From 5ae2fd8095f1c9691aaac4f9b7058815b89e3fef Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Markus=20J=C3=A4rvisalo?= Date: Tue, 30 Jul 2024 19:42:23 +0300 Subject: [PATCH] final 0.2 - 4094 bytes --- common.script | 2 +- minified.config | 2 +- shader.glsl | 68 +++++----- shader_minified.h | 330 +++++++++++++++++++++++----------------------- 4 files changed, 207 insertions(+), 195 deletions(-) diff --git a/common.script b/common.script index 0ca240f..6d44ead 100644 --- a/common.script +++ b/common.script @@ -89,7 +89,7 @@ ifeq ($(EXE_LINKER_PROGRAM),Crinkler) # Crinkler settings # Linker for building standalone EXE files for running FINAL_LINKER_EXE="$(PROGRAM_DIR)\Tools\Crinkler\crinkler.exe" -FINAL_LINKER_OPTS=/SUBSYSTEM:WINDOWS /ENTRY:t /COMPMODE:VERYSLOW /HASHSIZE:500 /HASHTRIES:100 /ORDERTRIES:$(CRINKLER_ORDERTRIES) \ +FINAL_LINKER_OPTS=/SUBSYSTEM:WINDOWS /ENTRY:t /COMPMODE:VERYSLOW /HASHSIZE:1000 /HASHTRIES:2000 /ORDERTRIES:$(CRINKLER_ORDERTRIES) \ /UNSAFEIMPORT /LIBPATH:$(LIB_PATH) /REPORT:crinkler_report.html /PROGRESSGUI FINAL_LINKER_OUT_OPT=/OUT: FINAL_LINKER_GENERAL_LIBS_PARAMS=kernel32.lib user32.lib diff --git a/minified.config b/minified.config index e277170..bafe933 100644 --- a/minified.config +++ b/minified.config @@ -8,7 +8,7 @@ include $(PARENT_CONFIG) # Visuals EXE_LINKER_PROGRAM=Crinkler -CRINKLER_ORDERTRIES=4000 +CRINKLER_ORDERTRIES=30000 SHADER_FILE=shader_minified.h TIME_UNIFORM_NAME='y' RESOLUTION_UNIFORM_NAME='v' diff --git a/shader.glsl b/shader.glsl index e127af5..46d3392 100644 --- a/shader.glsl +++ b/shader.glsl @@ -9,6 +9,16 @@ uniform vec2 u_resolution; uniform float u_time; const float PI = 22./7.; +vec3 no(vec3 v) +{ + return normalize(v); +} + +float cl(float a, float b, float c) +{ + return clamp(a,b,c); +} + // Rotate mat2 rot2D(float angle) { float s = sin(angle), c = cos(angle); @@ -104,7 +114,7 @@ float timedSine(vec3 i) { float calcFactor (float startTime) { - return STARTDELAY + STARTDELAY*clamp(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9); + return STARTDELAY + STARTDELAY*cl(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9); } // Animate ring movements @@ -122,7 +132,7 @@ vec3 ringAnim(vec3 p) { // Animate prism movements float prismAnim(vec2 i) { if(u_time >= i.y) { - i.x += (.045*clamp(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8)); + i.x += (.045*cl(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8)); } return i.x; } @@ -195,7 +205,7 @@ vec2 map(vec3 p, int displace) vec3 p2 = ringAnim(p), q2=p2; an = PI/16.; q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy; - d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02; + d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02 + noise(p.xy*100.,1e-3,0); d = min(d, d2); if (d==d2) mat = 6.; @@ -203,17 +213,17 @@ vec2 map(vec3 p, int displace) d2 = 1e3; float stepDist = 1.5; for(int i = 0; i < 4; i++) { - step = sdBox2(vec3(p.x,p.y+stepDist,p.z), vec3(2., .1,stepDist)) - .05; + step = sdBox2(vec3(p.x,p.y+stepDist+0.05,p.z), vec3(2., .2,stepDist)) - .05; d2 = min(d2, step); stepDist += .2; } - d2 += noise(p.xz * 50.