noiset --> 4076

This commit is contained in:
2024-07-31 20:03:15 +03:00
parent ba4b8a9f89
commit 485df6c245

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@ -182,7 +182,7 @@ 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., .01, 0) - noise (p.yz*2.+1.5, 0.15,0);
d = min(d, d2);
if (d==d2) mat = 2.0;
@ -234,7 +234,7 @@ vec3 map(vec3 p, int displace)
// glyph locking prism material
if( d == prismTop) if(u_time > rotateDelay + .2) {
mat = 5.;
glo = prismTop;
glo = min(d2, prismTop);
}
}
}
@ -247,16 +247,18 @@ vec3 map(vec3 p, int displace)
////////////////
float rayMarch(vec3 ro, vec3 rd, int a) {
float d,t = 0.; // total distance travelled
vec3 d;
float t = 0.; // total distance travelled
// Raymarching
for (int i = 0; i < 100; i++) {
d = map(ro + rd * t, 0).x; // Get distance to objects
if (a==0) glow += 0.05/(1.0 + 10.*pow(map(ro + rd * t, 0).z, .5));
t += d; // "march" the ray
if (d < 1e-4 || t > 600.) break;
d = map(ro + rd * t, 0); // Get distance to objects
if (a==0) glow += 0.05/(1.0 + 10.*pow(d.z, .5));
t += d.x; // "march" the ray
if (d.x < 1e-3 || t > 400.) break;
}
return t;
}
vec3 getNormal(vec3 p) {
vec2 e = vec2(.01, 0.);
vec3 n = map(p, 1).x - vec3(