diff --git a/minified.config b/minified.config index 3e74b8a..e277170 100644 --- a/minified.config +++ b/minified.config @@ -10,8 +10,8 @@ include $(PARENT_CONFIG) EXE_LINKER_PROGRAM=Crinkler CRINKLER_ORDERTRIES=4000 SHADER_FILE=shader_minified.h -TIME_UNIFORM_NAME='v' -RESOLUTION_UNIFORM_NAME='y' +TIME_UNIFORM_NAME='y' +RESOLUTION_UNIFORM_NAME='v' TEXTS_UNIFORM_NAME='f' USE_WIDECHAR_TEXTS=1 TIME_DIVIDER=91241.383 diff --git a/music/4k_entry.xrns b/music/4k_entry.xrns new file mode 100644 index 0000000..bb49a29 Binary files /dev/null and b/music/4k_entry.xrns differ diff --git a/music/4k_sg_v3.xrns b/music/4k_sg_v3.xrns new file mode 100644 index 0000000..dc51f64 Binary files /dev/null and b/music/4k_sg_v3.xrns differ diff --git a/petrinshader.glsl b/petrinshader.glsl index c7d804d..2325d6d 100644 --- a/petrinshader.glsl +++ b/petrinshader.glsl @@ -627,6 +627,14 @@ float sdCog(vec3 pos, float angle) { return 0.8 * fOpDifferenceRound(d1,d2,0.05)-0.003; } +float sdCapsule( vec3 p, vec3 a, vec3 b, float r ) +{ + vec3 pa = p - a, ba = b - a; + float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); + return length( pa - ba*h ) - r; +} + + float sdText(vec3 pos, float angle) { //pos.xy *= Rot(angle); vec3 color = texture2D(texts, getUV(vec2( 0.,0.))).rgb; @@ -651,21 +659,45 @@ float sdHex(vec3 pos, float i, float angle) { return fOpDifferenceRound(d1,d2,0.1); } +float sdCylinder(vec3 p, vec3 a, vec3 b, float r) +{ + + vec3 ba = b - a; + vec3 pa = p - a; + float baba = dot(ba,ba); + float paba = dot(pa,ba); + float x = length(pa*baba-ba*paba) - r*baba; + float y = abs(paba-baba*0.5)-baba*0.5; + float x2 = x*x; + float y2 = y*y*baba; + float d = (max(x,y)<0.0)?-min(x2,y2):(((x>0.0)?x2:0.0)+((y>0.0)?y2:0.0)); + + return sign(d)*sqrt(abs(d))/baba; +} + +float sdPlane( vec3 p, vec4 n ) +{ + // n must be normalized + return dot(p,n.xyz) + n.w; +} + + // Scene vec2 mapScene(in vec3 p) { float mat = 0.; - float d = 1e10; + float d = 1e9; - //float dGround = p.y + 2.5; - //d = min(d, dGround); + float dGround = sdPlane(p, vec4(0., 1.0, 0., 5.)); + // d = min(d, dGround); + vec3 po = p; //po.y += sin(u_time); // pMod3(po, vec3(3.)); - po.xy *= scale(vec2(1.3, 1.3)); + po.xy *= scale(vec2(1.1)); - const float num = 6.; + const float num = 2.; for (float i = 1.; i <= num; i++) { // pos.z += i*.1; float a = sdHex(po,i*0.35, u_time + abs( 2. + 0.4 * sin(u_time)) * i*3.1415/num); @@ -673,60 +705,43 @@ vec2 mapScene(in vec3 p) { if (d == a) mat = 1. + mod(i,3.); } - + float b = fSphere(p, 0.5); + d = min(d, b); + if (d == b) { + mat = 1.; + } //float c2 = sdText(p, u_time); //d = min(d, c2); //if ( d == c2) mat = 4.; +/* + float c3 = fBox(p+vec3(0.5, .0, 0.), vec3(1., 1.,1.)); + d = min(d, c3); + if ( d == c3) mat = 1.; - // float c3 = fBox(p+vec3(0.5, .87, 0.), vec3(1., 1.,1.)); - // d = min(d, c3); - - - - // if ( d == c1) mat = 1.; - - //if ( d == c3) mat = 3.; + float c1= fBox(p+vec3(-2., 0, -2.), vec3(1., 1.,1.)); + d = min(d, c1); + if (d == c1) mat = 3.; +*/ return vec2(d, mat); } vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) { - float t = 0.0; - float mat = 0.; - float hit = 0.; + float t = 0.; + float mat = 0.; + float hit = 0.; for(int i=0; i < 150; i++) { pos = ro + rd * t; vec2 res = mapScene(pos); t += res.x; mat = res.y; - if (t > 80.) break; + if (t > 100.) break; if (res.x < abs(0.001*t) ) { hit = 1.; break; } } - if (t > 80.) t = -1.0; - return vec3(t, mat, hit); -} - - -vec3 castReflectedRay(vec3 ro, vec3 rd, vec3 pos) { - float t = 0.0; - float mat = 0.; - float hit = 0.; - for(int i=0; i < 50; i++) { - pos = ro + rd * t; - vec2 res = mapScene(pos); - t += res.x; - mat = res.y; - if (t > 40.) break; - if (res.x < abs(0.001*t) ) { - hit = 1.; - break; - } - - } - if (t > 40.) t = -1.0; + if (t > 100.) t = 0.; return vec3(t, mat, hit); } @@ -739,12 +754,11 @@ float softshadow( in vec3 ro, in vec3 rd, float mint, float maxt, float w ) if (t > maxt) break; float h = mapScene(ro + t*rd).x; res = min( res, h/(w*t) ); - t += clamp(h, 0.005, 0.50); - if( res < -1.0 || t>maxt ) break; - + t += clamp(h, 0.05, 0.50); + if(res < -1.0) break; } res = max(res,-1.0); - return 0.25*(1.0+res)*(1.0+res)*(2.0-res); + return 0.25 * (1.0+res)*(1.0+res)*(2.0-res); } float castShadow(vec3 ro, vec3 rd) { @@ -773,25 +787,19 @@ vec3 fresnel( vec3 F0, vec3 h, vec3 l ) { return F0 + ( 1.0 - F0 ) * pow( clamp( 1.0 - dot( h, l ), 0.0, 1.0 ), 5.0 ); } -// https://suricrasia.online/blog/shader-functions/ -vec3 eRot(vec3 p, vec3 ax, float ro) { - return mix(dot(ax,p)*ax, p, cos(ro)) + sin(ro)*cross(ax,p); -} - - - vec3 addPointLight(vec3 light_pos, vec3 light_color, float shininess, vec3 v, vec3 dir, vec3 n, float occ) { vec3 Ks = vec3( .5454 ); vec3 Kd = vec3( 1. ); - vec3 ref = reflect( dir, n ); - vec3 vl = normalize( v ); + vec3 ref = reflect( dir, n); + vec3 vl = normalize( v ); vec3 diffuse = Kd * vec3( max( 0.0, dot( vl, n ) ) ); vec3 specular = vec3( max( 0.0, dot( vl, ref ) ) ); - vec3 F = fresnel( Ks, normalize( vl - dir ), vl )*occ; - float shadow = softshadow(v+n*0.01,light_pos, .01, 30., 18.); + vec3 F = fresnel( Ks, normalize( vl - dir ), vl ); + float shadow = softshadow(v+n*0.02,light_pos, .01, 30., 8.); //float shadow = castShadow(v + n*0.02, light_pos); - specular = pow( specular, vec3( shininess ) )*occ; - return light_color * mix( diffuse, specular, F ) * shadow; + //float shadow = 1.; + specular = pow( specular, vec3( shininess )) * occ; + return light_color * mix( diffuse, specular, F ) * shadow * occ; } @@ -808,44 +816,40 @@ float getAmbientOcc(vec3 p, vec3 n) { } vec3 shading(vec3 v, vec3 n, vec3 dir, float material) { - float shininess = 1.; + float shininess = 0.; float occ = getAmbientOcc(v,n); - vec3 outMaterial = vec3(0.1529, 0.1529, 0.1529); + vec3 outMaterial = vec3(0.0, 0.0, 0.0); if (material == 0.) { - outMaterial = vec3(0.2863, 0.1059, 0.2431); - shininess = 1.5; + outMaterial = vec3(0.4667, 0.4667, 0.4667); + shininess = 10.; } else if (material == 1.) { - outMaterial = vec3(0.3294, 0.0941, 0.6); - shininess = 0.6; - } else if (material == 2.) { - outMaterial = vec3(0.5804, 0.9647, 1.0); + outMaterial = vec3(0.6275, 0.1569, 0.9412); shininess = 1.; - } else if (material == 3.) { - outMaterial = vec3(0.0, 0.0, 0.0); + } else if (material == 2.) { + outMaterial = vec3(0.0314, 0.0314, 0.0314); shininess = 100.; + } else if (material == 3.) { + outMaterial = vec3(0.5451, 0.5451, 0.5451); + shininess = 1.0; } else if (material == 4.) { outMaterial = vec3(0.9961, 1.0, 0.9922); shininess = .3; } vec3 lights = vec3(0.); - lights += addPointLight(vec3( 0., -40., -1. ),vec3(0.56, 0.44, 0.18)*2., shininess, v, dir, n, occ); - lights += addPointLight(vec3( -20.,4., 10. ),vec3(0.04, 0.2, 0.71)*2., shininess, v, dir, n, occ); - // lights += addPointLight(vec3( 2., -1.0, -1.0 ),vec3(0.12, 0.51, 0.63)*2., shininess, v,dir,n,occ ); + lights += addPointLight(vec3( 2., 0., 2. ),vec3(0.12, 0.43, 0.77)*4., shininess, v, dir, n, occ); + lights += addPointLight(vec3( -2., -2., -5. ),vec3(0.27, 0.65, 0.46)*3., shininess, v, dir, n, occ); + //lights += addPointLight(vec3( 2., 1.0, 1.0 ),vec3(0.01, 1.0, 0.09)*2., shininess, v,dir,n,occ ); - vec3 lightDir = vec3(0. , 4., 2.); + vec3 lightDir = vec3( 0. , 1., 6.); float sun_dif = clamp(dot(n, lightDir), 0., 1.); float shadow = softshadow(v+n*0.01,lightDir, .01, 30., 18.); - lights += vec3(0.6627, 0.7098, 0.8863) * sun_dif*shadow*occ; //* shadow; //* mix( vec3(sun_dif), specular, F ) - - - // final += texture( iChannel0, ref ).rgb * fresnel( Ks, n, -dir ); - // vec3 col = vec3(0.4)* ref.x; + //lights += vec3(0.6431, 0.7804, 0.8588) *sun_dif*shadow*occ; - float ind = clamp( dot( n, normalize(lightDir*vec3(-1.0,.0,-1.0)) ), 0.0, 1.0 ); - lights += vec3(0.1333, 0.1333, 0.1216) * ind *occ; + float ind = clamp( dot( n, normalize(lightDir*vec3(.0,-1.0,-1.0)) ), 0.0, 1.0 ); + lights += vec3(0.1255, 0.1255, 0.1255) * ind; // * occ; return outMaterial * max(vec3(0.), lights); } @@ -909,34 +913,31 @@ vec3 getCameraFov(vec2 uv, vec3 camPos, vec3 camTarget) { vec3 camUp = normalize(cross(camForward,camRight)); float fov = 1.7; // Depth of field - float dof = .25; - vec2 h = vec2( noise(gl_FragCoord.xy, .13), noise(gl_FragCoord.xy, .4)); - //vec3 h= rnd23(gl_FragCoord.xy); + float dof = .3; + vec2 h = vec2( noise(gl_FragCoord.xy, u_time*0.1)); vec3 voff = sqrt(h.x)*(camRight*sin(h.y*6.283)+camUp*cos(h.y*6.283))*dof; - // camTarget -=voff; - float focusdistance = 150.2; + voff -=camTarget; + float focusdistance = 50.; return normalize(uv.x * camRight + uv.y * camUp + fov * camForward + voff * fov/focusdistance); } vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) { float fogAmount = 1.0 - exp(-t*b); - float sunAmount = max( dot(rd, lightDir), 0.0 ); - vec3 fogColor = mix( vec3(0.3686, 0.2431, 0.4392), // blue - vec3(0.4, 0.7294, 0.9216), // yellow - pow(sunAmount,8.0) ); + float sunAmount = max( dot(rd, lightDir), 0. ); + vec3 fogColor = mix( vec3(0.1529, 0.1137, 0.2), // blue + vec3(0.2588, 0.1765, 0.3529), // yellow + pow(sunAmount,1.0) ); return mix( col, fogColor, fogAmount ); } vec3 render(vec2 uv) { bool useDof = !true; - //vec2 uv = (2.0 * gl_FragCoord.xy - u_resolution.xy) / u_resolution.y; - float angle = -2.4 +u_time*0.4; //angle = 0.; // camera - vec3 camPos = vec3(0., 5., -3.); + vec3 camPos = vec3( 0., 0., -2.); vec3 camTarget = vec3(0., 0., 0.); vec3 rayDir; @@ -945,41 +946,31 @@ vec3 render(vec2 uv) { } else { rayDir = getCameraRayDir2(uv, camPos, camTarget, 1.0); } - vec3 col = vec3(0.051, 0.0667, 0.1529); - //vec3 col = vec3(0.0314, 0.0118, 0.1255) + rayDir.y * 0.4; - vec3 hitPos = vec3(0.); - - vec3 t = castRay(camPos, rayDir, hitPos); - vec3 rd = rayDir; - - if (t.z > 0.) { - vec3 nor = calcNormal(hitPos); - col = shading(hitPos, nor, rayDir , t.y); - float fogAmount = 0.04; - col = col*exp(-t.x*fogAmount) + applyFog(col, t.x, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-t.x*fogAmount)); - - rayDir = normalize(reflect(rayDir, nor)); - vec3 rayOrigin = hitPos + (rayDir * 0.01); - vec3 t2 = castReflectedRay(rayOrigin, rayDir, hitPos); - if (t2.z > 0.) { - hitPos = rayOrigin + rayDir * t2.x; - nor = calcNormal(hitPos); - col += 0.1 * shading(hitPos, nor, rayDir , t2.y); - - /* rayDir = normalize(reflect(rayDir, nor)); - rayOrigin = hitPos + (rayDir * 0.01); - vec3 t3 = castReflectedRay(rayOrigin, rayDir, hitPos); - - if (t3.z > 0.) { - hitPos = rayOrigin + rayDir * t3.x; - nor = calcNormal(hitPos); - col += 0.025 * shading(hitPos, nor, rayDir , t3.y); - } */ - } - } - // pixelColor*exp(-distance*b) + fogColor*(1.0-exp(-distance*b)); + vec3 col = vec3(0.0471, 0.0471, 0.0471); + //vec3 col = vec3(0.0314, 0.0118, 0.1255) + rayDir.y * 0.4; + vec3 hitPos = vec3(0.); + vec3 t = castRay(camPos, rayDir, hitPos); + + if (t.z > 0.) { + vec3 nor = calcNormal(hitPos); + col = shading(hitPos, nor, rayDir, t.y); + + float fogAmount = 0.03; + //col = col*exp(-t.x*fogAmount) + applyFog(col, t.x, rayDir, vec3(-1., .0, 1.), fogAmount) * (1.0-exp(-t.x*fogAmount)); + col = applyFog(col, t.x, rayDir, vec3(0., .3, 1.), fogAmount); + + nor = calcNormal(hitPos); + vec3 rayDir2 = normalize(reflect(rayDir, nor)); + vec3 rayOrigin = hitPos + (rayDir2 * 0.1); + vec3 t2 = castRay(rayOrigin, rayDir2,hitPos); + if (t2.z > 0.) { + hitPos = rayOrigin + rayDir*0.01; + nor = calcNormal(hitPos); + col = .2 * shading(hitPos, nor, rayDir2 , t2.y); + } + } return col; } diff --git a/shader.glsl b/shader.glsl index 5b52754..97d6203 100644 --- a/shader.glsl +++ b/shader.glsl @@ -1,7 +1,7 @@ +// precision mediump float; uniform vec2 u_resolution; uniform float u_time; -uniform sampler2D texture_sampler; -uniform sampler2D texts; +const float PI = 22./7.; // Rotate mat2 rot2D(float angle) { @@ -10,14 +10,6 @@ mat2 rot2D(float angle) { return mat2(c, -s, s, c); } -// Exponential smoothing -float smin( float a, float b, float k ) -{ - k *= 1.0; - float r = exp2(-a/k) + exp2(-b/k); - return -k*log2(r); -} - float smax( float a, float b, float k ) { float h = max(k-abs(a-b),0.0); @@ -41,10 +33,9 @@ float noise( in vec2 p, float scale ) hash( i + vec2(1.0,1.0) ), u.x), u.y); } - float displacement( vec3 p ) { - return noise(10.*p.xy+u_time+999., 0.2) + 0.5*noise(10.*(p.xy+2.0)-u_time+999., 0.2); + return noise(10.*p.xy+u_time+1e3, 0.2) + 0.5*noise(10.*(p.xy+2.0)-u_time+1e3, 0.2); } ///////////////// @@ -59,42 +50,28 @@ float sdCappedCylinder( vec3 p, float h, float r ) float sdBox( in vec2 p, in vec2 r ) { - return length( max(abs(p)-r,0.0) ); + return length( max(abs(p)-r,0.) ); } float sdBox2(vec3 p, vec3 b) { vec3 q = abs(p) - b; - return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0); -} - -float sdSphere(vec3 p, float r){ - return length(p) -r; + return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.); } float sdTriPrism( vec3 p, vec2 h, float rot ) { p.xy *= rot2D(rot); - const float k = sqrt(3.0); - h.x *= 0.5*k; - p.xy /= h.x; - p.x = abs(p.x) - 1.0; - p.y = p.y + 1.0/k; - if( p.x+k*p.y>0.0 ) p.xy=vec2(p.x-k*p.y,-k*p.x-p.y)/2.0; - p.x -= clamp( p.x, -2.0, 0.0 ); - float d1 = length(p.xy)*sign(-p.y)*h.x; - float d2 = abs(p.z)-h.y; - - return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.); + vec3 q = abs(p); + return max(q.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5); } ////////////////// // ANIMATION // ////////////////// -const float TWOPI = 6.28318530718; // POSITIONS -vec3 lookAtPoint = vec3(0, -0.5, 0.); +/* const vec3 glyph1Pos = vec3(1.7,-1.1,0.0); const vec3 glyph2Pos = vec3(2.0,0.0,0.0); const vec3 glyph3Pos = vec3(1.5,1.4,0.0); @@ -102,47 +79,42 @@ const vec3 glyph4Pos = vec3(0.0,2.0,0.0); const vec3 glyph5Pos = vec3(1.5,1.4,0.0); const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0); const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0); +*/ // DELAYS -const float STARTDELAY = 9.0; -const float glyphPhase = 2.0; +const float STARTDELAY = 9.; +const float glyphPhase = 2.; -// COLORS - vec3 glyphColor = vec3(0.95, 0.35, 0.06); // glyph color - vec3 color1 = vec3(0.44, 0.29, 0.46); // fog color1 - vec3 color2 = vec3(0.75, 0.45, 0.23); // fog color2 - vec3 color3 = vec3(0.29, 0.17, 0.35); // indirect light color - vec3 color4 = vec3(0.7, 0.27, 0.09); // sky color1 - vec3 color5 = vec3(0.09, 0.05, 0.66); // sky color2 - - vec3 light1Color = vec3(0.91, 0.57, 0.73); - vec3 light2Color = vec3(0.83, 0.71, 0.54); +// COLORS +vec3 fogColor1 = vec3(.4, .2, .4); // fog color1 +vec3 fogColor2 = vec3(.7, .4, .2); // fog