From 055dbd10c0054604fa4df887f7c293f1ae10ebd9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Markus=20J=C3=A4rvisalo?= Date: Mon, 29 Jul 2024 18:19:39 +0300 Subject: [PATCH] 4096 tavua --- minified.config | 2 +- shader.glsl | 40 +++--- shader_minified.h | 304 +++++++++++++++++++++++----------------------- 3 files changed, 177 insertions(+), 169 deletions(-) diff --git a/minified.config b/minified.config index 0787922..e277170 100644 --- a/minified.config +++ b/minified.config @@ -10,7 +10,7 @@ include $(PARENT_CONFIG) EXE_LINKER_PROGRAM=Crinkler CRINKLER_ORDERTRIES=4000 SHADER_FILE=shader_minified.h -TIME_UNIFORM_NAME='m' +TIME_UNIFORM_NAME='y' RESOLUTION_UNIFORM_NAME='v' TEXTS_UNIFORM_NAME='f' USE_WIDECHAR_TEXTS=1 diff --git a/shader.glsl b/shader.glsl index 2b0caea..e956e7f 100644 --- a/shader.glsl +++ b/shader.glsl @@ -57,11 +57,6 @@ float sdCappedCylinder( vec3 p, float h, float r ) return min(max(d.x,d.y),0.0) + length(max(d,0.0)); } -float sdBox(vec2 p, vec2 r) -{ - return length( max(abs(p)-r,0.) ); -} - float sdBox2(vec3 p, vec3 b) { vec3 q = abs(p) - b; return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.); @@ -102,7 +97,7 @@ light1Color = vec3(.9, .5, .7), light2Color = vec3(.8, .7, .5), chevronColor = vec3(.9, .3, 0.), SEA_BASE = vec3(0.0, 0.1, 0.2), -SEA_WATER_COLOR =vec3(0.8,0.9,0.6)*0.6; +SEA_WATER_COLOR =vec3(0.4,0.5,0.3); // with duration d, startTime s and speed up with timeFact @@ -113,7 +108,7 @@ float timedSine(vec3 i) { float calcFactor (float startTime) { - return 9. + 9.*clamp(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9); + return STARTDELAY + STARTDELAY*clamp(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9); } // Animate ring movements @@ -156,7 +151,7 @@ vec2 map(vec3 p, int displace) vec3 q = p; q.xy = mat2(cos(anRot),-sin(anRot), sin(anRot), cos(anRot))*q.xy; - float d = sdBox( q.xy - vec2(1.8,0.), vec2(0.24,0.14) ) - .02, + float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02, // Main ring d2 = abs(length(p.xy) - 1.8) - .2; @@ -237,8 +232,7 @@ vec2 map(vec3 p, int displace) choppy = mix(choppy,1.0,0.4); } } - float cs = sdCappedCylinder(p, .025, 1.6) - h*0.15; - d2 = max(-sdCappedCylinder(p, 2.0, clamp((2.0 - (u_time*3.0 - 3.0*23.0)),0.,2.3)), cs); + d2 = max(-sdCappedCylinder(p, 2.0, min((2.0 - (u_time - 23.0)*3.),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15); d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7)); d = min(d, d2); if (d==d2) mat = 1.0; @@ -325,6 +319,9 @@ vec3 postProcess(vec3 col) { col = pow( col, vec3(.4545) ); // Contrast = a col = smoothstep(0., 1., col); + + // fade out at the end + col += 1.2 - vec3(clamp((37. - u_time)*.35, 0., 1.2)); return col; } @@ -359,6 +356,11 @@ vec3 colorFlashesAnim(vec3 col) { return col; } +vec3 addSpecular(vec3 nor, vec3 rod, float amount) +{ + return vec3(specular(nor,normalize(vec3(0.0,0.3,0.8)),normalize(rod),60.0))*amount; +} + vec3 sceneGate(vec2 uv) { // Initialization @@ -390,17 +392,17 @@ vec3 sceneGate(vec2 uv) col += indirColor * clamp( dot( n, normalize(vec3(0. , 1., 10.))), 0., 1.); if(mat==0.) - col *= vec3(.3) + vec3(specular(n,normalize(vec3(0.0,0.3,0.8)),normalize(rd),60.0))*0.5; - else if(mat==1.){ + col *= vec3(.3) + addSpecular(n,rd,0.5); + if(mat==1.){ col = getSeaColor(p, n, normalize(vec3(0.0,0.3,0.8)),normalize(rd)); //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)+ vec3(specular(n,normalize(vec3(0.0,0.3,0.8)),normalize(rd),60.0))*0.1; // - 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., .3,0); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1); - else if(mat==4.) - col *= vec3(.1)+ vec3(specular(n,normalize(vec3(0.0,0.3,0.8)),normalize(rd),60.0))*0.5; - else if(mat ==5.) + if(mat==2.) + col *= vec3(.3, .1, .0)+ addSpecular(n,rd,0.1); // - 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); + if(mat==3.) + col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1); + if(mat==4.) + col *= vec3(.1)+ addSpecular(n,rd,0.5); + if(mat ==5.) col *= chevronColor; // activated glyph color } diff --git a/shader_minified.h b/shader_minified.h index cde9b0c..b52dc6c 100644 --- a/shader_minified.h +++ b/shader_minified.h @@ -2,79 +2,79 @@ #ifndef SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_ # define VAR_u_resolution "v" -# define VAR_u_time "m" +# define VAR_u_time "y" const char *__temp_cleaned_shader_glsl = "uniform vec2 v;" - "uniform float m;" - "const float y=22./7.;" + "uniform float y;" + "const float m=22./7.;" "mat2 f(float v)" "{" - "float m=sin(v),y=cos(v);" - "return mat2(y,-m,m,y);" + "float y=sin(v),m=cos(v);" + "return mat2(m,-y,y,m);" "}" "float f(float v,float y,float m)" "{" "float x=max(m-abs(v-y),0.);" "return max(v,y)+x*x*.25/m;" "}" - "float f(vec2 v,int m)" + "float f(vec2 v,int y)" "{" - "if(m==1)" + "if(y==1)" "{" - "float y=dot(v,vec2(127.1,311.7));" - "return fract(sin(y)*43758.5453123);" + "float m=dot(v,vec2(127.1,311.7));" + "return fract(sin(m)*43758.5453123);" "}" "v=50.*fract(v*.3183099);" "return fract(v.x*v.y*(v.x+v.y));" "}" "float n(vec2 v,float m,int y)" "{" - "vec2 i=floor(v),x=fract(v),c=x*x*(3.-2.*x);" + "vec2 a=floor(v),x=fract(v),c=x*x*(3.-2.