(q.y - h.y, max(q.x * sqrt(3.) * 0.5 + q.z * 0.5, q.z) - h.x);
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//this is mathematically equivalent to this line, but less efficient:
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//return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x);
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}
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float sdHex(vec3 pos, float i, float angle) {
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float d1 = fHexagonCircumcircle(pos, vec2(0.86, i));
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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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vec2 mapScene(in vec3 p) {
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float mat = 0.;
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float d = 1e9;
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float a = 0.;
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vec2 rippleCenter = vec2(7.,7.);
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float rippleSpeed = 4.0;
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float rippleFreq = 1.0;
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float rippleDecay = 0.25;
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// Hexagonal grid
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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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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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for(float i = 0.; i < 16.; i++) {
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if(mod(i, 2.) == 0.) {
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po -= vec3(1.6 + hexGap, 0., 1.);
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} else {
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po += vec3(-(1.6 + hexGap), 0., 1.);
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}
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// Add individual hexagon ripples based on distance from center
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int hexDist = int(length(vec2(i, j) - rippleCenter.xy));
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//float wave = sin(hexDist * rippleFreq - u_time * rippleSpeed) * exp(-hexDist * rippleDecay);
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// Apply ripple to hexagon size and position
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// float hexSize = fft_output[int(i+1)*int(j+1)]*5.0; // sin(1.5*u_time)+ wave
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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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}
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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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return vec2(d, mat);
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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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float hit = 0.;
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// Reduced from 40 to 24 steps
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for(int i = 0; i < 30; i++) {
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pos = ro + rd * t;
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vec2 res = mapScene(pos);
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// Increase step size multiplier for faster marching
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t += res.x;
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mat = res.y;
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if(t > 100.) { // Reduced max distance
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break;
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}
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if(res.x < 0.001 * t) { // Less precise hit detection
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hit = 1.;
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break;
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}
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}
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if (t > 100.)
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t = 0.;
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return vec3(t, mat, hit);
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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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for(int i = 0; i < 6; i++) {
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if(t > maxt)
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break;
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float h = mapScene(ro + t * rd).x;
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res = min(res, h / (w * t));
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t += clamp(h, 0.1, 0.80);
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if(res < -1.0)
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break;
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}
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res = max(res, -1.0);
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return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res);
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}
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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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// Light vector from surface to light
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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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// Attenuation (quadratic falloff)
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float attenuation = intensity / (1.0 + 0.09 * lightDistance + 0.032 * lightDistance * lightDistance);
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// Diffuse lighting (Lambert)
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float NdotL = max(dot(normal, lightDir), 0.0);
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vec3 diffuse = lightColor * NdotL * attenuation;
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// Specular lighting (Blinn-Phong)
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vec3 halfDir = normalize(lightDir + (-viewDir));
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float NdotH = max(dot(normal, halfDir), 0.0);
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float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess
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vec3 specular = lightColor * pow(NdotH, shininess) * attenuation;
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// Fresnel effect
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vec3 F0 = vec3(0.04); // Base reflectance for dielectrics
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vec3 fresnel = F0 + (1.0 - F0) * pow(clamp(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0);
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// Soft shadows
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float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0);
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// Combine diffuse and specular with shadow
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return (diffuse + specular * fresnel) * shadow;
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}
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/*vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
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vec3 lightDir = normalize(lightPos - worldPos);
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float lightDistance = length(lightPos - worldPos);
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// Attenuation
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float attenuation = intensity / (1.0 + 0.1 * lightDistance + 0.01 * lightDistance * lightDistance);
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// Diffuse
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float NdotL = max(dot(normal, lightDir), 0.0);
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// Specular (Blinn-Phong)
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vec3 halfDir = normalize(lightDir - viewDir);
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float NdotH = max(dot(normal, halfDir), 0.0);
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float specular = pow(NdotH, 32.0);
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// Shadow
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float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.01, lightDistance, 8.0);
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return lightColor * (NdotL + specular * 0.5) * attenuation * shadow;
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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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vec3 outMaterial = vec3(0.0, 0.0, 0.0);
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if(material == 0.) {
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outMaterial = vec3(0.8314, 0.2941, 0.2941);
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shininess = 0.1;
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} else if(material == 1.) {
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outMaterial = vec3(0.6196, 0.6118, 0.6118);
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shininess = .7;
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} else if(material == 2.) {
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outMaterial = vec3(0.3255, 0.4784, 0.3255);
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shininess = .2;
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} else if(material == 3.) {
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outMaterial = vec3(0.2471, 0.3059, 0.6314);
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shininess = 1.0;
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} else if(material == 4.) {
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outMaterial = vec3(0.9961, 1.0, 0.9922);
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shininess = .1;
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} else if(material == 5.) {
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outMaterial = vec3(0.9961, 1.0, 0.9922);
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shininess = .3;
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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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vec3 lightDir = vec3(0., 1., -3);
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//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
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//float shadow = softshadow(v + n * 0.01, lightDir, .01, 30., 18.);
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//lights += vec3(0.6431, 0.7804, 0.8588) * sun_dif * shadow * occ;
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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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return outMaterial * max(vec3(0.), lights);
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}
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vec3 postProcess(vec3 col) {
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// float random = noise(gl_FragCoord.xy, 0.01+u_time);
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// float random2 = noise(gl_FragCoord.xy, .2+u_time);
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//col += 0.075*clamp(vec3(0.5*random, 0.5*random2, 0.5*random), 0.02, 1.); // dither
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// Normalized pixel coordinates (from 0 to 1)
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vec2 screenCoord = getUV();
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// Vignette
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float radius = 0.8;
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float d = smoothstep(radius, radius - 0.4, length(screenCoord - vec2(0.5)));
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col = mix(col, col * d, 1.);
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// Contrast
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float contrast = .75;
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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 = pow(col, vec3(0.4545)); // gamma
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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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// fade out at the end
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// col*=vec3(clamp((120.-u_time)*.35, 0., 1.));
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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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vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov);
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return rayDir;
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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 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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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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}
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return col;
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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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} |