color2 +vec3 indirColor = vec3(.2, .1, .3); // indirect light color +vec3 light1Color = vec3(.9, .5, .7); +vec3 light2Color = vec3(.8, .7, .5); // with duration d, startTime s and speed up with timeFact -float timedSine(float maxCycles, float startTime, float timeFact) { - float pi = TWOPI / 2.0; - startTime *= timeFact; - float phase = ((u_time * timeFact) - startTime) / pi; - phase = min(phase, maxCycles); - return pi * phase; +float timedSine(float maxCycles, float startTime, float timeFact) { + startTime *= timeFact; + float phase = ((u_time * timeFact) - startTime) / PI; + return PI * min(phase, maxCycles); } float calcFactor (float startTime) { - float factor = 9.0 + 9.0*clamp(sin(timedSine(1.5, startTime, 4.0) * 0.06), -0.9, 0.9); + float factor = 9. + 9.*clamp(sin(timedSine(1.5, startTime, 4.) * 0.06), -.9, .9); return factor; } // Animate ring movements vec3 ringAnim( in vec3 p) { - for (float i = 0.0; i<7.0; i++) { + for (float i = 0.; i < 7.; i++) { float rotateDelay = STARTDELAY + (i * glyphPhase); if(u_time > rotateDelay) { - if(mod(i,2.0) >= 1.0) { - p.xy = rot2D(calcFactor(rotateDelay) * -1.0) * p.xy; - } else { - p.xy = rot2D(calcFactor(rotateDelay)) * p.xy; - } + float o = 1.; + if(mod(i,2.) >= 1.) { + o = -1.; + } + p.xy *= rot2D(calcFactor(rotateDelay)*o); } } return p; @@ -151,7 +123,7 @@ vec3 ringAnim( in vec3 p) { // Animate prism movements float prismAnim(in float x, in float delay) { if(u_time >= delay) { - x += (0.045*clamp(sin((timedSine(3.0, delay, 40.0) * 0.4)),-0.8, 0.8)); + x += (.045*clamp(sin((timedSine(3., delay, 40.) * .4)),-.8, .8)); } return x; } @@ -166,108 +138,80 @@ vec2 map(in vec3 p) // Stargate // Ring boxes - const float an = TWOPI/24.0; - float sector = floor(atan(p.y,p.x)/an + 0.5); - float angrot = sector*an; + const float an = PI/12.; + float angrot = floor(atan(p.y,p.x)/an + .5)*an; vec3 q = p; q.xy = mat2(cos(angrot),-sin(angrot), sin(angrot), cos(angrot))*q.xy; - float d = sdBox( q.xy - vec2(1.8,0.0), vec2(0.24,0.14) ) - 0.02; + float d = sdBox( q.xy - vec2(1.8,0.), vec2(0.24,0.14) ) - .02; // Main ring - float d2 = abs(length(p.xy) - 1.8) - 0.2; + float d2 = abs(length(p.xy) - 1.8) - .2; d = min(d,d2); // Inner ring - float d3 = abs(length(p.xy) - 1.75) - 0.08; - d3 = smax( d3, abs(p.z - 0.1)-0.04, 0.005 ); + float d3 = abs(length(p.xy) - 1.75) - .08; + d3 = smax( d3, abs(p.z - .1)-.04, .005 ); d = max(-d3,d); // Depth slice rings - d = smax( d, abs(p.z)-0.1, 0.02 ); + d = smax( d, abs(p.z)-.1, .02 ); // Prisms - float index = 1.0; - for(int i=0; i<8; i++ ) { - - float secDist = TWOPI / 8.0; // sector distance - float angle = ((24.67 / TWOPI )); // sector size + + for(float i = 0.; i < 8.; i++ ) { + float secDist = PI / 4.; // sector distance + float angle = 24.67 / (PI * 2.); // sector size vec3 q = p; - float rotationIncrement = angle + (index * secDist); + float rotationIncrement = angle + ((i+1.)*secDist); // Nudge first and the last prism out of the ground - if (i == 1) { - rotationIncrement = rotationIncrement + 0.2; - } - if (i == 7) { - rotationIncrement = rotationIncrement - 0.2; - } - + if (i == 1.) rotationIncrement += .2; + if (i == 7.) rotationIncrement -= .2; q.xy = rot2D(rotationIncrement) * q.xy; - float rotateDelay = STARTDELAY + ((index - 2.0) * glyphPhase + 1.5); + float rotateDelay = STARTDELAY + ((i - 1.) * glyphPhase + 1.5); // We can now call each prism by it's index // draw all except the middle bottom prism - if (i > 0) { + if (i > 0.) { q.x -= 1.95; vec3 q2 = q; // new point for movable parts - - if(u_time > rotateDelay) { - q2.x = prismAnim(q2.x, rotateDelay); - } - - float prismOut = sdTriPrism(vec3(q2.x - 0.14, q2.y - 0.0 , q2.z), vec2(0.22,0.22), 0.5) - 0.01; - float prismIn = sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(0.2,0.12), 0.5) - 0.02; - float prismTop = sdTriPrism(vec3(q.x - 0.06, q.y, q.z), vec2(0.10,0.15), 0.5) - 0.01; + if(u_time > rotateDelay) q2.x = prismAnim(q2.x, rotateDelay); + float prismOut = sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22,.22), .5) - .01; + float prismIn = sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02; + float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) - .01; float d4 = max(-prismOut, prismIn); d4 = min(d4, prismTop); d = min(d, d4); // glyph locking thing material - if (d == d4) { - mat = 4.; - } - + if (d == d4) mat = 4.; // glyph locking prism material - if(d == prismTop) { - if(u_time > rotateDelay + 0.2) { - mat = 5.; - } - } - } - - index += 1.0; + if( d == prismTop && u_time > rotateDelay + .2) mat = 5.; + } } //Rotating glyphs vec3 p2 = ringAnim(p); - float an2 = (TWOPI/32.0); - float sector2 = floor((atan(p2.y,p2.x)/an2) + 0.5 ); - float angrot2 = sector2*an2; + float an2 = PI/16.; vec3 q2 = p2; - q2.xy = rot2D(angrot2)*q2.xy; - float d5 = sdBox2( q2.xyz - vec3(1.75,0.0,0.0), vec3(0.04, 0.14, 0.05) ) - 0.02; + q2.xy = rot2D(floor((atan(p2.y,p2.x)/an2) + .5)*an2)*q2.xy; + float d5 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02; d = min(d, d5); - if (d==d5) { - mat = 4.; - } - + if (d==d5) mat = 4.; + // Gate Base - const float stepHeight = 0.1; - float stepDist = 1.5; - const float stepWidth = 2.0; - float steps = 1000.; - + float stepDist = 1.5; + float steps = 1e3; for(int i = 0; i < 4; i++) { - float step = sdBox2(vec3(p.x,p.y+stepDist,p.z), vec3(stepWidth,stepHeight,stepDist)) - 0.05; + float step = sdBox2(vec3(p.x,p.y+stepDist,p.z), vec3(2., .1,stepDist)) - .05; steps = min(steps, step); d = min(d, step); - stepDist += stepHeight * 2.0; + stepDist += .2; } - float sand = (p.y + 4.25) + 1.5*noise((vec2((p.x*0.04),(p.z-40.0)*0.04))+100., 15.); - sand += noise(p.yz, .25); - sand += 0.025*noise(p.xz*50.+100., .05); + float sand = (p.y + 4.25) + 1.5*noise((vec2((p.x*.04),(p.z-40.)*.04))+100., 15.); + //sand += noise(p.yz, .25); // + 0.025*noise(p.xz*50.+100., .05); d = min(d,sand); float water = 1000.; @@ -281,17 +225,9 @@ vec2 map(in vec3 p) water = max(water, cylinder3); d = min(d, water); - if (d==water) - { - mat = 1.0; - } - else if (d==steps) - { - mat = 2.0; - } - else if (d==sand) { - mat = 3.0; - } + if (d==water) mat = 1.0; + if (d==steps) mat = 2.0; + if (d==sand) mat = 3.0; return vec2( d, mat ); } @@ -304,18 +240,17 @@ float rayMarch(vec3 ro, vec3 rd) { float t = 0.; // total distance travelled float d; // Raymarching - for (int i = 0; i < 100; i++) { + for (int i = 0; i < 90; i++) { vec3 p = ro + rd * t; // "cast" rays d = map(p).x; // Get distance to objects t += d; // "march" the ray - if (d < .001 || t > 500.) break; + if (abs(d) < .002 || t > 400.) break; } return t; } vec3 getNormal(vec3 p) { float d = map(p).x; - vec2 e = vec2(.01, 0); - + vec2 e = vec2(.01, 0.); vec3 n = d - vec3( map(p-e.xyy).x, map(p-e.yxy).x, @@ -327,27 +262,24 @@ float getLight(vec3 p, vec3 lightPos, float intensity, float shadow) { vec3 l = normalize(lightPos - p); vec3 n = getNormal(p); float dif = clamp(dot(n, l), 0., intensity); - // Shadows float d = rayMarch(p+n*.0025, l); - if(d delay) { - o += (0.25 - smoothstep(-0.7,0.5,sin((timedSine(1.5, delay, 35.0))))) * 0.1; - } - -return o; -} - vec3 cameraPos() { // first zoom in to the gate - vec3 cPos = vec3(0, clamp(6.-u_time,2.,6.), clamp((75.-u_time*8.0),6.,75.)); - if (u_time > 7.5) - { - cPos += vec3(0, clamp(7.5-u_time,-1.,0.), 0.); - } + vec3 cPos = vec3(0., clamp(6.-u_time,2.,6.), clamp((75.-u_time*8.),6.,75.)); + if (u_time > 7.5) cPos += vec3(0., clamp(7.5-u_time,-1.,0.), 0.); // close up shot for 1st glyph lock - if (u_time > 10.5) { - cPos = vec3(2.0,-1.0,1.0); - } - - //zoom away for 2nd glyph animation - if (u_time > 12.) { - cPos = vec3(-1.0, -1.0, 4.0); - } - + if (u_time > 10.5) cPos = vec3(2.,-1.,1.); + //zoom away for 2nd glyph animation + if (u_time > 12.) cPos = vec3(-1., -1., 4.); + //close up shot for the 2nd glyph lock - - cPos.z = cameraZoomAnim(cPos.z); - + // !NOTE: disabled by petri due takes alot of space and has small visual impact on the scene + /* + float delay = 11.2; + if(u_time > delay) cPos.z += (0.25 - smoothstep(-0.7,0.5,sin((timedSine(1.5, delay, 35.0))))) * 0.1; + */ + return cPos; } -vec3 cameraPointAt(vec3 p) { - +vec3 cameraPointAt() { + vec3 p = vec3(0., -.5, 0.); // look at 1st glyph - if(u_time > 10.5) { - p = glyph1Pos; - } - - if(u_time > 12.) { - p = vec3(0.0,0.1,0.0); - } - + if (u_time > 10.5) p = vec3(1.7,-1.1,0.); + // look gate at distance + if(u_time > 12.) p = vec3(.0,.1,0.); return p; } // flash screen with glyph color when it is locked vec3 colorFlashesAnim(in vec3 col) { - float delay = 10.75; if(u_time > delay) { - float x = smoothstep(-1.0,0.8,sin((timedSine(0.8, delay, 8.0)*2.0))); - col = mix(col, glyphColor * (x * 1.4), x * 0.76); + float x = smoothstep(-1.,.8,sin((timedSine(.8, delay, 8.)*2.))); + col = mix(col, vec3(.95, .35, .06) * (x * 1.4), x *.76); } -return col; + return col; } void main() { // Initialization vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y; - vec3 ro = cameraPos(); - - vec3 rd = getCameraRayDir(uv, ro, cameraPointAt(lookAtPoint), 2.); // ray direction - vec3 col = vec3(0); // color - + vec3 rd = getCameraRayDir(uv, ro, cameraPointAt(), 2.); // ray direction + vec3 col = vec3(0.); // color float d = rayMarch(ro, rd); - if (d < 500.) { + if (d < 150.) { // Lighting vec3 p = ro + rd * d; - float mat = map(p).y; // Light 1 Arguments @@ -463,68 +362,42 @@ void main() float dif = 0.; //getLight(p, vec3( 2, 50, 2), .5, .2); // Color for light 1 // col = vec3(dif * vec3(0.9216, 0.9294, 0.9412)); + // Light 2 - dif = getLight(p, vec3( -3, 5, 5), 1., 0.2); - // Color for light 2 - col += vec3(dif * light1Color); + dif = getLight(p, vec3( 10., 15., 