final 0.1 - 4091bytes
This commit is contained in:
@ -24,8 +24,8 @@ USE_MIPMAP=0
|
||||
SECOND_PASS_NEGATIVE_TIME=0
|
||||
|
||||
# Texts
|
||||
USE_TEXTS=1
|
||||
USE_TEXTS_UNIFORM=1
|
||||
USE_TEXTS=0
|
||||
USE_TEXTS_UNIFORM=0
|
||||
TEXTS_UNIFORM_NAME='texts'
|
||||
TEXT_BITMAP_RESOLUTION_X=2048
|
||||
TEXT_BITMAP_RESOLUTION_Y=512
|
||||
|
||||
24
shader.glsl
24
shader.glsl
@ -143,6 +143,7 @@ vec2 map(vec3 p, int displace)
|
||||
float mat = 0.,
|
||||
// Ring boxes
|
||||
an = PI/12.,
|
||||
step,
|
||||
anRot = floor(atan(p.y,p.x)/an + .5)*an;
|
||||
vec3 q = p;
|
||||
q.xy = rot2D(anRot)*q.xy;
|
||||
@ -202,12 +203,14 @@ vec2 map(vec3 p, int displace)
|
||||
d2 = 1e3;
|
||||
float stepDist = 1.5;
|
||||
for(int i = 0; i < 4; i++) {
|
||||
float step = sdBox2(vec3(p.x,p.y+stepDist,p.z), vec3(2., .1,stepDist)) - .05;
|
||||
step = sdBox2(vec3(p.x,p.y+stepDist,p.z), vec3(2., .1,stepDist)) - .05;
|
||||
d2 = min(d2, step);
|
||||
d = min(d, step);
|
||||
stepDist += .2;
|
||||
}
|
||||
if (d==d2) mat = 2.0;
|
||||
d2 += noise(p.xz * 50.+200., .01, 0);
|
||||
d = min(d, d2*0.7);
|
||||
if (d==d2*0.7) mat = 2.0;
|
||||
|
||||
|
||||
// sand
|
||||
d2 = (p.y + 4.25) + noise((vec2((p.x*.04),(p.z-40.)*.04))+100., 15., 0)*1.5;
|
||||
@ -316,11 +319,6 @@ vec3 postProcess(vec3 col) {
|
||||
return col;
|
||||
}
|
||||
|
||||
vec3 getCpos(float time) {
|
||||
return vec3((cos(time)-0.9)*2., -sin(time)*0.8, 5.);;
|
||||
}
|
||||
|
||||
|
||||
vec3 cameraPos()
|
||||
{
|
||||
// first zoom in to the gate
|
||||
@ -408,15 +406,15 @@ vec3 sceneGate(vec2 uv)
|
||||
|
||||
// indirect lightning -> vec3 in normalize is light direction
|
||||
col += indirColor * clamp( dot( n, normalize(vec3(0. , 1., 10.))), 0., 1.);
|
||||
|
||||
|
||||
if(mat==0.)
|
||||
col *= vec3(0.21, 0.35, 0.33) + addSpecular(n,rd,.5, 2.);
|
||||
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));
|
||||
col = getSeaColor(p, n, normalize(vec3(0.0,0.3,0.8)),normalize(rd));
|
||||
if(mat==2.)
|
||||
col *= vec3(.8, .8, .5) + addSpecular(n,rd,.1,1.); // - 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);
|
||||
col *= vec3(.8, .8, .5);
|
||||
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);
|
||||
col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0);
|
||||
if(mat==4.)
|
||||
col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7);
|
||||
if(mat ==5.)