*x);" "float n=m;" "if(y==1)" "n=2.;" - "return-m+n*mix(mix(f(i+vec2(0),y),f(i+vec2(1,0),y),c.x),mix(f(i+vec2(0,1),y),f(i+vec2(1),y),c.x),c.y);" + "return-m+n*mix(mix(f(a+vec2(0),y),f(a+vec2(1,0),y),c.x),mix(f(a+vec2(0,1),y),f(a+vec2(1),y),c.x),c.y);" "}" - "float s(vec3 v,float y,float m)" + "float x(vec3 v,float y,float m)" "{" - "vec2 i=abs(vec2(length(v.xy),v.z))-vec2(m,y);" - "return min(max(i.x,i.y),0.)+length(max(i,0.));" + "vec2 c=abs(vec2(length(v.xy),v.z))-vec2(m,y);" + "return min(max(c.x,c.y),0.)+length(max(c,0.));" "}" "float n(vec3 v,vec3 y)" "{" "vec3 m=abs(v)-y;" "return length(max(m,0.))+min(max(m.x,max(m.y,m.z)),0.);" "}" - "float s(vec3 v,vec2 y)" + "float x(vec3 v,vec2 y)" "{" "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 i=vec3(.4,.2,.4),x=vec3(.7,.4,.2),a=vec3(.2,.1,.3),c=vec3(.9,.5,.7),k=vec3(.8,.7,.5),l=vec3(.9,.3,0),d=vec3(0,.1,.2),p=vec3(.8,.9,.6)*.6;" + "vec3 a=vec3(.4,.2,.4),c=vec3(.7,.4,.2),s=vec3(.2,.1,.3),i=vec3(.9,.5,.7),k=vec3(.8,.7,.5),p=vec3(.9,.3,0),d=vec3(0,.1,.2),r=vec3(.4,.5,.3);" "float n(vec3 v)" "{" "v.y*=v.z;" - "return y*min((m*v.z-v.y)/y,v.x);" + "return m*min((y*v.z-v.y)/m,v.x);" "}" - "vec3 s(vec3 v)" + "vec3 x(vec3 v)" "{" - "for(float i=0.;i<7.;i++)" + "for(float m=0.;m<7.;m++)" "{" - "float y=9.+i*2.,c=1.;" - "if(m>y)" + "float x=9.+m*2.,c=1.;" + "if(y>x)" "{" - "if(mod(i,2.)>=1.)" + "if(mod(m,2.)>=1.)" "c=-1.;" - "v.xy*=f((9.+9.*clamp(sin(n(vec3(1.5,y,4))*.06),-.9,.9))*c);" + "v.xy*=f((9.+9.*clamp(sin(n(vec3(1.5,x,4))*.06),-.9,.9))*c);" "}" "}" "return v;" "}" "float t(vec2 v)" "{" - "if(m>=v.y)" + "if(y>=v.y)" "v.x+=.045*clamp(sin(n(vec3(3,v.y,40))*.4),-.8,.8);" "return v.x;" "}" @@ -85,92 +85,89 @@ const char *__temp_cleaned_shader_glsl = "m=mix(m,c,m);" "return pow(1.-pow(m.x*m.y,.65),y);" "}" - "vec2 r(vec3 v,int i)" + "vec2 e(vec3 v,int a)" "{" - "float c=0.,r=y/12.,x=floor(atan(v.y,v.x)/r+.5)*r;" - "vec3 a=v;" - "a.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*a.xy;" - "float d=length(max(abs(a.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,l=abs(length(v.xy)-1.8)-.2;" - "d=min(d,l);" - "l=abs(length(v.xy)-1.75)-.08;" - "l=f(l,abs(v.z-.1)-.04,.005);" - "d=max(-l,d);" + "float c=0.,i=m/12.,r=floor(atan(v.y,v.x)/i+.5)*i;" + "vec3 s=v;" + "s.xy=mat2(cos(r),-sin(r),sin(r),cos(r))*s.xy;" + "float d=length(max(abs(s.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,p=abs(length(v.xy)-1.8)-.2;" + "d=min(d,p);" + "p=abs(length(v.xy)-1.75)-.08;" + "p=f(p,abs(v.z-.1)-.04,.005);" + "d=max(-p,d);" "d=f(d,abs(v.z)-.1,.02);" - "for(float e=0.;e<8.;e++)" + "for(float l=0.;l<8.;l++)" "{" - "r=24.67/(y*2.);" - "a=v;" - "x=r+(e+1.)*y/4.;" - "if(e==1.)" - "x+=.2;" - "if(e==7.)" - "x-=.2;" - "a.xy=f(x)*a.xy;" - "float z=9.+(e-1.)*2.+1.5;" - "if(e>0.)" + "i=24.67/(m*2.);" + "s=v;" + "r=i+(l+1.)