25.), 1., .2); + col += dif * light1Color; - dif = getLight(p, vec3( 3, -2, 5), 0.75, .8); - // Color for light 2 - col += vec3(dif * light2Color); + dif = getLight(p, vec3( 4., 2., -15.), 1., 1.); + col += dif * light2Color; - vec3 lightPosition = glyph1Pos; - lightPosition.z = lightPosition.z + 0.3; - // dif = getLight(p, lightPosition, 3.75, 1.0); - - - // float minLight = 0.01; - // float radius = sqrt(1.0 / (lightPosition * minLight)) - vec3 ld = lightPosition-p; - float len = length( ld ); // Distance from the light to the surface point. - ld /= len; // Normalizing the light-to-surface, aka light-direction, vector. - // float lightAtten = min( 1.0 / ( 0.25*len*len ), 1.0 ); // Keeps things between 0 and 1. - - // float att = clamp(1.0 - len/radius, 0.0, 1.0); - - + /*vec3 lightPosition = vec3(1.7,-1.1,0.3); + float len = length( lightPosition - p); float att = 8.0 / (1.0 + 8.1*len + 0.01*len*len); // light attenuation - if(u_time > 10.76) { - col += vec3(dif * glyphColor * att); - } + col += vec3(dif * vec3(0.95, 0.35, 0.06) * att); + }*/ - vec3 n = getNormal(p); - vec3 dir = vec3(1. , 10., 1.); - float ind = clamp( dot( n, normalize(dir )), 0.0, 1.0 ); - col += color3 * ind; + // indirect lightning -> vec3 in normalize is light direction + col += indirColor * clamp( dot( getNormal(p), normalize(vec3(0. , 1., 10.))), 0., 1.); - if(mat==0.){ - col *= vec3(.3,0.3,0.3); - } - else if(mat==1.){ - col *= vec3(0.,0.,0.5); // + (noise(5.*(p.xy+2.)+u_time, -1.0) * noise(50.*(p.xy+2.), -0.4) + 0.5*noise(20.*(p.xy+2.0)-u_time, -0.5) * noise(5.*(p.xy+2.0), -0.75))*smoothstep(0.,0.75,(u_time-5.0)*0.1) + vec3(0.,0.,0.5*noise(10.*(p.xy+4.0)-u_time, -0.5)); - } - else if(mat==2.){ - col *= vec3(0.3608, 0.1765, 0.0471); // - 0.2*noise((vec2(100.*p.x+300.,75.*p.z+150.0)), -2.2) * noise((vec2(15.*p.x+2.0,3.*p.z+2.)), -1.) + noise((vec2(15.*p.x+2.4,3.*p.z+2.)), -0.25); - } - else if(mat==3.){ - col *= vec3(0.8471, 0.8549, 0.4667); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1); - } - else if(mat==4.){ - col *= vec3(.1,0.1,0.1); - } else if(mat ==5.) { - col *= glyphColor; // activated glyph color - } - - float fogAmount = 0.02; - col = col*exp(-d*fogAmount) + applyFog(col, d, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-d*fogAmount)); - - } else { - col = mix(color4, color5, rd.y * 1.2); - } - - col = colorFlashesAnim(col); // animated color flash - - gl_FragColor = vec4(postProcess(col), 1); + if(mat==0.) + col *= vec3(.3); + else if(mat==1.) + col *= vec3(0.,0.,.5); // + (noise(5.*(p.xy+2.)+u_time, -1.0) * noise(50.*(p.xy+2.), -0.4) + 0.5*noise(20.*(p.xy+2.0)-u_time, -0.5) * noise(5.*(p.xy+2.0), -0.75))*smoothstep(0.,0.75,(u_time-5.0)*0.1) + vec3(0.,0.,0.5*noise(10.*(p.xy+4.0)-u_time, -0.5)); + else if(mat==2.) + col *= vec3(.3, .1, .0); // - 0.2*noise((vec2(100.*p.x+300.,75.*p.z+150.0)), -2.2) * noise((vec2(15.*p.x+2.0,3.*p.z+2.)), -1.) + noise((vec2(15.*p.x+2.4,3.*p.z+2.)), -0.25); + else if(mat==3.) + col *= vec3(.8, .8, .5) + noise(p.xz*500.+100., .3); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1); + else if(mat==4.) + col *= vec3(.1); + else if(mat ==5.) + col *= vec3(0.9, 0.3, 0.); // activated glyph color + } + float fogAmount = .01; + // col = col*exp(-d*fogAmount) + applyFog(col, d, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-d*fogAmount)); + col = applyFog(col, d, rd, vec3(0., -.1, -1.), fogAmount); + + col = colorFlashesAnim(col); // animated color flash + gl_FragColor = vec4(postProcess(col), 1.); } diff --git a/shader_minified.h b/shader_minified.h index 6fd6402..4586aba 100644 --- a/shader_minified.h +++ b/shader_minified.h @@ -1,294 +1,250 @@ // Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/) #ifndef SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_ -# define VAR_texts "f" -# define VAR_texture_sampler "x" -# define VAR_u_resolution "i" -# define VAR_u_time "v" +# define VAR_u_resolution "v" +# define VAR_u_time "y" const char *__temp_cleaned_shader_glsl = - "uniform vec2 i;" - "uniform float v;" - "uniform sampler2D x,f;" - "mat2 n(float v)" + "uniform vec2 v;" + "uniform float y;" + "const float m=22./7.;" + "mat2 f(float v)" "{" - "float f=sin(v),y=cos(v);" - "return mat2(y,-f,f,y);" + "float y=sin(v),f=cos(v);" + "return mat2(f,-y,y,f);" "}" - "float n(float v,float y,float x)" + "float f(float v,float y,float m)" "{" - "float i=max(x-abs(v-y),0.);" - "return max(v,y)+i*i*.25/x;" + "float f=max(m-abs(v-y),0.);" + "return max(v,y)+f*f*.25/m;" "}" - "float s(vec2 v)" + "float n(vec2 v)" "{" "v=50.*fract(v*.3183099);" "return fract(v.x*v.y*(v.x+v.y));" "}" - "float n(vec2 v,float y)" + "float f(vec2 v,float y)" "{" - "vec2 f=floor(v),m=fract(v),c=m*m*(3.-2.*m);" - "return-y+y*mix(mix(s(f+vec2(0)),s(f+vec2(1,0)),c.x),mix(s(f+vec2(0,1)),s(f+vec2(1)),c.x),c.y);" + "vec2 m=floor(v),f=fract(v),c=f*f*(3.