diff --git a/common.script b/common.script index 6d44ead..b06615e 100644 --- a/common.script +++ b/common.script @@ -6,15 +6,15 @@ # # Note about spaces in path names: # -# Any file name/path that includes $(PROGRAM_DIR) must be enclosed in quotes, like -# "$(PROGRAM_DIR)\Tools\Crinkler\crinkler.exe" or "$(PROGRAM_DIR)\Libs", because +# Any file name/path that includes $(PROGRAM_DIR) must be enclosed in quotes, like +# "$(PROGRAM_DIR)\Tools\Crinkler\crinkler.exe" or "$(PROGRAM_DIR)\Libs", because # PROGRAM_DIR might contain spaces. -# +# # Paths that are relative to the project directory, don't have to be enclosed in quotes, # because Compofiller Studio changes the current directory to the project directory. # All you have to do is make sure the file names don't contain spaces. # - + VISUALS_USE_TIME_UNIFORM_DEFINE=-DUSE_TIME_UNIFORM=$(USE_TIME_UNIFORM) VISUALS_TIME_UNIFORM_NAME_DEFINE=-DTIME_UNIFORM_NAME=$(TIME_UNIFORM_NAME) VISUALS_USE_RESOLUTION_UNIFORM_DEFINE=-DUSE_RESOLUTION_UNIFORM=$(USE_RESOLUTION_UNIFORM) @@ -39,7 +39,7 @@ VISUALS_ASM_OPTS=$(VISUALS_USE_TIME_UNIFORM_DEFINE) $(VISUALS_USE_RESOLUTION_UNI -DTEXT_FONT_WEIGHT=$(TEXT_FONT_WEIGHT) \ -DTEXT_FONT_ORIENTATION=$(TEXT_FONT_ORIENTATION) \ -DTEXT_FONT_ESCAPEMENT=$(TEXT_FONT_ESCAPEMENT) \ - -DTEXT_FONT_WIDTH=$(TEXT_FONT_WIDTH) \ + -DTEXT_FONT_WIDTH=$(TEXT_FONT_WIDTH) \ -DTEXT_CHARACTER_EXTRA_SPACING=$(TEXT_CHARACTER_EXTRA_SPACING) \ -DTEXTS_UNIFORM_NAME=$(TEXTS_UNIFORM_NAME) \ -DUSE_TEXTS=$(USE_TEXTS) -DUSE_TEXTS_UNIFORM=$(USE_TEXTS_UNIFORM) \ @@ -47,7 +47,7 @@ VISUALS_ASM_OPTS=$(VISUALS_USE_TIME_UNIFORM_DEFINE) $(VISUALS_USE_RESOLUTION_UNI # this doesn't need to go to the assembler anymore, because the shader goes via PreprocessShader.exe to a hard-coded file name -# -DSHADER_FILE=$(QUOTE)$(SHADER_FILE)$(QUOTE) +# -DSHADER_FILE=$(QUOTE)$(SHADER_FILE)$(QUOTE) # We force 16 bit output. This prevents non-working audio and crash, when a 32 bit float format song is given. @@ -80,7 +80,7 @@ DEBUG_LINKER_COMMON_LIBS_PARAMS=-l kernel32 -l user32 DEBUG_LINKER_AUDIO_LIBS_PARAMS=-l winmm $(DEBUG_LINKER_COMMON_LIBS_PARAMS) # for visuals DLL -DEBUG_LINKER_VISUALS_LIBS_PARAMS=$(DEBUG_LINKER_COMMON_LIBS_PARAMS) -l gdi32 -l opengl32 +DEBUG_LINKER_VISUALS_LIBS_PARAMS=$(DEBUG_LINKER_COMMON_LIBS_PARAMS) -l gdi32 -l opengl32 ########## EXE linker things ########### @@ -89,7 +89,7 @@ ifeq ($(EXE_LINKER_PROGRAM),Crinkler) # Crinkler settings # Linker for building standalone EXE files for running FINAL_LINKER_EXE="$(PROGRAM_DIR)\Tools\Crinkler\crinkler.exe" -FINAL_LINKER_OPTS=/SUBSYSTEM:WINDOWS /ENTRY:t /COMPMODE:VERYSLOW /HASHSIZE:1000 /HASHTRIES:2000 /ORDERTRIES:$(CRINKLER_ORDERTRIES) \ +FINAL_LINKER_OPTS=/SUBSYSTEM:WINDOWS /ENTRY:t /COMPMODE:VERYSLOW /HASHTRIES:1000 /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 @@ -100,7 +100,7 @@ else # GNU ld settings FINAL_LINKER_EXE="$(PROGRAM_DIR)\Tools\Linker\ld.exe" FINAL_LINKER_OPTS=-e t -L $(LIB_PATH) -FINAL_LINKER_OUT_OPT=-o +FINAL_LINKER_OUT_OPT=-o FINAL_LINKER_GENERAL_LIBS_PARAMS=-l kernel32 -l user32 FINAL_LINKER_AUDIO_LIBS_PARAMS=-l winmm FINAL_LINKER_VISUALS_LIBS_PARAMS=-l gdi32 -l opengl32 diff --git a/shader.glsl b/shader.glsl index bc489f1..3fc752c 100644 --- a/shader.glsl +++ b/shader.glsl @@ -9,15 +9,8 @@ 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); -} +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) { @@ -37,7 +30,7 @@ float hash(vec2 p, int algo) float h = dot(p,vec2(127.1,311.7)); return fract(sin(h)*43758.5453123); } - p = 50.