*m/4.;" + "if(l==1.)" + "r+=.2;" + "if(l==7.)" + "r-=.2;" + "s.xy=f(r)*s.xy;" + "float z=9.+(l-1.)*2.+1.5;" + "if(l>0.)" "{" - "a.x-=1.95;" - "vec3 p=a;" - "if(m>z)" - "p.x=t(vec2(p.x,z));" - "float h=s(vec3(a.x-.06,a.yz),vec2(.1,.15))-.01;" - "l=max(-s(vec3(p.x-.14,p.yz),vec2(.22))-.01,s(vec3(p),vec2(.2,.12))-.02);" - "l=min(l,h);" - "d=min(d,l);" - "if(d==l)" + "s.x-=1.95;" + "vec3 e=s;" + "if(y>z)" + "e.x=t(vec2(e.x,z));" + "float h=x(vec3(s.x-.06,s.yz),vec2(.1,.15))-.01;" + "p=max(-x(vec3(e.x-.14,e.yz),vec2(.22))-.01,x(vec3(e),vec2(.2,.12))-.02);" + "p=min(p,h);" + "d=min(d,p);" + "if(d==p)" "c=4.;" - "if(d==h&&m>z+.2)" + "if(d==h&&y>z+.2)" "c=5.;" "}" "}" - "vec3 p=s(v),e=p;" - "r=y/16.;" - "e.xy=f(floor(atan(p.y,p.x)/r+.5)*r)*e.xy;" - "l=n(e.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" - "d=min(d,l);" - "if(d==l)" + "vec3 e=x(v),l=e;" + "i=m/16.;" + "l.xy=f(floor(atan(e.y,e.x)/i+.5)*i)*l.xy;" + "p=n(l.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" + "d=min(d,p);" + "if(d==p)" "c=4.;" - "l=1e3;" + "p=1e3;" "float z=1.5;" "for(int h=0;h<4;h++)" "{" "float k=n(vec3(v.x,v.y+z,v.z),vec3(2,.1,z))-.05;" - "l=min(l,k);" + "p=min(p,k);" "d=min(d,k);" "z+=.2;" "}" - "if(d==l)" + "if(d==p)" "c=2.;" - "l=v.y+4.25+n(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.,0)*1.5;" - "d=min(d,l);" - "if(d==l)" + "p=v.y+4.25+n(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.,0)*1.5;" + "d=min(d,p);" + "if(d==p)" "c=3.;" - "l=1e3;" + "p=1e3;" "float h=0.,k,g=4.,C=.6,F=.2;" - "if(i==1)" + "if(a==1)" "{" "vec2 w=v.xy;" "for(int u=0;u<4;u++)" - "k=t((w+m)*C,g),k+=t((w-m)*C,g),h+=k*F,w*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,F*=.22,g=mix(g,1.,.4);" + "k=t((w+y)*C,g),k+=t((w-y)*C,g),h+=k*F,w*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,F*=.22,g=mix(g,1.,.4);" "}" - "float w=s(v,.025,1.6)-h*.15;" - "l=m<25.?" - "max(-s(v,2.,clamp(2.-m*2.+46.,0.,2.3)),w):" - "w;" - "l=max(l,s(v,.3,1.7));" - "d=min(d,l);" - "if(d==l)" + "p=max(-x(v,2.,min(2.-(y-23.)*3.,2.3)),x(v,.025,1.6)-h*.15);" + "p=max(p,x(v,.3,1.7));" + "d=min(d,p);" + "if(d==p)" "c=1.;" "return vec2(d,c);" "}" - "float e(vec3 v,vec3 y)" + "float h(vec3 v,vec3 y)" "{" "float m,i=0.;" "for(int d=0;d<90;d++)" "{" - "m=r(v+y*i,0).x;" + "m=e(v+y*i,0).x;" "i+=m;" - "if(abs(m)<.002||i>4e2)" + "if(abs(m)<.001||i>4e2)" "break;" "}" "return i;" @@ -178,100 +175,109 @@ const char *__temp_cleaned_shader_glsl = "vec3 e(vec3 v)" "{" "vec2 m=vec2(.01,0);" - "vec3 y=r(v,1).x-vec3(r(v-m.xyy,1).x,r(v-m.yxy,1).x,r(v-m.yyx,1));" + "vec3 y=e(v,1).x-vec3(e(v-m.xyy,1).x,e(v-m.yxy,1).x,e(v-m.yyx,1));" "return normalize(y);" "}" - "float e(vec3 v,vec3 