+200., .01, 0); + d2 += noise(p.xz * 50.+200., .01, 0) - noise (p.yz*2.+1.5, 0.15,0); d = min(d, d2*0.7); if (d==d2*0.7) mat = 2.0; // sand - d2 = (p.y + 4.25) + noise((vec2((p.x*.04),(p.z-40.)*.04))+100., 15., 0)*1.5; + d2 = (p.y +3.7) + noise((vec2((p.x),(p.z*.44-40.))*.04)+100., 20., 0) + .25*sin(p.z*.5+u_time); d = min(d,d2); if (d==d2) mat = 3.0; @@ -248,7 +258,7 @@ float rayMarch(vec3 ro, vec3 rd) { for (int i = 0; i < 90; i++) { d = map(ro + rd * t, 0).x; // Get distance to objects t += d; // "march" the ray - if (abs(d) < .001 || t > 400.) break; + if (d < 1e-3 || t > 400.) break; } return t; } @@ -258,14 +268,14 @@ vec3 getNormal(vec3 p) { map(p-e.xyy,1).x, map(p-e.yxy,1).x, map(p-e.yyx,1).x); - return normalize(n); + return no(n); } float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n) { - vec3 l = normalize(lightPos - p); - float dif = clamp(dot(n, l), 0., intensity), + vec3 l = no(lightPos - p); + float dif = cl(dot(n, l), 0., intensity), d = rayMarch(p+n*.0025, l); - if(abs(d) 7.5) cPos += vec3(0., clamp(7.5-u_time,-1.,0.), 0.); + vec3 cPos = vec3(0., cl(6.-u_time,2.,6.), cl((100.-u_time*11.),6.,100.)); + if (u_time > 7.5) cPos += vec3(0., cl(7.5-u_time,-1.,0.), 0.); // close up shot for 1st glyph lock if (u_time > 10.5) cPos = vec3(2.,-1.,1.); // zoom away for 2nd glyph animation @@ -332,15 +342,15 @@ vec3 cameraPos() if (u_time > 13.5) { cPos = vec3(0., 0., 4.); cPos.yz *= rot2D(-0.6-(cos(u_time-15.))*0.2); - cPos.xz *= rot2D(sin((u_time-16.5)*0.5)*.6); + cPos.xz *= rot2D(sin((u_time-16.5)*0.3)); } if (u_time > 19.5) { cPos = vec3(3., -.7, 4.); } - if (u_time > 22.) { - cPos.yz *= rot2D(((1.-cos(u_time-22.))*0.25)*-0.1); - cPos.xz *= rot2D(sin((u_time-22.)*0.2)*.6); + if (u_time > 21.8) { + cPos.yz *= rot2D(((1.-cos(u_time-21.8))*-0.025)); + cPos.xz *= rot2D(sin((u_time-21.8)*0.07)); } return cPos; @@ -353,11 +363,7 @@ vec3 cameraPointAt() { // look gate at distance if(u_time > 12.) p = vec3(0.); if(u_time > 13.5) { - p = mix(glyph3Pos,glyph4Pos, (u_time-13.5)*0.3); - } - if(u_time > 16.8) - { - p = mix(glyph4Pos,glyph5Pos, clamp((u_time-16.8)*0.3,0.,1.)); + p = mix(glyph3Pos,glyph5Pos, (u_time-13.5)*0.13); } if(u_time > 19.5) p = vec3(0.); return p; @@ -374,14 +380,14 @@ vec3 colorFlashesAnim(vec3 col) { vec3 addSpecular(vec3 nor, vec3 rod, float amount, float phong) { - return vec3(specular(nor,normalize(vec3(0.0,0.3,0.8)),normalize(rod),pow(10.,phong)))*amount; + return vec3(specular(nor,no(vec3(0.0,0.3,0.8)),no(rod),pow(10.,phong)))*amount; } vec3 sceneGate(vec2 uv) { // Initialization vec3 ro = cameraPos(), - rd = getCameraRayDir(uv, ro, cameraPointAt(), clamp((25.