From 3760f1faac799750e140959d4b6c58a7c8be0858 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Petri=20J=C3=A4rvisalo?= Date: Thu, 1 Aug 2024 21:12:04 +0300 Subject: [PATCH] pyramidi --- shader.glsl | 47 +++++++------- shader_minified.h | 157 ++++++++++++++++++++++++---------------------- 2 files changed, 107 insertions(+), 97 deletions(-) diff --git a/shader.glsl b/shader.glsl index 913526c..dc34cfc 100644 --- a/shader.glsl +++ b/shader.glsl @@ -72,6 +72,11 @@ float sdTriPrism( vec3 p, vec2 h, float rot ) return max(q.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5); } +float sdPyramid( vec3 p, float s) +{ + p = abs(p); + return (p.x+p.y+p.z-s)*0.577;// 35027; +} ////////////////// // ANIMATION // @@ -88,20 +93,12 @@ float sdTriPrism( vec3 p, vec2 h, float rot ) // DELAYS float STARTDELAY = 9., glow = 0.; -// COLORS -vec3 -glyph3Pos = vec3(1.5,1.4,0.0), -glyph5Pos = vec3(-1.5,1.4,0.0), -fogColor1 = vec3(0.49, 0.18, 0.49), // fog color1 -fogColor2 = vec3(0.93, 0.37, 0.16), // fog color2 -indirColor = vec3(0.29, 0.28, 0.33), // indirect light color -light1Color = vec3(0.82, 0.5, 0.9), -light2Color = vec3(0.79, 0.66, 0.43), -chevronColor = vec3(0.46, 0.0, 0.9), -SEA_BASE = vec3(0.0, 0.1, 0.3), -SEA_WATER_COLOR =vec3(0.11, 0.16, 0.18); +// POSITIONS +// COLORS +vec3 chevronColor = vec3(0.36, 0.9, 0.0); + // with duration d, startTime s and speed up with timeFact float timedSine(vec3 i) { return min((u_time - i.y)*i.z, i.x*PI); @@ -182,7 +179,7 @@ vec3 map(vec3 p, int displace) d2 = min(d2, step); stepDist += .2; } - d2 += noise(p.xz * 50.+200., .01, 0) - noise (p.yz*2.+1.5, 0.15,0); + d2 += noise(p.xz * 50.+200., .007, 0); d = min(d, d2); if (d==d2) mat = 2.0; @@ -208,6 +205,10 @@ vec3 map(vec3 p, int displace) d = min(d,d2); if (d==d2) mat = 3.0; + // pyradmid + d2 = sdPyramid(p+vec3(-75., 0., 100.), 60.); + d = min(d, d2); + if (d==d2) mat=3.; // Prisms for(float i = 0.; i < 8.; i++ ) { an = 24.67 / (PI * 2.); // sector size @@ -254,7 +255,7 @@ float rayMarch(vec3 ro, vec3 rd, int a) { d = map(ro + rd * t, 0); // Get distance to objects if (a==0&&d.z<0.3) glow += 0.05/(1.0 + 10.*pow(d.z, .5)); t += d.x; // "march" the ray - if (d.x < 1e-3 || t > 400.) break; + if (d.x < 1e-3 || t > 500.) break; } return t; } @@ -288,7 +289,7 @@ float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) { vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) { - vec3 color = SEA_BASE + diffuse(n,l,60.0) * SEA_WATER_COLOR * 0.3; + vec3 color = vec3(0.0, 0.1, 0.3) + diffuse(n,l,60.0) * vec3(0.11, 0.16, 0.18) * 0.3; color -= vec3(0.73, 0.15, 0.66) * pow(cl(1.