optimoitu

This commit is contained in:
2024-07-28 22:41:20 +03:00
parent 1d606da897
commit 02fc36ddd8
6 changed files with 441 additions and 621 deletions

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@ -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

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music/4k_entry.xrns Normal file

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music/4k_sg_v3.xrns Normal file

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@ -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 = sdPlane(p, vec4(0., 1.0, 0., 5.));
// d = min(d, dGround);
//float dGround = p.y + 2.5;
//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);
@ -673,25 +705,29 @@ 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 t = 0.;
float mat = 0.;
float hit = 0.;
for(int i=0; i < 150; i++) {
@ -699,34 +735,13 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
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 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 )
//lights += vec3(0.6431, 0.7804, 0.8588) *sun_dif*shadow*occ;
// final += texture( iChannel0, ref ).rgb * fresnel( Ks, n, -dir );
// vec3 col = vec3(0.4)* ref.x;
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(0.0471, 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);
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));
col = shading(hitPos, nor, rayDir, t.y);
rayDir = normalize(reflect(rayDir, nor));
vec3 rayOrigin = hitPos + (rayDir * 0.01);
vec3 t2 = castReflectedRay(rayOrigin, rayDir, hitPos);
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 * t2.x;
hitPos = rayOrigin + rayDir*0.01;
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);
} */
col = .2 * shading(hitPos, nor, rayDir2 , t2.y);
}
}
// pixelColor*exp(-distance*b) + fogColor*(1.0-exp(-distance*b));
return col;
}

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@ -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);
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;
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.;
}
}
if( d == prismTop && u_time > rotateDelay + .2) mat = 5.;
}
index += 1.0;
}
//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 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<length(lightPos-p)) dif *= shadow;
if(abs(d)<length(lightPos-p)) dif *= shadow;
return dif;
}
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( color1, // blue
color2, // yellow
pow(sunAmount,8.0) );
return mix( col, fogColor, fogAmount );
float sunAmount = max( dot(rd, lightDir), 0. );
vec3 fogColor = mix( fogColor1, // blue
fogColor2, // yellow
pow(sunAmount,8.));
return mix( col, fogColor, 1.0 - exp(-t*b) );
}
vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
{
vec3 f = normalize(l-p),
r = normalize(cross(vec3(0,1,0), f)),
r = normalize(cross(vec3(0.,1.,0.), f)),
u = cross(f,r),
c = f*z,
i = c + uv.x*r + uv.y*u,
@ -356,103 +288,70 @@ vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
}
vec3 postProcess(vec3 col) {
// Normalized pixel coordinates (from 0 to 1)
vec2 screenCoord = gl_FragCoord.xy/u_resolution.xy;
// Vignette
//float radius = 0.9;
//float d = smoothstep(radius, radius-0.4, length(screenCoord-vec2(0.5)));
//col = mix(col, col * d, .9);
// Contrast = a
col = mix(col, smoothstep(0.0, 1.0, col), 0.9);
float radius = .9;
col *= smoothstep(radius, radius-.4, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
// Colour mapping
col *= vec3(1.0, 1.0, 1.0);
col = pow( col, vec3(1.0/2.2) ); // gamma
col *= vec3(.9, 0.8, 0.7);
// gamma
col = pow( col, vec3(.4545) );
// Contrast = a
col = smoothstep(0., 1., col);
return col;
}
// zoom camera on glyph lock for extra oomph
float cameraZoomAnim(float o) {
float delay = 10.7;
if(u_time > 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( 3, -2, 5), 0.75, .8);
// Color for light 2
col += vec3(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);
dif = getLight(p, vec3( 10., 15., 25.), 1., .2);
col += dif * light1Color;
dif = getLight(p, vec3( 4., 2., -15.), 1., 1.);
col += dif * light2Color;
/*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
}
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 = 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);
}
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);
gl_FragColor = vec4(postProcess(col), 1.);
}

View File

@ -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(z<length(f-v))"
"x*=m;"
"return x;"
"vec3 f=normalize(m-v),e=r(v);"
"float i=clamp(dot(e,f),0.,1.),c=h(v+e*.0025,f);"
"if(abs(c)<length(m-v))"
"i*=y;"
"return i;"
"}"
"vec3 A(vec2 v,vec3 y,vec3 f)"
"vec3 p(vec2 v,vec3 y,vec3 m)"
"{"
"vec3 c=normalize(f-y),z=normalize(cross(vec3(0,1,0),c));"
"return normalize(c*2.+v.x*z+v.y*cross(c,z));"
"vec3 f=normalize(m-y),c=normalize(cross(vec3(0,1,0),f));"
"return normalize(f*2.+v.x*c+v.y*cross(f,c));"
"}"
"vec3 B(vec3 v)"
"vec3 e(vec3 f)"
"{"
"v=mix(v,smoothstep(0.,1.,v),.9);"
"v*=vec3(1);"
"return pow(v,vec3(1./2.2));"
"f*=smoothstep(.9,.5,length(gl_FragCoord.xy/v.xy-vec2(.5)));"
"f*=vec3(.9,.8,.7);"
"f=pow(f,vec3(.4545));"
"return smoothstep(0.,1.,f);"
"}"
"float E(float y)"
"vec3 e()"
"{"
"if(v>10.7)"
"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_