-u_time)*-1.,2.,25.)), + rd = getCameraRayDir(uv, ro, cameraPointAt(), cl((28.-u_time)*-2.,2.,25.)), col = vec3(0.); float d = rayMarch(ro, rd); @@ -405,12 +411,12 @@ vec3 sceneGate(vec2 uv) col += dif * light2Color; // indirect lightning -> vec3 in normalize is light direction - col += indirColor * clamp( dot( n, normalize(vec3(0. , 1., 10.))), 0., 1.); + col += indirColor * cl( dot( n, no(vec3(0. , 1., 10.))), 0., 1.); if(mat==0.) col *= vec3(0.21, 0.35, 0.33) + addSpecular(n,rd,.5, 2.); if(mat==1.) - col = getSeaColor(p, n, normalize(vec3(0.0,0.3,0.8)),normalize(rd)); + col = getSeaColor(p, n, no(vec3(0.0,0.3,0.8)),no(rd)); if(mat==2.) col *= vec3(.8, .8, .5); if(mat==3.) diff --git a/shader_minified.h b/shader_minified.h index 5cf48b4..d5d0c8b 100644 --- a/shader_minified.h +++ b/shader_minified.h @@ -8,15 +8,23 @@ const char *__temp_cleaned_shader_glsl = "uniform vec2 v;" "uniform float y;" "const float m=22./7.;" - "mat2 f(float v)" + "vec3 f(vec3 v)" "{" - "float y=sin(v),m=cos(v);" - "return mat2(m,-y,y,m);" + "return normalize(v);" "}" - "float f(float y,float v,float m)" + "float f(float v,float f,float y)" "{" - "float x=max(m-abs(y-v),0.);" - "return max(y,v)+x*x*.25/m;" + "return clamp(v,f,y);" + "}" + "mat2 n(float v)" + "{" + "float f=sin(v),y=cos(v);" + "return mat2(y,-f,f,y);" + "}" + "float n(float v,float y,float m)" + "{" + "float x=max(m-abs(v-y),0.);" + "return max(v,y)+x*x*.25/m;" "}" "float f(vec2 v,int y)" "{" @@ -28,46 +36,46 @@ const char *__temp_cleaned_shader_glsl = "v=50.*fract(v*.3183099);" "return fract(v.x*v.y*(v.x+v.y));" "}" - "float n(vec2 y,float v,int m)" + "float x(vec2 v,float y,int m)" "{" - "vec2 s=floor(y),x=fract(y),c=x*x*(3.-2.*x);" - "float z=v;" + "vec2 d=floor(v),z=fract(v),a=z*z*(3.-2.*z);" + "float x=y;" "if(m==1)" - "z=2.;" - "return-v+z*mix(mix(f(s+vec2(0),m),f(s+vec2(1,0),m),c.x),mix(f(s+vec2(0,1),m),f(s+vec2(1),m),c.x),c.y);" + "x=2.;" + "return-y+x*mix(mix(f(d+vec2(0),m),f(d+vec2(1,0),m),a.x),mix(f(d+vec2(0,1),m),f(d+vec2(1),m),a.x),a.y);" "}" - "float x(vec3 v,float y,float m)" + "float s(vec3 v,float y,float m)" "{" - "vec2 c=abs(vec2(length(v.xy),v.z))-vec2(m,y);" - "return min(max(c.x,c.y),0.)+length(max(c,0.));" + "vec2 f=abs(vec2(length(v.xy),v.z))-vec2(m,y);" + "return min(max(f.x,f.y),0.)+length(max(f,0.));" "}" - "float n(vec3 y,vec3 v)" + "float n(vec3 v,vec3 y)" "{" - "vec3 m=abs(y)-v;" - "return length(max(m,0.))