-dot(n, -eye), 0., 1.), .7); color += vec3(specular(n,l,eye,60.0))*0.2; return color; @@ -296,8 +297,8 @@ vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) { vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) { - vec3 fogColor = mix( fogColor1, // blue - fogColor2, // yellow + vec3 fogColor = mix( vec3(0.34, 0.11, 0.34), // blue + vec3(0.93, 0.37, 0.16), // yellow pow(max( dot(rd, lightDir), 0.) ,8.)); return mix( col, fogColor, 1.0 - exp(-t*b) ); } @@ -360,7 +361,7 @@ vec3 cameraPointAt() { if (u_time > 10.5) p = vec3(1.7,-1.1,0.); // look gate at distance if(u_time > 12.) p = vec3(0.); - if(u_time > 13.5) p = mix(glyph3Pos,glyph5Pos, (u_time-13.5)*0.13); + if(u_time > 13.5) p = mix(vec3(1.5,1.4,0.0),vec3(-1.5,1.4,0.0), (u_time-13.5)*0.13); if(u_time > 19.5) p = vec3(0.); return p; } @@ -387,7 +388,7 @@ vec3 sceneGate(vec2 uv) col = vec3(0.); float d = rayMarch(ro, rd,0), mat = 0.; - if (d < 200.) { + if (d < 500.) { // Lighting vec3 p = ro + rd * d, n = getNormal(p); @@ -399,17 +400,17 @@ vec3 sceneGate(vec2 uv) // 4: Shadow intensity // Lights - col += light1Color * getLight(p, vec3( 10., 15., 25.), 1., .2,n); - col += light2Color * getLight(p, vec3( 4., 2., -15.), 1., 1.,n); + col += vec3(0.82, 0.5, 0.9) * getLight(p, vec3( 10., 15., 25.), 1., .2,n); + col += vec3(0.79, 0.66, 0.43) * getLight(p, vec3( 4., 2., -15.), 1., 1.,n); // indirect lightning -> vec3 in normalize is light direction - col += indirColor * cl( dot( n, no(vec3(0. , 1., 10.))), 0., 1.); + col += vec3(0.29, 0.28, 0.33) * cl( dot( n, no(vec3(0. , 1., 10.))), 0., 1.); if(mat==0.) col *= vec3(0.2, 0.3, 0.3) + addSpecular(n,rd,.5, 2.); if(mat==1.) col = getSeaColor(p, n, no(vec3(0.0,0.3,0.8)),no(rd)); if(mat==2.) - col *= vec3(.8, .8, .5); + col *= vec3(0.7, 0.7, 0.4) + noise (p.xz*3.+1.5, 0.1,0); if(mat==3.) col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0); if(mat==4.) diff --git a/shader_minified.h b/shader_minified.h index 1bf760d..dddc894 100644 --- a/shader_minified.h +++ b/shader_minified.h @@ -8,9 +8,9 @@ const char *__temp_cleaned_shader_glsl = "uniform vec2 v;" "uniform float y;" "const float m=22./7.;" - "vec3 f(vec3 y)" + "vec3 f(vec3 v)" "{" - "return normalize(y);" + "return normalize(v);" "}" "float f(float v,float f,float y)" "{" @@ -24,8 +24,8 @@ const char *__temp_cleaned_shader_glsl = "}" "float n(float v,float y,float m)" "{" - "float z=max(m-abs(v-y),0.);" - "return max(v,y)+z*z*.25/m;" + "float x=max(m-abs(v-y),0.);" + "return max(v,y)+x*x*.25/m;" "}" "float f(vec2 v,int y)" "{" @@ -39,13 +39,13 @@ const char *__temp_cleaned_shader_glsl = "}" "float x(vec2 v,float y,int m)" "{" - "vec2 d=floor(v);" + "vec2 s=floor(v);" "v=fract(v);" "v=v*v*(3.