|
||||
@ -424,7 +422,7 @@ vec3 sceneGate(vec2 uv)
|
||||
if(mat == 6.) {
|
||||
col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
col = applyFog(col, d, rd, vec3(0., -.1, -1.), .01);
|
||||
col = colorFlashesAnim(col); // animated color flash
|
||||
|
||||
@ -87,83 +87,80 @@ const char *__temp_cleaned_shader_glsl =
|
||||
"}"
|
||||
"vec2 e(vec3 v,int s)"
|
||||
"{"
|
||||
"float c=0.,i=m/12.,r=floor(atan(v.y,v.x)/i+.5)*i;"
|
||||
"float c=0.,i=m/12.,z,r=floor(atan(v.y,v.x)/i+.5)*i;"
|
||||
"vec3 a=v;"
|
||||
"a.xy=f(r)*a.xy;"
|
||||
"float z=length(max(abs(a.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,d=abs(length(v.xy)-1.8)-.2;"
|
||||
"z=min(z,d);"
|
||||
"d=abs(length(v.xy)-1.75)-.08;"
|
||||
"d=f(d,abs(v.z-.1)-.04,.005);"
|
||||
"z=max(-d,z);"
|
||||
"z=f(z,abs(v.z)-.1,.02);"
|
||||
"for(float l=0.;l<8.;l++)"
|
||||
"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);"
|
||||
"d=f(d,abs(v.z)-.1,.02);"
|
||||
"for(float g=0.;g<8.;g++)"
|
||||
"{"
|
||||
"i=24.67/(m*2.);"
|
||||
"a=v;"
|
||||
"r=i+(l+1.)*m/4.;"
|
||||
"if(l==1.)"
|
||||
"r=i+(g+1.)*m/4.;"
|
||||
"if(g==1.)"
|
||||
"r+=.2;"
|
||||
"if(l==7.)"
|
||||
"if(g==7.)"
|
||||
"r-=.2;"
|
||||
"a.xy=f(r)*a.xy;"
|
||||
"float p=9.+(l-1.)*2.+1.5;"
|
||||
"if(l>0.)"
|
||||
"float p=9.+(g-1.)*2.+1.5;"
|
||||
"if(g>0.)"
|
||||
"{"
|
||||
"a.x-=1.95;"
|
||||
"vec3 e=a;"
|
||||
"if(y>p)"
|
||||
"e.x=t(vec2(e.x,p));"
|
||||
"float h=x(vec3(a.x-.06,a.yz),vec2(.1,.15))-.01;"
|
||||
"d=max(-x(vec3(e.x-.14,e.yz),vec2(.22))-.01,x(vec3(e),vec2(.2,.12))-.02);"
|
||||
"d=min(d,h);"
|
||||
"z=min(z,d);"
|
||||
"if(z==d)"
|
||||
"l=max(-x(vec3(e.x-.14,e.yz),vec2(.22))-.01,x(vec3(e),vec2(.2,.12))-.02);"
|
||||
"l=min(l,h);"
|
||||
"d=min(d,l);"
|
||||
"if(d==l)"
|
||||
"c=4.;"
|
||||
"if(z==h&&y>p+.2)"
|
||||
"if(d==h&&y>p+.2)"
|
||||
"c=5.;"
|
||||
"}"
|
||||
"}"
|
||||
"vec3 e=x(v),l=e;"
|
||||
"vec3 e=x(v),g=e;"
|
||||
"i=m/16.;"
|
||||
"l.xy=f(floor(atan(e.y,e.x)/i+.5)*i)*l.xy;"
|
||||
"d=n(l.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
|
||||
"z=min(z,d);"
|
||||
"if(z==d)"
|
||||
"g.xy=f(floor(atan(e.y,e.x)/i+.5)*i)*g.xy;"
|
||||
"l=n(g.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
|
||||
"d=min(d,l);"
|
||||
"if(d==l)"
|
||||
"c=6.;"
|
||||
"d=1e3;"
|
||||
"l=1e3;"
|
||||
"float p=1.5;"
|
||||
"for(int h=0;h<4;h++)"
|
||||
"{"
|
||||
"float C=n(vec3(v.x,v.y+p,v.z),vec3(2,.1,p))-.05;"
|
||||
"d=min(d,C);"
|