+min(max(m.x,max(m.y,m.z)),0.);" + "vec3 f=abs(v)-y;" + "return length(max(f,0.))+min(max(f.x,max(f.y,f.z)),0.);" "}" - "float x(vec3 v,vec2 y)" + "float s(vec3 v,vec2 y)" "{" - "v.xy*=f(.5);" - "vec3 m=abs(v);" - "return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);" + "v.xy*=n(.5);" + "vec3 f=abs(v);" + "return max(f.z-y.y,max(f.x*.866025+v.y*.5,-v.y)-y.x*.5);" "}" - "const vec3 s=vec3(1.5,1.4,0),c=vec3(0,2,0),i=vec3(-1.5,1.4,0);" - "vec3 a=vec3(.49,.18,.49),p=vec3(.93,.37,.16),z=vec3(.29,.28,.33),k=vec3(.82,.5,.9),r=vec3(.79,.66,.43),d=vec3(.9,.3,0),l=vec3(0,.1,.3),C=vec3(.11,.16,.18);" - "float n(vec3 v)" + "const vec3 d=vec3(1.5,1.4,0),i=vec3(0,2,0),a=vec3(-1.5,1.4,0);" + "vec3 l=vec3(.49,.18,.49),p=vec3(.93,.37,.16),z=vec3(.29,.28,.33),c=vec3(.82,.5,.9),k=vec3(.79,.66,.43),r=vec3(.9,.3,0),C=vec3(0,.1,.3),F=vec3(.11,.16,.18);" + "float s(vec3 v)" "{" "return min((y-v.y)*v.z,v.x*m);" "}" "vec3 x(vec3 v)" "{" - "for(float m=0.;m<7.;m++)" + "for(float i=0.;i<7.;i++)" "{" - "float x=9.+m*2.,c=1.;" - "if(y>x)" + "float m=9.+i*2.,z=1.;" + "if(y>m)" "{" - "if(mod(m,2.)>=1.)" - "c=-1.;" - "v.xy*=f((9.+9.*clamp(sin(n(vec3(1.5,x,4))*.06),-.9,.9))*c);" + "if(mod(i,2.)>=1.)" + "z=-1.;" + "v.xy*=n((9.+9.*f(sin(s(vec3(1.5,m,4))*.06),-.9,.9))*z);" "}" "}" "return v;" @@ -75,155 +83,155 @@ const char *__temp_cleaned_shader_glsl = "float t(vec2 v)" "{" "if(y>=v.y)" - "v.x+=.045*clamp(sin(n(vec3(3,v.y,40))*.4),-.8,.8);" + "v.x+=.045*f(sin(s(vec3(3,v.y,40))*.4),-.8,.8);" "return v.x;" "}" - "float t(vec2 v,float m)" + "float t(vec2 v,float y)" "{" - "v+=n(v,1.,1);" - "vec2 y=1.-abs(sin(v)),c=abs(cos(v));" - "y=mix(y,c,y);" - "return pow(1.-pow(y.x*y.y,.65),m);" + "v+=x(v,1.,1);" + "vec2 f=1.-abs(sin(v)),m=abs(cos(v));" + "f=mix(f,m,f);" + "return pow(1.-pow(f.x*f.y,.65),y);" "}" - "vec2 e(vec3 v,int s)" + "vec2 x(vec3 v,int f)" "{" - "float c=0.,i=m/12.,z,r=floor(atan(v.y,v.x)/i+.5)*i;" - "vec3 a=v;" - "a.xy=f(r)*a.xy;" - "float d=length(max(abs(a.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,l=abs(length(v.xy)-1.8)-.2;" - "d=min(d,l);" - "l=abs(length(v.xy)-1.75)-.08;" - "l=f(l,abs(v.z-.1)-.04,.005);" - "d=max(-l,d);" - "d=f(d,abs(v.z)-.1,.02);" + "float z=0.,i=m/12.,a,r=floor(atan(v.y,v.x)/i+.5)*i;" + "vec3 d=v;" + "d.xy=n(r)*d.xy;" + "float l=length(max(abs(d.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,c=abs(length(v.xy)-1.8)-.2;" + "l=min(l,c);" + "c=abs(length(v.xy)-1.75)-.08;" + "c=n(c,abs(v.z-.1)-.04,.005);" + "l=max(-c,l);" + "l=n(l,abs(v.z)-.1,.02);" "for(float g=0.;g<8.;g++)" "{" "i=24.67/(m*2.);" - "a=v;" + "d=v;" "r=i+(g+1.)*m/4.;" "if(g==1.)" "r+=.2;" "if(g==7.)" "r-=.2;" - "a.xy=f(r)*a.xy;" + "d.xy=n(r)*d.xy;" "float p=9.+(g-1.)*2.