-2.*f);" + "return-y+y*mix(mix(n(m+vec2(0)),n(m+vec2(1,0)),c.x),mix(n(m+vec2(0,1)),n(m+vec2(1)),c.x),c.y);" "}" - "float m(vec3 y)" + "float x(vec3 v)" "{" - "return n(10.*y.xy+v+999.,.2)+.5*n(10.*(y.xy+2.)-v+999.,.2);" + "return f(10.*v.xy+y+1e3,.2)+.5*f(10.*(v.xy+2.)-y+1e3,.2);" "}" - "float m(vec3 v,vec3 y,vec3 m,float x)" + "float n(vec3 v,float y,float m)" "{" - "vec3 f=m-y,c=v-y;" - "float i=dot(f,f),a=dot(c,f),s=length(c*i-f*a)-x*i,z=abs(a-i*.5)-i*.5,d=s*s,D=z*z*i,g=max(s,z)<0.?" - "-min(d,D):" - "(s>0.?" - "d:" - "0.)+(z>0.?" - "D:" - "0.);" - "return sign(g)*sqrt(abs(g))/i;" + "vec2 f=abs(vec2(length(v.xy),v.z))-vec2(m,y);" + "return min(max(f.x,f.y),0.)+length(max(f,0.));" "}" - "float m(vec3 v,vec3 y)" + "float n(vec3 v,vec3 y)" "{" "vec3 f=abs(v)-y;" "return length(max(f,0.))+min(max(f.x,max(f.y,f.z)),0.);" "}" - "float s(vec3 v,vec2 f)" + "float x(vec3 v,vec2 y)" "{" - "v.xy*=n(.5);" - "const float y=sqrt(3.);" - "f.x*=.5*y;" - "v.xy/=f.x;" - "v.x=abs(v.x)-1.;" - "v.y=v.y+1./y;" - "if(v.x+y*v.y>0.)" - "v.xy=vec2(v.x-y*v.y,-y*v.x-v.y)/2.;" - "v.x-=clamp(v.x,-2.,0.);" - "float i=length(v.xy)*sign(-v.y)*f.x,z=abs(v.z)-f.y;" - "return length(max(vec2(i,z),0.))+min(max(i,z),0.);" + "v.xy*=f(.5);" + "vec3 m=abs(v);" + "return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);" "}" - "vec3 y=vec3(0,-.5,0);" - "const vec3 l=vec3(1.7,-1.1,0),c=vec3(2,0,0),a=vec3(1.5,1.4,0),z=vec3(0,2,0),p=vec3(1.5,1.4,0),r=vec3(-1.5,1.4,0),C=vec3(-1.7,-1.1,0);" - "vec3 d=vec3(.95,.35,.06),g=vec3(.44,.29,.46),D=vec3(.75,.45,.23),F=vec3(.29,.17,.35),K=vec3(.7,.27,.09),J=vec3(.09,.05,.66),e=vec3(.91,.57,.73),H=vec3(.83,.71,.54);" - "float m(float y,float f,float m)" + "vec3 i=vec3(.4,.2,.4),c=vec3(.7,.4,.2),a=vec3(.2,.1,.3),s=vec3(.9,.5,.7),k=vec3(.8,.7,.5);" + "float x(float v,float f,float x)" "{" - "float i=2.*acos(-1.)/2.;" - "f*=m;" - "float r=(v*m-f)/i;" - "r=min(r,y);" - "return i*r;" + "f*=x;" + "float i=(y*x-f)/m;" + "return m*min(i,v);" "}" - "float t(float v)" + "vec3 p(vec3 v)" "{" - "return 9.+9.*clamp(sin(m(1.5,v,4.)*.06),-.9,.9);" - "}" - "vec3 h(vec3 y)" - "{" - "for(float f=0.;f<7.;f++)" + "for(float m=0.;m<7.;m++)" "{" - "float i=9.+f*2.;" - "if(v>i)" - "if(mod(f,2.)>=1.)" - "y.xy=n(t(i)*-1.)*y.xy;" - "else" - " y.xy=n(t(i))*y.xy;" - "}" - "return y;" - "}" - "float h(float y,float f)" - "{" - "if(v>=f)" - "y+=.045*clamp(sin(m(3.,f,40.)*.4),-.8,.8);" - "return y;" - "}" - "vec2 w(vec3 f)" - "{" - "float y=0.;" - "const float i=2.*acos(-1.)/24.;" - "float z=floor(atan(f.y,f.x)/i+.5)*i;" - "vec3 r=f;" - "r.xy=mat2(cos(z),-sin(z),sin(z),cos(z))*r.xy;" - "float c=length(max(abs(r.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;" - "c=min(c,abs(length(f.xy)-1.8)-.2);" - "float x=abs(length(f.xy)-1.75)-.08;" - "x=n(x,abs(f.z-.1)-.04,.005);" - "c=max(-x,c);" - "c=n(c,abs(f.z)-.1,.02);" - "float a=1.;" - "for(int e=0;e<8;e++)" - "{" - "vec3 d=f;" - "float g=24.67/(2.*acos(-1.))+a*(2.*acos(-1.)/8.);" - "if(e==1)" - "g+=.2;" - "if(e==7)" - "g-=.2;" - "d.xy=n(g)*d.xy;" - "float D=(a-2.)*2.+1.5+9.;" - "if(e>0)" + "float c=9.+m*2.;" + "if(y>c)" "{" - "d.x-=1.95;" - "vec3 l=d;" - "if(v>D)" - "l.x=h(l.x,D);" - "float J=s(vec3(l.x-.14,l.yz),vec2(.22))-.01,H=s(vec3(l),vec2(.2,.12))-.02,w=s(vec3(d.x-.06,d.yz),vec2(.1,.15))-.01,K=max(-J,H);" - "K=min(K,w);" - "c=min(c,K);" - "if(c==K)" - "y=4.;" - "if(c==w)" - "if(v>D+.2)" - "y=5.;" + "float i=1.;" + "if(mod(m,2.)>=1.)" + "i=-1.;" + "v.xy*=f((9.+9.*clamp(sin(x(1.5,c,4.)*.06),-.9,.9))*i);" "}" - "a+=1.;" "}" - "vec3 d=h(f);" - "float e=2.*acos(-1.)/32.;" - "vec3 l=d;" - "l.xy=n(floor(atan(d.y,d.x)/e+.5)*e)*l.xy;" - "float D=m(l.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" - "c=min(c,D);" - "if(c==D)" - "y=4.;" - "float g=1.5,K=1e3;" - "for(int J=0;J<4;J++)" - "{" - "float w=m(vec3(f.x,f.y+g,f.z),vec3(2,.1,g))-.05;" - "K=min(K,w);" - "c=min(c,w);" - "g+=.2;" - "}" - "float w=f.y+4.25+1.5*n(vec2(f.x*.04,(f.z-40.)*.04)+1e2,15.);" - "w+=n(f.yz,.25);" - "w+=.025*n(f.xz*50.+1e2,.05);" - "c=min(c,w);" - "float J=1e3,H=m(f,vec3(0),vec3(0,0,-.01),1.6),p=m(f,vec3(0,0,1),vec3(0,0,-1),clamp(2.-v*2.+46.,0.,2.)),C=m(f,vec3(0,0,1),vec3(0,0,-1),1.6),F=0.;" - "F=m(f)*clamp((v-24.)*.5,0.,.25);" - "H+=F;" - "J=max(-p,H);" - "J=max(J,C);" - "c=min(c,J);" - "if(c==J)" - "y=1.;" - "else if(c==K)" - "y=2.;" - "else if(c==w)" - "y=3.;" - "return vec2(c,y);" + "return v;" "}" - "float t(vec3 v,vec3 y)" + "float p(float v,float f)" "{" - "float f=0.,c;" - "for(int i=0;i<100;i++)" + "if(y>=f)" + "v+=.045*clamp(sin(x(3.,f,40.)*.4),-.8,.8);" + "return v;" + "}" + "vec2 h(vec3 v)" + "{" + "float c=0.;" + "const float i=m/12.;" + "float a=floor(atan(v.y,v.x)/i+.5)*i;" + "vec3 r=v;" + "r.xy=mat2(cos(a),-sin(a),sin(a),cos(a))*r.xy;" + "float e=length(max(abs(r.