||||
"z=min(z,C);"
|
||||
"p+=.2;"
|
||||
"}"
|
||||
"if(z==d)"
|
||||
"z=n(vec3(v.x,v.y+p,v.z),vec3(2,.1,p))-.05,l=min(l,z),p+=.2;"
|
||||
"l+=n(v.xz*50.+2e2,.01,0);"
|
||||
"d=min(d,l*.7);"
|
||||
"if(d==l*.7)"
|
||||
"c=2.;"
|
||||
"d=v.y+4.25+n(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.,0)*1.5;"
|
||||
"z=min(z,d);"
|
||||
"if(z==d)"
|
||||
"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)"
|
||||
"c=3.;"
|
||||
"d=1e3;"
|
||||
"float C=0.,h,g=4.,k=.6,F=.2;"
|
||||
"l=1e3;"
|
||||
"float h=0.,C,k=4.,F=.6,E=.2;"
|
||||
"if(s==1)"
|
||||
"{"
|
||||
"vec2 w=v.xy;"
|
||||
"for(int u=0;u<4;u++)"
|
||||
"h=t((w+y)*k,g),h+=t((w-y)*k,g),C+=h*F,w*=mat2(1.6,1.2,-1.2,1.6),k*=1.9,F*=.22,g=mix(g,1.,.4);"
|
||||
"C=t((w+y)*F,k),C+=t((w-y)*F,k),h+=C*E,w*=mat2(1.6,1.2,-1.2,1.6),F*=1.9,E*=.22,k=mix(k,1.,.4);"
|
||||
"}"
|
||||
"d=max(-x(v,2.,min(2.-(y-23.)*3.,2.3)),x(v,.025,1.6)-C*.15);"
|
||||
"d=max(d,x(v,.3,1.7));"
|
||||
"z=min(z,d);"
|
||||
"if(z==d)"
|
||||
"l=max(-x(v,2.,min(2.-(y-23.)*3.,2.3)),x(v,.025,1.6)-h*.15);"
|
||||
"l=max(l,x(v,.3,1.7));"
|
||||
"d=min(d,l);"
|
||||
"if(d==l)"
|
||||
"c=1.;"
|
||||
"return vec2(z,c);"
|
||||
"return vec2(d,c);"
|
||||
"}"
|
||||
"float h(vec3 v,vec3 y)"
|
||||
"{"
|
||||
"float m,i=0.;"
|
||||
"for(int z=0;z<90;z++)"
|
||||
"for(int l=0;l<90;l++)"
|
||||
"{"
|
||||
"m=e(v+y*i,0).x;"
|
||||
"i+=m;"
|
||||
@ -178,17 +175,17 @@ const char *__temp_cleaned_shader_glsl =
|
||||
"vec3 m=e(v,1).x-vec3(e(v-y.xyy,1).x,e(v-y.yxy,1).x,e(v-y.yyx,1));"
|
||||
"return normalize(m);"
|
||||
"}"
|
||||
"float e(vec3 v,vec3 y,float m,vec3 z)"
|
||||
"float e(vec3 v,vec3 y,float m,vec3 d)"
|
||||
"{"
|
||||
"vec3 c=normalize(y-v);"
|
||||
"float x=clamp(dot(z,c),0.,1.),d=h(v+z*.0025,c);"
|
||||
"if(abs(d)<length(y-v))"
|
||||
"x*=m;"
|
||||
"return x;"
|
||||
"vec3 l=normalize(y-v);"
|
||||
"float c=clamp(dot(d,l),0.,1.),s=h(v+d*.0025,l);"
|
||||
"if(abs(s)<length(y-v))"
|
||||
"c*=m;"
|
||||
"return c;"
|
||||
"}"
|
||||
"float f(vec3 v,vec3 y,vec3 z,float c)"
|
||||
"float f(vec3 v,vec3 y,vec3 d,float l)"
|
||||
"{"
|
||||
"return pow(max(dot(reflect(z,v),y),0.),c)*((c+8.)/(m*8.));"
|
||||
"return pow(max(dot(reflect(d,v),y),0.),l)*((l+8.)/(m*8.));"
|
||||
"}"
|
||||
"vec3 e(vec3 v,vec3 y,vec3 m)"
|
||||
"{"
|
||||
@ -196,10 +193,10 @@ const char *__temp_cleaned_shader_glsl =
|
||||
"i+=vec3(f(y,c,m,60.))*.2;"
|
||||
"return i;"
|
||||
"}"
|
||||