+1.5;" "if(g>0.)" "{" - "a.x-=1.95;" - "vec3 e=a;" + "d.x-=1.95;" + "vec3 C=d;" "if(y>p)" - "e.x=t(vec2(e.x,p));" - "float h=x(vec3(a.x-.06,a.yz),vec2(.1,.15))-.01;" - "l=max(-x(vec3(e.x-.14,e.yz),vec2(.22))-.01,x(vec3(e),vec2(.2,.12))-.02);" - "l=min(l,h);" - "d=min(d,l);" - "if(d==l)" - "c=4.;" - "if(d==h&&y>p+.2)" - "c=5.;" + "C.x=t(vec2(C.x,p));" + "float h=s(vec3(d.x-.06,d.yz),vec2(.1,.15))-.01;" + "c=max(-s(vec3(C.x-.14,C.yz),vec2(.22))-.01,s(vec3(C),vec2(.2,.12))-.02);" + "c=min(c,h);" + "l=min(l,c);" + "if(l==c)" + "z=4.;" + "if(l==h&&y>p+.2)" + "z=5.;" "}" "}" - "vec3 e=x(v),g=e;" + "vec3 C=x(v),g=C;" "i=m/16.;" - "g.xy=f(floor(atan(e.y,e.x)/i+.5)*i)*g.xy;" - "l=n(g.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" - "d=min(d,l);" - "if(d==l)" - "c=6.;" - "l=1e3;" + "g.xy=n(floor(atan(C.y,C.x)/i+.5)*i)*g.xy;" + "c=n(g.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02+x(v.xy*1e2,.001,0);" + "l=min(l,c);" + "if(l==c)" + "z=6.;" + "c=1e3;" "float p=1.5;" "for(int h=0;h<4;h++)" - "z=n(vec3(v.x,v.y+p,v.z),vec3(2,.1,p))-.05,l=min(l,z),p+=.2;" - "l+=n(v.xz*50.+2e2,.01,0);" - "d=min(d,l*.7);" - "if(d==l*.7)" - "c=2.;" - "l=v.y+4.25+n(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.,0)*1.5;" - "d=min(d,l);" - "if(d==l)" - "c=3.;" - "l=1e3;" - "float h=0.,C,k=4.,F=.6,E=.2;" - "if(s==1)" + "a=n(vec3(v.x,v.y+p+.05,v.z),vec3(2,.2,p))-.05,c=min(c,a),p+=.2;" + "c+=x(v.xz*50.+2e2,.01,0)-x(v.yz*2.+1.5,.15,0);" + "l=min(l,c*.7);" + "if(l==c*.7)" + "z=2.;" + "c=v.y+3.7+x(vec2(v.x,v.z*.44-40.)*.04+1e2,20.,0)+.25*sin(v.z*.5+y);" + "l=min(l,c);" + "if(l==c)" + "z=3.;" + "c=1e3;" + "float h=0.,F,k=4.,G=.6,E=.2;" + "if(f==1)" "{" "vec2 w=v.xy;" - "for(int u=0;u<4;u++)" - "C=t((w+y)*F,k),C+=t((w-y)*F,k),h+=C*E,w*=mat2(1.6,1.2,-1.2,1.6),F*=1.9,E*=.22,k=mix(k,1.,.4);" + "for(int e=0;e<4;e++)" + "F=t((w+y)*G,k),F+=t((w-y)*G,k),h+=F*E,w*=mat2(1.6,1.2,-1.2,1.6),G*=1.9,E*=.22,k=mix(k,1.,.4);" "}" - "l=max(-x(v,2.,min(2.-(y-23.)*3.,2.3)),x(v,.025,1.6)-h*.15);" - "l=max(l,x(v,.3,1.7));" - "d=min(d,l);" - "if(d==l)" - "c=1.;" - "return vec2(d,c);" + "c=max(-s(v,2.,min(2.-(y-23.)*3.,2.3)),s(v,.025,1.6)-h*.15);" + "c=max(c,s(v,.3,1.7));" + "l=min(l,c);" + "if(l==c)" + "z=1.;" + "return vec2(l,z);" "}" "float h(vec3 v,vec3 y)" "{" - "float m,i=0.;" + "float f,i=0.;" "for(int l=0;l<90;l++)" "{" - "m=e(v+y*i,0).x;" - "i+=m;" - "if(abs(m)<.001||i>4e2)" + "f=x(v+y*i,0).x;" + "i+=f;" + "if(f<.001||i>4e2)" "break;" "}" "return i;" "}" - "vec3 e(vec3 v)" - "{" - "vec2 y=vec2(.01,0);" - "vec3 m=e(v,1).x-vec3(e(v-y.xyy,1).x,e(v-y.yxy,1).x,e(v-y.yyx,1));" - "return normalize(m);" - "}" - "float e(vec3 v,vec3 y,float m,vec3 d)" - "{" - "vec3 l=normalize(y-v);" - "float c=clamp(dot(d,l),0.,1.),s=h(v+d*.0025,l);" - "if(abs(s)7.5)" - "v+=vec3(0,clamp(7.5-y,-1.,0.),0);" + "v+=vec3(0,f(7.5-y,-1.,0.),0);" "if(y>10.5)" "v=vec3(2,-1,1);" "if(y>12.)" "v=vec3(-1,-.7,4);" "if(y>13.5)" - "v=vec3(0,0,4),v.yz*=f(-.6-cos(y-15.)