optimize - 4094
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@ -135,8 +135,7 @@ float prismAnim(vec2 i) {
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float sea_octave(vec2 uv, float choppy) {
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uv += noise(uv, 1., 1);
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vec2 wv = 1.0-abs(sin(uv));
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vec2 swv = abs(cos(uv));
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wv = mix(wv,swv,wv);
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wv = mix(wv, abs(cos(uv)),wv);
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return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
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}
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@ -156,8 +155,7 @@ vec3 map(vec3 p, int displace)
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d = min(d,d2);
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// Inner ring
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d2 = abs(length(p.xy) - 1.75) - .08;
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d2 = smax( d2, abs(p.z - .1)-.04, .005 );
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d2 = smax( abs(length(p.xy) - 1.75) - .08, abs(p.z - .1)-.04, .005 );
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d = max(-d2,d);
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// Depth slice rings
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@ -211,9 +209,8 @@ vec3 map(vec3 p, int displace)
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if (d==d2) mat=3.;
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// Prisms
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for(float i = 0.; i < 8.; i++ ) {
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an = 24.67 / (PI * 2.); // sector size
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q = p;
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anRot = an + (i+1.) * PI / 4.;
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anRot = 24.67 / (PI * 2.) + (i+1.) * PI / 4.;
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// Nudge first and the last prism out of the ground
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if (i == 1.) anRot += .2;
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