m,float y,vec3 x)" + "float e(vec3 v,vec3 m,float y,vec3 d)" "{" - "vec3 l=normalize(m-v);" - "float c=clamp(dot(x,l),0.,1.),d=e(v+x*.0025,l);" - "if(abs(d)7.5)" - "y+=vec3(0,clamp(7.5-m,-1.,0.),0);" - "if(m>10.5)" - "y=vec3(2,-1,1);" - "if(m>12.)" - "y=vec3(-1,-1,4);" - "return y;" - "}" - "vec3 f()" - "{" - "vec3 y=vec3(0,-.5,0);" - "if(m>10.5)" - "y=vec3(1.7,-1.1,0);" - "if(m>12.)" - "y=vec3(0,.1,0);" - "return y;" + "vec3 d=normalize(m-y),p=normalize(cross(vec3(0,1,0),d));" + "return normalize(d*2.+v.x*p+v.y*cross(d,p));" "}" "vec3 h(vec3 v)" "{" - "if(m>10.75)" + "v*=vec3(.9,.8,.7);" + "v=pow(v,vec3(.4545));" + "v=smoothstep(0.,1.,v);" + "v+=1.2-vec3(clamp((37.-y)*.35,0.,1.2));" + "return v;" + "}" + "vec3 e()" + "{" + "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 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 w(vec3 v)" + "{" + "if(y>10.75)" "{" - "float y=smoothstep(-1.,.8,sin(n(vec3(.8,10.75,8))*2.));" - "v=mix(v,y*1.4*l,y*.76);" + "float m=smoothstep(-1.,.8,sin(n(vec3(.8,10.75,8))*2.));" + "v=mix(v,m*1.4*p,m*.76);" "}" "return v;" "}" - "vec3 w(vec2 v)" + "vec3 w(vec3 v,vec3 y,float m)" "{" - "vec3 m=e(),y=r(v,m,f()),d=vec3(0);" - "float p=e(m,y);" - "if(p<150.)" + "return vec3(e(v,normalize(vec3(0,.3,.8)),normalize(y)))*m;" + "}" + "vec3 l(vec2 v)" + "{" + "vec3 m=e(),y=t(v,m,f()),d=vec3(0);" + "float x=h(m,y);" + "if(x<150.)" "{" - "vec3 z=m+y*p,g=e(z);" - "float w=r(z,0).y,s=e(z,vec3(10,15,25),.2,g);" - "d+=s*c;" - "s=e(z,vec3(4,2,-15),1.,g);" - "d+=s*k;" - "d+=a*clamp(dot(g,normalize(vec3(0,1,10))),0.,1.);" - "if(w==0.)" - "d*=vec3(.3);" - "else if(w==1.)" - "d=e(z,g,normalize(y));" - "else if(w==2.)" - "d*=vec3(.3,.1,0);" - "else if(w==3.)" - "d*=vec3(.8,.8,.5)+n(z.xz*5e2+1e2,.3,0);" - "else if(w==4.)" - "d*=vec3(.1);" - "else if(w==5.)" - "d*=l;" + "vec3 l=m+y*x,r=e(l);" + "float g=e(l,0).y,z=e(l,vec3(10,15,25),.2,r);" + "d+=z*i;" + "z=e(l,vec3(4,2,-15),1.,r);" + "d+=z*k;" + "d+=s*clamp(dot(r,normalize(vec3(0,1,10))),0.,1.);" + "if(g==0.)" + "d*=vec3(.3)+w(r,y,.5);" + "if(g==1.)" + "d=h(l,r,normalize(y));" + "if(g==2.)" + "d*=vec3(.3,.1,0)+w(r,y,.1);" + "if(g==3.)" + "d*=vec3(.8,.8,.5)+n(l.xz*5e2+1e5,.3,0);" + "if(g==4.)" + "d*=vec3(.1)+w(r,y,.5);" + "if(g==5.)" + "d*=p;" "}" - "d=mix(d,mix(i,x,pow(max(dot(y,vec3(0,-.1,-1)),0.),8.)),1.-exp(-p*.01));" - "d=h(d);" - "return r(d);" + "d=mix(d,mix(a,c,pow(max(dot(y,vec3(0,-.1,-1)),0.),8.)),1.-exp(-x*.01));" + "d=w(d);" + "return h(d);" "}" "void main()" "{" - "vec2 m=(gl_FragCoord.xy*2.-v.xy)/v.y;" - "gl_FragColor=vec4(w(m),1);" + "vec2 y=(gl_FragCoord.xy*2.-v.xy)/v.y;" + "gl_FragColor=vec4(l(y),1);" "}"; #endif // SHADER_MINIFIED_H_