tunneli vege, vettä tilalle
This commit is contained in:
192
sea.glsl
Normal file
192
sea.glsl
Normal file
@ -0,0 +1,192 @@
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/*
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* "Seascape" by Alexander Alekseev aka TDM - 2014
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* License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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* Contact: tdmaav@gmail.com
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*/
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precision mediump float;
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const int NUM_STEPS = 8;
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const float PI = 3.141592;
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const float EPSILON = 1e-3;
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uniform float u_time;
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uniform vec2 u_resolution;
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#define EPSILON_NRM (0.1 / u_resolution.x)
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//#define AA
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// sea
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const int ITER_GEOMETRY = 3;
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const int ITER_FRAGMENT = 5;
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const float SEA_HEIGHT = 0.6;
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const float SEA_CHOPPY = 4.0;
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const float SEA_SPEED = 0.8;
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const float SEA_FREQ = 0.16;
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const vec3 SEA_BASE = vec3(0.0,0.09,0.18);
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const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6)*0.6;
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#define SEA_TIME (1.0 + u_time * SEA_SPEED)
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const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
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// math
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mat3 fromEuler(vec3 ang) {
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vec2 a1 = vec2(sin(ang.x),cos(ang.x));
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vec2 a2 = vec2(sin(ang.y),cos(ang.y));
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vec2 a3 = vec2(sin(ang.z),cos(ang.z));
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mat3 m;
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m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
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m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
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m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
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return m;
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}
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float hash( vec2 p ) {
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float h = dot(p,vec2(127.1,311.7));
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return fract(sin(h)*43758.5453123);
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}
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float noise( in vec2 p ) {
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vec2 i = floor( p );
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vec2 f = fract( p );
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vec2 u = f*f*(3.0-2.0*f);
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return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
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hash( i + vec2(1.0,0.0) ), u.x),
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mix( hash( i + vec2(0.0,1.0) ),
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hash( i + vec2(1.0,1.0) ), u.x), u.y);
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}
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float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
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float nrm = (specular + 8.0) / (PI * 8.0);
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return pow(max(dot(reflect(rayOrigin,normal),lightPos),0.0),specular) * nrm;
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}
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// sky
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vec3 getSkyColor(vec3 e) {
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e.y = (max(e.y,0.0)*0.8+0.2)*0.8;
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return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4) * 1.1;
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}
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// sea
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float sea_octave(vec2 uv, float choppy) {
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uv += noise(uv);
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vec2 wv = 1.0-abs(sin(uv));
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vec2 swv = abs(cos(uv));
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wv = mix(wv,swv,wv);
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return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
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}
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float map(vec3 p) {
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float freq = SEA_FREQ;
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float amp = SEA_HEIGHT;
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float choppy = SEA_CHOPPY;
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vec2 uv = p.xz; uv.x *= 0.75;
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float d, h = 0.0;
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for(int i = 0; i < ITER_GEOMETRY; i++) {
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d = sea_octave((uv+SEA_TIME)*freq,choppy);
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d += sea_octave((uv-SEA_TIME)*freq,choppy);
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h += d * amp;
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uv *= octave_m; freq *= 1.9; amp *= 0.22;
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choppy = mix(choppy,1.0,0.2);
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}
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return p.y - h;
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}
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float map_detailed(vec3 p) {
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float freq = SEA_FREQ;
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float amp = SEA_HEIGHT;
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float choppy = SEA_CHOPPY;
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vec2 uv = p.xz; uv.x *= 0.75;
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float d, h = 0.0;
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for(int i = 0; i < ITER_FRAGMENT; i++) {
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d = sea_octave((uv+SEA_TIME)*freq,choppy);
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d += sea_octave((uv-SEA_TIME)*freq,choppy);
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h += d * amp;
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uv *= octave_m; freq *= 1.9; amp *= 0.22;
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choppy = mix(choppy,1.0,0.2);
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}
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return p.y - h;
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}
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// lighting
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float diffuse(vec3 n,vec3 l,float p) {
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return pow(dot(n,l) * 0.4 + 0.6,p);
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}
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vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
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float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
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fresnel = min(pow(fresnel,5.0), 0.5);
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vec3 reflected = vec3(0., 0.5,0.9); //getSkyColor(reflect(eye,n));
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vec3 refracted = SEA_BASE + diffuse(n,l,60.0) * SEA_WATER_COLOR * 0.2;
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vec3 color = mix(refracted,reflected,fresnel);
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color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 ;// * atten;
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//color += vec3(specular(n,l,eye,80.0));
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return color;
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}
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// tracing
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vec3 getNormal(vec3 p, float eps) {
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vec3 n;