"vec3 h(vec2 v,vec3 y,vec3 m,float c)"
|
||||
"vec3 h(vec2 v,vec3 y,vec3 m,float l)"
|
||||
"{"
|
||||
"vec3 z=normalize(m-y),d=normalize(cross(vec3(0,1,0),z));"
|
||||
"return normalize(z*c+v.x*d+v.y*cross(z,d));"
|
||||
"vec3 d=normalize(m-y),c=normalize(cross(vec3(0,1,0),d));"
|
||||
"return normalize(d*l+v.x*c+v.y*cross(d,c));"
|
||||
"}"
|
||||
"vec3 h(vec3 v)"
|
||||
"{"
|
||||
@ -250,40 +247,40 @@ const char *__temp_cleaned_shader_glsl =
|
||||
"}"
|
||||
"return v;"
|
||||
"}"
|
||||
"vec3 n(vec3 v,vec3 y,float m,float c)"
|
||||
"vec3 n(vec3 v,vec3 y,float m,float l)"
|
||||
"{"
|
||||
"return vec3(f(v,normalize(vec3(0,.3,.8)),normalize(y),pow(10.,c)))*m;"
|
||||
"return vec3(f(v,normalize(vec3(0,.3,.8)),normalize(y),pow(10.,l)))*m;"
|
||||
"}"
|
||||
"vec3 g(vec2 v)"
|
||||
"{"
|
||||
"vec3 m=e(),c=h(v,m,f(),clamp((25.-y)*-1.,2.,25.)),i=vec3(0);"
|
||||
"float x=h(m,c);"
|
||||
"vec3 m=e(),l=h(v,m,f(),clamp((25.-y)*-1.,2.,25.)),c=vec3(0);"
|
||||
"float x=h(m,l);"
|
||||
"if(x<150.)"
|
||||
"{"
|
||||
"vec3 s=m+c*x,l=e(s);"
|
||||
"float g=e(s,0).y,C=e(s,vec3(10,15,25),.2,l);"
|
||||
"i+=C*k;"
|
||||
"C=e(s,vec3(4,2,-15),1.,l);"
|
||||
"i+=C*r;"
|
||||
"i+=z*clamp(dot(l,normalize(vec3(0,1,10))),0.,1.);"
|
||||
"vec3 s=m+l*x,i=e(s);"
|
||||
"float g=e(s,0).y,C=e(s,vec3(10,15,25),.2,i);"
|
||||
"c+=C*k;"
|
||||
"C=e(s,vec3(4,2,-15),1.,i);"
|
||||
"c+=C*r;"
|
||||
"c+=z*clamp(dot(i,normalize(vec3(0,1,10))),0.,1.);"
|
||||
"if(g==0.)"
|
||||
"i*=vec3(.21,.35,.33)+n(l,c,.5,2.);"
|
||||
"c*=vec3(.21,.35,.33)+n(i,l,.5,2.);"
|
||||
"if(g==1.)"
|
||||
"i=e(s,l,normalize(c));"
|
||||
"c=e(s,i,normalize(l));"
|
||||
"if(g==2.)"
|
||||
"i*=vec3(.8,.8,.5)+n(l,c,.1,1.);"
|
||||
"c*=vec3(.8,.8,.5);"
|
||||
"if(g==3.)"
|
||||
"i*=vec3(.8,.8,.5)+n(s.xz*5e2+1e5,.3,0);"
|
||||
"c*=vec3(.8,.8,.5)+n(s.xz*5e2+1e5,.3,0);"
|
||||
"if(g==4.)"
|
||||
"i*=vec3(0,.08,.11)+n(l,c,.3,.7);"
|
||||
"c*=vec3(0,.08,.11)+n(i,l,.3,.7);"
|
||||
"if(g==5.)"
|
||||
"i*=d;"
|
||||
"c*=d;"
|
||||
"if(g==6.)"
|
||||
"i*=vec3(.01,.04,.06)+n(l,c,.1,2.5);"
|
||||
"c*=vec3(.01,.04,.06)+n(i,l,.1,2.5);"
|
||||
"}"
|
||||
"i=mix(i,mix(a,p,pow(max(dot(c,vec3(0,-.1,-1)),0.),8.)),1.-exp(-x*.01));"
|
||||
"i=w(i);"
|
||||
"return h(i);"
|
||||
"c=mix(c,mix(a,p,pow(max(dot(l,vec3(0,-.1,-1)),0.),8.)),1.-exp(-x*.01));"
|
||||
"c=w(c);"
|
||||
"return h(c);"
|
||||
"}"
|
||||
"void main()"
|
||||
"{"
|
||||
|
||||
Reference in New Issue
Block a user