kamera ajoja
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17
shader.glsl
17
shader.glsl
@ -75,18 +75,17 @@ float sdTriPrism( vec3 p, vec2 h, float rot )
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//////////////////
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// POSITIONS
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const vec3 glyph1Pos = vec3(1.7,-1.1,0.0);
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const vec3 glyph2Pos = vec3(2.0,0.0,0.0);
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//const vec3 glyph1Pos = vec3(1.7,-1.1,0.0);
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//const vec3 glyph2Pos = vec3(2.0,0.0,0.0);
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const vec3 glyph3Pos = vec3(1.5,1.4,0.0);
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const vec3 glyph4Pos = vec3(0.0,2.0,0.0);
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const vec3 glyph5Pos = vec3(-1.5,1.4,0.0);
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const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0);
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const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0);
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//const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0);
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//const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0);
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// DELAYS
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float STARTDELAY = 9.;
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// COLORS
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vec3 fogColor1 = vec3(.4, .2, .4), // fog color1
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fogColor2 = vec3(.7, .4, .2), // fog color2
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@ -344,13 +343,11 @@ vec3 cameraPos()
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}
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if (u_time > 19.5)
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{
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cPos = vec3(-1., -.7, 4.);
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cPos = vec3(3., -.7, 4.);
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}
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if (u_time > 22.) {
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cPos = getCpos(u_time);
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}
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if (u_time > 26.5) {
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cPos = mix(getCpos(26.5), vec3(0., 0., 5.), clamp((u_time-26.5) * 1.5, 0., 1.1));
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cPos.yz *= rot2D(((1.-cos(u_time-22.))*0.25)*-0.1);
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cPos.xz *= rot2D(sin((u_time-22.)*0.2)*.6);
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}
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return cPos;
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