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;" + "e=min(e,abs(length(v.xy)-1.8)-.2);" + "float s=abs(length(v.xy)-1.75)-.08;" + "s=f(s,abs(v.z-.1)-.04,.005);" + "e=max(-s,e);" + "e=f(e,abs(v.z)-.1,.02);" + "for(float l=0.;l<8.;l++)" "{" - "vec3 z=v+y*f;" - "c=w(z).x;" - "f+=c;" - "if(c<.001||f>5e2)" + "vec3 h=v;" + "float z=24.67/(m*2.)+(l+1.)*(m/4.);" + "if(l==1.)" + "z+=.2;" + "if(l==7.)" + "z-=.2;" + "h.xy=f(z)*h.xy;" + "float k=(l-1.)*2.+1.5+9.;" + "if(l>0.)" + "{" + "h.x-=1.95;" + "vec3 d=h;" + "if(y>k)" + "d.x=p(d.x,k);" + "float t=x(vec3(d.x-.14,d.yz),vec2(.22))-.01,C=x(vec3(d),vec2(.2,.12))-.02,F=x(vec3(h.x-.06,h.yz),vec2(.1,.15))-.01,g=max(-t,C);" + "g=min(g,F);" + "e=min(e,g);" + "if(e==g)" + "c=4.;" + "if(e==F&&y>k+.2)" + "c=5.;" + "}" + "}" + "vec3 h=p(v);" + "float z=m/16.;" + "vec3 l=h;" + "l.xy=f(floor(atan(h.y,h.x)/z+.5)*z)*l.xy;" + "float g=n(l.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" + "e=min(e,g);" + "if(e==g)" + "c=4.;" + "float k=1.5,d=1e3;" + "for(int t=0;t<4;t++)" + "{" + "float C=n(vec3(v.x,v.y+k,v.z),vec3(2,.1,k))-.05;" + "d=min(d,C);" + "e=min(e,C);" + "k+=.2;" + "}" + "float C=v.y+4.25+1.5*f(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.);" + "e=min(e,C);" + "float t=1e3,F=n(v,.025,1.6),E=n(v,2.,clamp(2.-y*2.+46.,0.,2.)),D=n(v,.3,1.6),u=0.;" + "u=x(v)*clamp((y-24.)*.5,0.,.25);" + "F+=u;" + "t=max(-E,F);" + "t=max(t,D);" + "e=min(e,t);" + "if(e==t)" + "c=1.;" + "if(e==d)" + "c=2.;" + "if(e==C)" + "c=3.;" + "return vec2(e,c);" + "}" + "float h(vec3 v,vec3 y)" + "{" + "float i=0.,f;" + "for(int e=0;e<90;e++)" + "{" + "vec3 m=v+y*i;" + "f=h(m).x;" + "i+=f;" + "if(abs(f)<.002||i>4e2)" "break;" "}" - "return f;" + "return i;" "}" - "vec3 A(vec3 v)" + "vec3 r(vec3 v)" "{" - "float y=w(v).x;" - "vec2 f=vec2(.01,0);" - "vec3 c=y-vec3(w(v-f.xyy).x,w(v-f.yxy).x,w(v-f.yyx));" - "return normalize(c);" + "float m=h(v).x;" + "vec2 y=vec2(.01,0);" + "vec3 f=m-vec3(h(v-y.xyy).x,h(v-y.yxy).x,h(v-y.yyx));" + "return normalize(f);" "}" - "float A(vec3 v,vec3 f,float y,float m)" + "float h(vec3 v,vec3 m,float y)" "{" - "vec3 c=normalize(f-v),i=A(v);" - "float x=clamp(dot(i,c),0.,y),z=t(v+i*.0025,c);" - "if(z10.7)" - "y+=(.25-smoothstep(-.7,.5,sin(m(1.5,10.7,35.))))*.1;" - "return y;" + "vec3 v=vec3(0,clamp(6.-y,2.,6.),clamp(75.-y*8.,6.,75.));" + "if(y>7.5)" + "v+=vec3(0,clamp(7.5-y,-1.,0.),0);" + "if(y>10.5)" + "v=vec3(2,-1,1);" + "if(y>12.)" + "v=vec3(-1,-1,4);" + "return v;" "}" - "vec3 A()" + "vec3 f()" "{" - "vec3 f=vec3(0,clamp(6.-v,2.,6.),clamp(75.-v*8.,6.,75.));" - "if(v>7.5)" - "f+=vec3(0,clamp(7.5-v,-1.,0.),0);" - "if(v>10.5)" - "f=vec3(2,-1,1);" - "if(v>12.)" - "f=vec3(-1,-1,4);" - "f.z=E(f.z);" - "return f;" + "vec3 v=vec3(0,-.5,0);" + "if(y>10.5)" + "v=vec3(1.7,-1.1,0);" + "if(y>12.)" + "v=vec3(0,.1,0);" + "return v;" "}" - "vec3 G(vec3 y)" + "vec3 t(vec3 v)" "{" - "if(v>10.5)" - "y=l;" - "if(v>12.)" - "y=vec3(0,.1,0);" - "return y;" - "}" - "vec3 I(vec3 f)" - "{" - "if(v>10.75)" + "if(y>10.75)" "{" - "float y=smoothstep(-1.,.8,sin(m(.8,10.75,8.)*2.));" - "f=mix(f,y*1.4*d,y*.76);" + "float f=smoothstep(-1.,.8,sin(x(.8,10.75,8.)*2.));" + "v=mix(v,f*1.4*vec3(.95,.35,.06),f*.76);" "}" - "return f;" + "return v;" "}" "void main()" "{" - "vec2 f=(gl_FragCoord.xy*2.-i.xy)/i.y;" - "vec3 c=A(),z=A(f,c,G(y)),m=vec3(0);" - "float x=t(c,z);" - "if(x<5e2)" + "vec2 m=(gl_FragCoord.xy*2.-v.xy)/v.y;" + "vec3 y=e(),x=p(m,y,f()),l=vec3(0);" + "float d=h(y,x);" + "if(d<150.)" "{" - "vec3 s=c+z*x;" - "float a=w(s).y,r=0.;" - "r=A(s,vec3(-3,5,5),1.,.2);" - "m+=vec3(r*e);" - "r=A(s,vec3(3,-2,5),.75,.8);" - "m+=vec3(r*H);" - "vec3 n=l;" - "n.z=n.z+.3;" - "vec3 C=n-s;" - "float p=length(C);" - "C/=p;" - "float E=8./(1.+8.1*p+.01*p*p);" - "if(v>10.76)" - "m+=vec3(r*d*E);" - "vec3 h=A(s);" - "m+=F*clamp(dot(h,normalize(vec3(1,10,1))),0.,1.);" - "if(a==0.)" - "m*=vec3(.3);" - "else if(a==1.)" - "m*=vec3(0,0,.5);" - "else if(a==2.)" - "m*=vec3(.3608,.1765,.0471);" - "else if(a==3.)" - "m*=vec3(.8471,.8549,.4667);" - "else if(a==4.)" - "m*=vec3(.1);" - "else if(a==5.)" - "m*=d;" - "m=m*exp(-x*.02)+mix(m,mix(g,D,pow(max(dot(z,vec3(0,.3,-1)),0.),8.)),1.-exp(-x*.02))*(1.-exp(-x*.02));" + "vec3 z=y+x*d;" + "float g=h(z).y,C=0.;" + "C=h(z,vec3(10,15,25),.2);" + "l+=C*s;" + "C=h(z,vec3(4,2,-15),1.);" + "l+=C*k;" + "l+=a*clamp(dot(r(z),normalize(vec3(0,1,10))),0.,1.);" + "if(g==0.)" + "l*=vec3(.3);" + "else if(g==1.)" + "l*=vec3(0,0,.5);" + "else if(g==2.)" + "l*=vec3(.3,.1,0);" + "else if(g==3.)" + "l*=vec3(.8,.8,.5)+f(z.xz*5e2+1e2,.3);" + "else if(g==4.)" + "l*=vec3(.1);" + "else if(g==5.)" + "l*=vec3(.9,.3,0);" "}" - "else" - " m=mix(K,J,z.y*1.2);" - "m=I(m);" - "gl_FragColor=vec4(B(m),1);" + "l=mix(l,mix(i,c,pow(max(dot(x,vec3(0,-.1,-1)),0.),8.)),1.-exp(-d*.01));" + "l=t(l);" + "gl_FragColor=vec4(e(l),1);" "}"; #endif // SHADER_MINIFIED_H_