-2.*v);" - "float z=y;" + "float x=y;" "if(m==1)" - "z=2.;" - "return-y+z*mix(mix(f(d+vec2(0),m),f(d+vec2(1,0),m),v.x),mix(f(d+vec2(0,1),m),f(d+vec2(1),m),v.x),v.y);" + "x=2.;" + "return-y+x*mix(mix(f(s+vec2(0),m),f(s+vec2(1,0),m),v.x),mix(f(s+vec2(0,1),m),f(s+vec2(1),m),v.x),v.y);" "}" "float s(vec3 v,float y,float m)" "{" @@ -63,13 +63,18 @@ const char *__temp_cleaned_shader_glsl = "vec3 m=abs(v);" "return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);" "}" - "float z=0.;" - "vec3 d=vec3(1.5,1.4,0),i=vec3(-1.5,1.4,0),a=vec3(.49,.18,.49),p=vec3(.93,.37,.16),c=vec3(.29,.28,.33),l=vec3(.82,.5,.9),r=vec3(.79,.66,.43),C=vec3(.46,0,.9),F=vec3(0,.1,.3),K=vec3(.11,.16,.18);" "float s(vec3 v)" + "{" + "v=abs(v);" + "return(v.x+v.y+v.z-60.)*.577;" + "}" + "float z=0.;" + "vec3 a=vec3(.36,.9,0);" + "float x(vec3 v)" "{" "return min((y-v.y)*v.z,v.x*m);" "}" - "vec3 x(vec3 v)" + "vec3 t(vec3 v)" "{" "for(float i=0.;i<7.;i++)" "{" @@ -78,15 +83,15 @@ const char *__temp_cleaned_shader_glsl = "{" "if(mod(i,2.)>=1.)" "z=-1.;" - "v.xy*=n((9.+9.*f(sin(s(vec3(1.5,m,4))*.06),-.9,.9))*z);" + "v.xy*=n((9.+9.*f(sin(x(vec3(1.5,m,4))*.06),-.9,.9))*z);" "}" "}" "return v;" "}" - "float t(vec2 v)" + "float w(vec2 v)" "{" "if(y>=v.y)" - "v.x+=.045*f(sin(s(vec3(3,v.y,40))*.4),-.8,.8);" + "v.x+=.045*f(sin(x(vec3(3,v.y,40))*.4),-.8,.8);" "return v.x;" "}" "float t(vec2 v,float y)" @@ -97,27 +102,27 @@ const char *__temp_cleaned_shader_glsl = "f=mix(f,v,f);" "return pow(1.-pow(f.x*f.y,.65),y);" "}" - "vec3 x(vec3 v,int f)" + "vec3 w(vec3 v,int f)" "{" - "float z=0.,i=1e3,r=m/12.,p,d=floor(atan(v.y,v.x)/r+.5)*r;" - "vec3 a=v;" - "a.xy=n(d)*a.xy;" - "float c=length(max(abs(a.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,l=abs(length(v.xy)-1.8)-.2;" + "float z=0.,i=1e3,r=m/12.,a,d=floor(atan(v.y,v.x)/r+.5)*r;" + "vec3 p=v;" + "p.xy=n(d)*p.xy;" + "float c=length(max(abs(p.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,l=abs(length(v.xy)-1.8)-.2;" "c=min(c,l);" "l=n(abs(length(v.xy)-1.75)-.08,abs(v.z-.1)-.04,.005);" "c=n(max(-l,c),abs(v.z)-.1,.02);" - "vec3 C=x(v),K=C;" + "vec3 h=t(v),g=h;" "r=m/16.;" - "K.xy=n(floor(atan(C.y,C.x)/r+.5)*r)*K.xy;" - "l=n(K.