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n.y = map_detailed(p);
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n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
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n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
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n.y = eps;
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return normalize(n);
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}
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float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
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float tm = 0.0;
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float tx = 1000.0;
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float hx = map(ori + dir * tx);
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if(hx > 0.0) {
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p = ori + dir * tx;
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return tx;
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}
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float hm = map(ori + dir * tm);
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float tmid = 0.0;
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for(int i = 0; i < NUM_STEPS; i++) {
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tmid = mix(tm,tx, hm/(hm-hx));
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p = ori + dir * tmid;
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float hmid = map(p);
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if(hmid < 0.0) {
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tx = tmid;
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hx = hmid;
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} else {
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tm = tmid;
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hm = hmid;
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}
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}
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return tmid;
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}
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vec3 getPixel(in vec2 coord, float time) {
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vec2 uv = coord / u_resolution.xy;
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uv = uv * 2.0 - 1.0;
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uv.x *= u_resolution.x / u_resolution.y;
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// ray
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vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);
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vec3 ori = vec3(0.0,3.5,time*5.0);
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vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.14;
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dir = normalize(dir) * fromEuler(ang);
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// tracing
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vec3 p;
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heightMapTracing(ori,dir,p);
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vec3 dist = p - ori;
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vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
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vec3 light = normalize(vec3(0.0,1.0,0.8));
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// color
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return mix(
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getSkyColor(dir),
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getSeaColor(p,n,light,dir,dist),
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pow(smoothstep(0.0,-0.02,dir.y),0.2));
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}
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// main
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void main() {
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vec3 color = getPixel(gl_FragCoord.xy, u_time);
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// post
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gl_FragColor = vec4(pow(color,vec3(0.65)), 1.0);
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}
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144
shader.glsl
144
shader.glsl
@ -32,6 +32,14 @@ float noise(vec2 p, float scale )
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hash( i + vec2(1.0,1.0) ), u.x), u.y);
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}
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float noise2( in vec2 p ) {
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vec2 i = floor( p ), f = fract( p ), u = f*f*(3.0-2.0*f);
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return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
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hash( i + vec2(1.0,0.0) ), u.x),
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mix( hash( i + vec2(0.0,1.0) ),
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hash( i + vec2(1.0,1.0) ), u.x), u.y);
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}
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float displacement( vec3 p )
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{
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return noise(10.*p.xy+u_time+1e3, 0.2) + 0.5*noise(10.*(p.xy+2.0)-u_time+1e3, .2);
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@ -93,7 +101,10 @@ fogColor2 = vec3(.7, .4, .2), // fog color2
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indirColor = vec3(.2, .1, .3), // indirect light color
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light1Color = vec3(.9, .5, .7),
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light2Color = vec3(.8, .7, .5),
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chevronColor = vec3(.9, .3, 0.);
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chevronColor = vec3(.9, .3, 0.),
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SEA_BASE = vec3(0.0, 0.1, 0.2),
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SEA_WATER_COLOR =vec3(0.8,0.9,0.6)*0.6;
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// with duration d, startTime s and speed up with timeFact
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float timedSine(vec3 i) {
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@ -129,6 +140,13 @@ float prismAnim(vec2 i) {
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//////////////
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// SCENE //
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//////////////
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float sea_octave(vec2 uv, float choppy) {
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uv += noise2(uv);
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vec2 wv = 1.0-abs(sin(uv));
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vec2 swv = abs(cos(uv));
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wv = mix(wv,swv,wv);
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return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
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}
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vec2 map(vec3 p)
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{
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@ -206,8 +224,18 @@ vec2 map(vec3 p)
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d = min(d,d2);
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if (d==d2) mat = 3.0;
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d2 = 1e3;
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d2 = max(-sdCappedCylinder(p, 2.0, clamp((2.0 - (u_time*2.0 - 2.0*23.0)),0.,2.0)), sdCappedCylinder(p, .025, 1.6)+ displacement(p)*clamp(((u_time-24.0)*0.5), 0., 0.25));
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d2 = 1e3;
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float h = 0.0, d3, choppy=4., freq=0.6, amp=.2;
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vec2 uv = p.xy;
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for(int i = 0; i < 5; i++) {
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d3 = sea_octave((uv+u_time)*freq,choppy);
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d3 += sea_octave((uv-u_time)*freq,choppy);
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h += d3 * amp;
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uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22;
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choppy = mix(choppy,1.0,0.4);
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}
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d2 = max(-sdCappedCylinder(p, 2.0, clamp((2.0 - (u_time*2.0 - 2.0*23.0)),0.,2.0)), sdCappedCylinder(p, .025, 1.6) - h*0.15);
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d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.6));
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d = min(d, d2);
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if (d==d2) mat = 1.0;
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@ -237,14 +265,35 @@ vec3 getNormal(vec3 p) {
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return normalize(n);
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}