*.2),v.xz*=f(sin((y-16.5)*.5)*.6);" + "v=vec3(0,0,4),v.yz*=n(-.6-cos(y-15.)*.2),v.xz*=n(sin((y-16.5)*.3));" "if(y>19.5)" "v=vec3(3,-.7,4);" - "if(y>22.)" - "v.yz*=f((1.-cos(y-22.))*.25*-.1),v.xz*=f(sin((y-22.)*.2)*.6);" + "if(y>21.8)" + "v.yz*=n((1.-cos(y-21.8))*-.025),v.xz*=n(sin((y-21.8)*.07));" "return v;" "}" - "vec3 f()" + "vec3 h()" "{" "vec3 v=vec3(0,-.5,0);" "if(y>10.5)" @@ -231,56 +239,54 @@ const char *__temp_cleaned_shader_glsl = "if(y>12.)" "v=vec3(0);" "if(y>13.5)" - "v=mix(s,c,(y-13.5)*.3);" - "if(y>16.8)" - "v=mix(c,i,clamp((y-16.8)*.3,0.,1.));" + "v=mix(d,a,(y-13.5)*.13);" "if(y>19.5)" "v=vec3(0);" "return v;" "}" - "vec3 w(vec3 v)" + "vec3 e(vec3 v)" "{" "if(y>10.75)" "{" - "float m=smoothstep(-1.,.8,sin(n(vec3(.8,10.75,8))*2.));" - "v=mix(v,m*1.4*d,m*.76);" + "float f=smoothstep(-1.,.8,sin(s(vec3(.8,10.75,8))*2.));" + "v=mix(v,f*1.4*r,f*.76);" "}" "return v;" "}" - "vec3 n(vec3 v,vec3 y,float m,float l)" + "vec3 e(vec3 v,vec3 y,float m,float c)" "{" - "return vec3(f(v,normalize(vec3(0,.3,.8)),normalize(y),pow(10.,l)))*m;" + "return vec3(h(v,f(vec3(0,.3,.8)),f(y),pow(10.,c)))*m;" "}" "vec3 g(vec2 v)" "{" - "vec3 m=e(),l=h(v,m,f(),clamp((25.-y)*-1.,2.,25.)),c=vec3(0);" - "float x=h(m,l);" - "if(x<150.)" + "vec3 m=f(),i=s(v,m,h(),f((28.-y)*-2.,2.,25.)),d=vec3(0);" + "float g=h(m,i);" + "if(g<150.)" "{" - "vec3 s=m+l*x,i=e(s);" - "float g=e(s,0).y,C=e(s,vec3(10,15,25),.2,i);" - "c+=C*k;" - "C=e(s,vec3(4,2,-15),1.,i);" - "c+=C*r;" - "c+=z*clamp(dot(i,normalize(vec3(0,1,10))),0.,1.);" - "if(g==0.)" - "c*=vec3(.21,.35,.33)+n(i,l,.5,2.);" - "if(g==1.)" - "c=e(s,i,normalize(l));" - "if(g==2.)" - "c*=vec3(.8,.8,.5);" - "if(g==3.)" - "c*=vec3(.8,.8,.5)+n(s.xz*5e2+1e5,.3,0);" - "if(g==4.)" - "c*=vec3(0,.08,.11)+n(i,l,.3,.7);" - "if(g==5.)" - "c*=d;" - "if(g==6.)" - "c*=vec3(.01,.04,.06)+n(i,l,.1,2.5);" + "vec3 C=m+i*g,a=h(C);" + "float F=x(C,0).y,E=f(C,vec3(10,15,25),.2,a);" + "d+=E*c;" + "E=f(C,vec3(4,2,-15),1.,a);" + "d+=E*k;" + "d+=z*f(dot(a,f(vec3(0,1,10))),0.,1.);" + "if(F==0.)" + "d*=vec3(.21,.35,.33)+e(a,i,.5,2.);" + "if(F==1.)" + "d=n(C,a,f(vec3(0,.3,.8)),f(i));" + "if(F==2.)" + "d*=vec3(.8,.8,.5);" + "if(F==3.)" + "d*=vec3(.8,.8,.5)+x(C.xz*5e2+1e5,.3,0);" + "if(F==4.)" + "d*=vec3(0,.08,.11)+e(a,i,.3,.7);" + "if(F==5.)" + "d*=r;" + "if(F==6.)" + "d*=vec3(.01,.04,.06)+e(a,i,.1,2.5);" "}" - "c=mix(c,mix(a,p,pow(max(dot(l,vec3(0,-.1,-1)),0.),8.)),1.-exp(-x*.01));" - "c=w(c);" - "return h(c);" + "d=mix(d,mix(l,p,pow(max(dot(i,vec3(0,-.1,-1)),0.),8.)),1.-exp(-g*.01));" + "d=e(d);" + "return w(d);" "}" "void main()" "{"