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02+x(v.xy*1e2,.001,0);" + "g.xy=n(floor(atan(h.y,h.x)/r+.5)*r)*g.xy;" + "l=n(g.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02+x(v.xy*1e2,.001,0);" "c=min(c,l);" "if(c==l)" "z=6.;" "l=1e3;" - "float F=1.5,e=0.,b,g=4.,E=.6,D=.2;" + "float C=1.5,e=0.,b,E=4.,D=.6,B=.2;" "for(int i=0;i<4;i++)" - "p=n(vec3(v.x,v.y+F+.05,v.z),vec3(2,.2,F))-.05,l=min(l,p),F+=.2;" - "l+=x(v.xz*50.+2e2,.01,0)-x(v.yz*2.+1.5,.15,0);" + "a=n(vec3(v.x,v.y+C+.05,v.z),vec3(2,.2,C))-.05,l=min(l,a),C+=.2;" + "l+=x(v.xz*50.+2e2,.007,0);" "c=min(c,l);" "if(c==l)" "z=2.;" @@ -125,7 +130,7 @@ const char *__temp_cleaned_shader_glsl = "{" "vec2 f=v.xy;" "for(int i=0;i<4;i++)" - "b=t((f+y)*E,g)+t((f-y)*E,g),e+=b*D,f*=mat2(1.6,1.2,-1.2,1.6),E*=1.9,D*=.22,g=mix(g,1.,.4);" + "b=t((f+y)*D,E)+t((f-y)*D,E),e+=b*B,f*=mat2(1.6,1.2,-1.2,1.6),D*=1.9,B*=.22,E=mix(E,1.,.4);" "}" "l=max(max(-s(v,2.,min(2.-(y-23.)*3.,2.3)),s(v,.025,1.6)-e*.15),s(v,.3,1.7));" "c=min(c,l);" @@ -133,32 +138,36 @@ const char *__temp_cleaned_shader_glsl = "z=1.;" "l=v.y+3.7+x(vec2(v.x,v.z*.44-40.)*.04+1e2,20.,0)+.25*sin(v.z*.5+y);" "c=min(c,l);" + "if(c==l)" + "z=3.;" + "l=s(v+vec3(-75,0,100));" + "c=min(c,l);" "if(c==l)" "z=3.;" "for(float f=0.;f<8.;f++)" "{" "r=24.67/(m*2.);" - "a=v;" + "p=v;" "d=r+(f+1.)*m/4.;" "if(f==1.)" "d+=.2;" "if(f==7.)" "d-=.2;" - "a.xy=n(d)*a.xy;" - "float p=9.+(f-1.)*2.+1.5;" + "p.xy=n(d)*p.xy;" + "float x=9.+(f-1.)*2.+1.5;" "if(f>0.)" "{" - "a.x-=1.95;" - "vec3 v=a;" - "if(y>p)" - "v.x=t(vec2(v.x,p));" - "float f=s(vec3(a.x-.06,a.yz),vec2(.1,.15))-.01;" + "p.x-=1.95;" + "vec3 v=p;" + "if(y>x)" + "v.x=w(vec2(v.x,x));" + "float f=s(vec3(p.x-.06,p.yz),vec2(.1,.15))-.01;" "l=min(max(-s(vec3(v.x-.14,v.yz),vec2(.22))-.01,s(vec3(v),vec2(.2,.12))-.02),f);" "c=min(c,l);" "if(c==l)" "z=4.;" "if(c==f)" - "if(y>p+.2)" + "if(y>x+.2)" "z=5.,i=min(l,f);" "}" "}" @@ -170,26 +179,26 @@ const char *__temp_cleaned_shader_glsl = "float i=0.;" "for(int c=0;c<100;c++)" "{" - "m=x(v+y*i,0);" + "m=w(v+y*i,0);" "if(f==0&&m.z<.3)" "z+=.05/(1.+10.*pow(m.z,.5));" "i+=m.x;" - "if(m.x<.001||i>4e2)" + "if(m.x<.001||i>5e2)" "break;" "}" "return i;" "}" - "vec3 w(vec3 v)" + "vec3 r(vec3 v)" "{" "vec2 y=vec2(.01,0);" - "return f(x(v,1).x-vec3(x(v-y.xyy,1).x,x(v-y.yxy,1).x,x(v-y.yyx,1)));" + "return f(w(v,1).x-vec3(w(v-y.xyy,1).x,w(v-y.yxy,1).x,w(v-y.yyx,1)));" "}" - "float f(vec3 v,vec3 y,float m,vec3 z)" + "float f(vec3 v,vec3 y,float m,vec3 x)" "{" "float i=1.;" "vec3 