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float getLight(vec3 p, vec3 lightPos, float intensity, float shadow) {
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vec3 l = normalize(lightPos - p), n = getNormal(p);
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float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n) {
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vec3 l = normalize(lightPos - p);
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float dif = clamp(dot(n, l), 0., intensity),
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d = rayMarch(p+n*.0025, l);
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if(abs(d)<length(lightPos-p)) dif *= shadow;
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return dif;
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}
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// lighting
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float diffuse(vec3 n,vec3 l,float p) {
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return pow(dot(n,l) * 0.4 + 0.6,p);
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}
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float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
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float nrm = (specular + 8.0) / (PI * 8.0);
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return pow(max(dot(reflect(rayOrigin,normal),lightPos),0.0),specular) * nrm;
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}
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vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) {
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float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
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fresnel = min(pow(fresnel,5.0), 0.5);
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vec3 reflected = vec3(0.0, 0.5, 1.),
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refracted = SEA_BASE + diffuse(n,l,60.0) * SEA_WATER_COLOR * 0.3,
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color = mix(refracted,reflected,fresnel);
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color += vec3(specular(n,l,eye,60.0))*0.3;
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return color;
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}
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vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
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vec3 fogColor = mix( fogColor1, // blue
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fogColor2, // yellow
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@ -323,9 +372,10 @@ vec3 sceneGate(vec2 uv)
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if (d < 150.) {
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// Lighting
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vec3 p = ro + rd * d;
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vec3 p = ro + rd * d,
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n = getNormal(p);
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float mat = map(p).y,
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// Light 1 Arguments
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// 1: Ray starting point
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// 2: Light position
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@ -333,10 +383,10 @@ vec3 sceneGate(vec2 uv)
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// 4: Shadow intensity
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// Light 2
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dif = getLight(p, vec3( 10., 15., 25.), 1., .2);
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dif = getLight(p, vec3( 10., 15., 25.), 1., .2,n);
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col += dif * light1Color;
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dif = getLight(p, vec3( 4., 2., -15.), 1., 1.);
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dif = getLight(p, vec3( 4., 2., -15.), 1., 1.,n);
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col += dif * light2Color;
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// indirect lightning -> vec3 in normalize is light direction
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@ -344,8 +394,9 @@ vec3 sceneGate(vec2 uv)
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if(mat==0.)
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col *= vec3(.3);
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else if(mat==1.)
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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));
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else if(mat==1.){
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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));
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}
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else if(mat==2.)
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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);
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else if(mat==3.)
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@ -361,72 +412,7 @@ vec3 sceneGate(vec2 uv)
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return postProcess(col);
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}
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void pMod1(inout float p, float size) {
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p = mod(p + size*0.5, size) - size*0.5;
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}
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void getQ(inout vec3 q, float i, float speed, float radius) {
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q.z -= .5;
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q.xy *= rot2D(sin(speed*u_time*.25)*PI);
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q.x -= radius * sin(i / PI);
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q.y -= radius * cos(i / PI);
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q.z += i * .01;
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}
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vec2 map2(vec3 pos) {
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float d = 1e3, mat;
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pMod1(pos.z, 1.);
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for (float i = 0.; i < 90.; i++) {
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vec3 q = pos;
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getQ(q, i, -1., 3.);
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float b = sdSphere(q, 0.05);
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d = min(d, b);
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if (d == b) mat = 0.;
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q = pos;
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getQ(q, i, 1., .3);
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b = sdSphere(q, 0.01);
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d = min(d, b);
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if (d == b) mat = 1.;
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}
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return vec2(d, mat);
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}
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vec3 palette(float t) {
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vec3 a = vec3(0.5, 0.5, 0.5),
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b = vec3(1.0, 1.0, 1.0),
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c = vec3(1.0, 1.0, 1.0),
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d = vec3(0.0, 0.66, 0.33);
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return a + b * cos(6.3 * (c*t+d));
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}
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float rayMarch2(vec3 ro, vec3 rd) {
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float t = 0.,d;
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for (int i = 0; i < 60; i++) {
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d = map2(ro + rd * t).x;
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t += d;
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if (d < .002 || t > 20.) break;
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}
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return t;
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}
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|
||||
vec3 sceneTunnel(vec2 uv) {
|
||||
vec3 ro = vec3(0.,0.,u_time*2. ),
|
||||
col = vec3(0., 0., .1),
|
||||
rd = normalize(vec3(uv, .7));
|
||||
float d = rayMarch2(ro, rd),
|
||||
mat = map2( ro + rd * d).y;
|
||||
if (d < 10.) {
|
||||
if (mat == 0.) col = vec3( 0., .3, .6);
|
||||
if (mat == 1.) col = palette(1. - .4*d);
|
||||
}
|
||||
return col;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y;
|
||||
if (u_time < 29.) {
|
||||
gl_FragColor = vec4(sceneGate(uv), 1.);
|
||||
} else {
|
||||
gl_FragColor = vec4(sceneTunnel(uv), 1.);
|
||||
}
|
||||
void main() {
|
||||
vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y;
|
||||
gl_FragColor = vec4(sceneGate(uv), 1.);
|
||||
}
|
||||
Reference in New Issue
Block a user