Animaatiot toimii
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@ -6,7 +6,7 @@ PROJECT_INFO_FILE=prod.nfo
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PROJECT_SCREENSHOT=
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PROJECT_SCREENSHOT=
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# Currently active config file name
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# Currently active config file name
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ACTIVE_CONFIG=minified.config
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ACTIVE_CONFIG=base.config
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# ------- GUI options/preferences --------
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# ------- GUI options/preferences --------
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# Automatically rebuild DLLs when things have changed?
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# Automatically rebuild DLLs when things have changed?
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95
shader.glsl
95
shader.glsl
@ -81,10 +81,10 @@ const float STARTDELAY = 2.0;
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float factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 0.0, 1.0) * 0.05), -0.9, 0.9);
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float factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 0.0, 1.0) * 0.05), -0.9, 0.9);
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// delay start
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// delay start
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if( u_time >= STARTDELAY ) {
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if( u_time >= STARTDELAY ) {
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factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 0.0, 1.0) * 0.05), -0.9, 0.9);
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factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 0.0, 1.0) * 0.05), -0.9, 0.9);
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p.xy = rot2D(factor) * p.xy;
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p.xy = rot2D(factor) * p.xy;
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}
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}
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if(u_time >= 14.0) {
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if(u_time >= 14.0) {
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@ -275,42 +275,69 @@ void main( )
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vec3 rd = GetRayDir(uv, ro, vec3(0, 0., 0.), 1.); // ray direction
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vec3 rd = GetRayDir(uv, ro, vec3(0, 0., 0.), 1.); // ray direction
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vec3 col = vec3(0); // color
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vec3 col = vec3(0); // color
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float d = rayMarch(ro, rd);
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if(u_time > 0.0)
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if (d < 1000.)
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{
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{
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// Lighting
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float d = rayMarch(ro, rd);
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vec3 p = ro + rd * d;
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float mat = map(p).y;
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if (d < 1000.)
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// Light 1
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{
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// Light 1 Position
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// Lighting
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vec3 lightPos1 = vec3( 3, 5, 4);
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vec3 p = ro + rd * d;
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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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// 3: Light intensity
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// 4: Shadow intensity
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float dif = getLight(p, lightPos1, 0.75, 0.2);
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// Color for light 1
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col = vec3(dif * vec3(1));
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// Light 2
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float mat = map(p).y;
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vec3 lightPos2 = vec3( -3, 5, -4);
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// Light 1
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dif = getLight(p, lightPos2, 0.75, 0.1);
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// Light 1 Position
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// Color for light 2
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vec3 lightPos1 = vec3( 3, 5, 4);
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col += vec3(dif * vec3(0.5,0.2,0.1));
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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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// 3: Light intensity
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// 4: Shadow intensity
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float dif = getLight(p, lightPos1, 0.75, 0.2);
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// Color for light 1
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col = vec3(dif * vec3(1));
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if(mat==0.){
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// Light 2
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col *= vec3(0,0,1);
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vec3 lightPos2 = vec3( -3, 5, -4);
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}
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dif = getLight(p, lightPos2, 0.75, 0.1);
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else if(mat==1.){
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// Color for light 2
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col *= vec3(0,1,0);
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col += vec3(dif * vec3(0.5,0.2,0.1));
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}
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else if(mat==2.){
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if(mat==0.){
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col *= vec3(1,0,0);
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col *= vec3(0,0,1);
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}
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else if(mat==1.){
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col *= vec3(0,1,0);
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}
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else if(mat==2.){
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col *= vec3(1,0,0);
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}
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}
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}
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gl_FragColor = vec4(col, 1);
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}
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}
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gl_FragColor = vec4(col, 1);
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else {
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// ************* post-process pass ******************
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// Uncomment this to try a post-processing "effect"
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vec4 c = texture2D(texture_sampler, (gl_FragCoord.xy / u_resolution )),
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c1 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(1.0, 0.0)) / u_resolution) ),
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c2 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(0.0, 1.0)) / u_resolution) ),
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c3 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(1.0, 1.0)) / u_resolution) ),
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c4 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(-1.0, 1.0)) / u_resolution) ),
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c5 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(-1.0, 0.0)) / u_resolution) ),
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c6 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(-1.0, -1.0)) / u_resolution) ),
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c7 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(0.0, -1.0)) / u_resolution) ),
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c8 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(1.0, -1.0)) / u_resolution) )
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;
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// weird emboss effect
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// gl_FragColor = (c - c1 - c2 - c3 - c4 + c5 + c6 + c7 + c8) / 2.0;
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// some sort of gamma correction with smoothing
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gl_FragColor = sqrt(c * 2.0 + c1 + c2 + c3 + c4 + c5 + c6 + c7 + c8) / 3.0;
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}
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}
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}
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