l=f(y-v);" - "i=f(dot(z,l),0.,i);" - "float c=t(v+z*.0025,l,1);" + "i=f(dot(x,l),0.,i);" + "float c=t(v+x*.0025,l,1);" "if(c13.5)" - "v=mix(d,i,(y-13.5)*.13);" + "v=mix(vec3(1.5,1.4,0),vec3(-1.5,1.4,0),(y-13.5)*.13);" "if(y>19.5)" "v=vec3(0);" "return v;" @@ -242,8 +251,8 @@ const char *__temp_cleaned_shader_glsl = "{" "if(y>10.75)" "{" - "float f=smoothstep(-1.,.8,sin(s(vec3(.8,10.75,8))*2.));" - "v=mix(v,f*1.4*C,f*.76);" + "float f=smoothstep(-1.,.8,sin(x(vec3(.8,10.75,8))*2.));" + "v=mix(v,f*1.4*a,f*.76);" "}" "return v;" "}" @@ -251,38 +260,38 @@ const char *__temp_cleaned_shader_glsl = "{" "return vec3(n(v,f(vec3(0,.3,.8)),f(y),pow(10.,l)))*m;" "}" - "vec3 e(vec2 v)" + "vec3 d(vec2 v)" "{" - "vec3 m=f(),i=t(v,m,n(),f((28.-y)*-2.,2.,25.)),d=vec3(0);" - "float K=t(m,i,0),g=0.;" - "if(K<2e2)" + "vec3 m=f(),l=s(v,m,n(),f((28.-y)*-2.,2.,25.)),i=vec3(0);" + "float c=t(m,l,0),d=0.;" + "if(c<5e2)" "{" - "vec3 v=m+i*K,y=w(v);" - "g=x(v,0).y;" - "d+=l*f(v,vec3(10,15,25),.2,y);" - "d+=r*f(v,vec3(4,2,-15),1.,y);" - "d+=c*f(dot(y,f(vec3(0,1,10))),0.,1.);" - "if(g==0.)" - "d*=vec3(.2,.3,.3)+h(y,i,.5,2.);" - "if(g==1.)" - "d=s(v,y,f(vec3(0,.3,.8)),f(i));" - "if(g==2.)" - "d*=vec3(.8,.8,.5);" - "if(g==3.)" - "d*=vec3(.8,.8,.5)+x(v.xz*5e2+1e5,.3,0);" - "if(g==4.)" - "d*=vec3(0,.08,.11)+h(y,i,.3,.7);" - "if(g==5.)" - "d=C*.4;" - "if(g==6.)" - "d*=vec3(.01,.04,.06)+h(y,i,.1,2.5);" + "vec3 v=m+l*c,y=r(v);" + "d=w(v,0).y;" + "i+=vec3(.82,.5,.9)*f(v,vec3(10,15,25),.2,y);" + "i+=vec3(.79,.66,.43)*f(v,vec3(4,2,-15),1.,y);" + "i+=vec3(.29,.28,.33)*f(dot(y,f(vec3(0,1,10))),0.,1.);" + "if(d==0.)" + "i*=vec3(.2,.3,.3)+h(y,l,.5,2.);" + "if(d==1.)" + "i=r(v,y,f(vec3(0,.3,.8)),f(l));" + "if(d==2.)" + "i*=vec3(.7,.7,.4)+x(v.xz*3.+1.5,.1,0);" + "if(d==3.)" + "i*=vec3(.8,.8,.5)+x(v.xz*5e2+1e5,.3,0);" + "if(d==4.)" + "i*=vec3(0,.08,.11)+h(y,l,.3,.7);" + "if(d==5.)" + "i=a*.4;" + "if(d==6.)" + "i*=vec3(.01,.04,.06)+h(y,l,.1,2.5);" "}" - "d+=z*C*3.;" - "return smoothstep(0.,1.,pow(h(mix(d,mix(a,p,pow(max(dot(i,vec3(0,-.1,-1)),0.),8.)),1.-exp(-K*.01)))*vec3(.9,.8,.7),vec3(.45)))+1.-vec3(f((31.-y)*.5,0.,1.));" + "i+=z*a*3.;" + "return smoothstep(0.,1.,pow(h(mix(i,mix(vec3(.34,.11,.34),vec3(.93,.37,.16),pow(max(dot(l,vec3(0,-.1,-1)),0.),8.)),1.-exp(-c*.01)))*vec3(.9,.8,.7),vec3(.45)))+1.-vec3(f((31.-y)*.5,0.,1.));" "}" "void main()" "{" - "gl_FragColor=vec4(e((gl_FragCoord.xy*2.-v.xy)/v.y),1);" + "gl_FragColor=vec4(d((gl_FragCoord.xy*2.-v.xy)/v.y),1);" "}"; #endif // SHADER_MINIFIED_H_