*fract( p*0.3183099); + p = 50. * fract( p*0.3183099); return fract( p.x*p.y*(p.x+p.y) ); } @@ -57,9 +50,9 @@ float noise(vec2 p, float scale, int a) ///////////////// // GEOMETRY // ///////////////// -float sdSphere(vec3 p, float r) { +/*float sdSphere(vec3 p, float r) { return length(p)-r; -} +}*/ float sdCappedCylinder( vec3 p, float h, float r ) { @@ -87,22 +80,24 @@ float sdTriPrism( vec3 p, vec2 h, float rot ) // POSITIONS //const vec3 glyph1Pos = vec3(1.7,-1.1,0.0); //const vec3 glyph2Pos = vec3(2.0,0.0,0.0); -const vec3 glyph3Pos = vec3(1.5,1.4,0.0); -const vec3 glyph4Pos = vec3(0.0,2.0,0.0); -const vec3 glyph5Pos = vec3(-1.5,1.4,0.0); + +//const vec3 glyph4Pos = vec3(0.0,2.0,0.0) //const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0); //const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0); // DELAYS -float STARTDELAY = 9.; +float STARTDELAY = 9., glow = 0.; // COLORS -vec3 fogColor1 = vec3(0.49, 0.18, 0.49), // fog color1 +vec3 +glyph3Pos = vec3(1.5,1.4,0.0), +glyph5Pos = vec3(-1.5,1.4,0.0), +fogColor1 = vec3(0.49, 0.18, 0.49), // fog color1 fogColor2 = vec3(0.93, 0.37, 0.16), // fog color2 indirColor = vec3(0.29, 0.28, 0.33), // indirect light color light1Color = vec3(0.82, 0.5, 0.9), light2Color = vec3(0.79, 0.66, 0.43), -chevronColor = vec3(.9, .3, 0.), +chevronColor = vec3(0.46, 0.0, 0.9), SEA_BASE = vec3(0.0, 0.1, 0.3), SEA_WATER_COLOR =vec3(0.11, 0.16, 0.18); @@ -148,9 +143,9 @@ float sea_octave(vec2 uv, float choppy) { return pow(1.0-pow(wv.x * wv.y,0.65),choppy); } -vec2 map(vec3 p, int displace) +vec3 map(vec3 p, int displace) { - float mat = 0., + float mat = 0., glo = 1e3, // Ring boxes an = PI/12., step, @@ -171,67 +166,25 @@ vec2 map(vec3 p, int displace) // Depth slice rings d = smax( d, abs(p.z)-.1, .02 ); - // Prisms - - for(float i = 0.; i < 8.; i++ ) { - an = 24.67 / (PI * 2.); // sector size - q = p; - anRot = an + (i+1.) * PI / 4.; - - // Nudge first and the last prism out of the ground - if (i == 1.) anRot += .2; - if (i == 7.) anRot -= .2; - q.xy = rot2D(anRot) * q.xy; - - float rotateDelay = STARTDELAY + (i - 1.) * 2. + 1.5; - // We can now call each prism by it's index - // draw all except the middle bottom prism - if (i > 0.) { - q.x -= 1.95; - vec3 q2 = q; // new point for movable parts - if(u_time > rotateDelay) q2.x = prismAnim(vec2(q2.x, rotateDelay)); - float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5)-.01; - d2 = max(- sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22,.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02); - d2 = min(d2, prismTop); - d = min(d, d2); - // glyph locking thing material - if (d == d2) mat = 4.; - // glyph locking prism material - if( d == prismTop && u_time > rotateDelay + .2) mat = 5.; - } - } - d2 =sdSphere(p-vec3(0.,0.,0.), 1.0); - d=min(d, d2); - if (d == d2) mat = 5.; - //Rotating glyphs 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 + noise(p.xy*100.,1e-3,0); + d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02; d = min(d, d2); if (d==d2) mat = 6.; // Gate Base d2 = 1e3; - float stepDist = 1.5; + float stepDist = 1.5, h = 0.0, d3, choppy=4., freq=0.6, amp=.2; for(int i = 0; i < 4; i++) { 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) - 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 +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; - - d2 = 1e3; - float h = 0.0, d3, choppy=4., freq=0.6, amp=.2; + 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; if (displace == 1) { vec2 uv = p.xy; @@ -246,22 +199,61 @@ vec2 map(vec3 p, int displace) d2 = max(-sdCappedCylinder(p, 2.0, min((2.0 - (u_time - 23.0)*3.),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15); d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7)); d = min(d, d2); - if (d==d2) mat = 1.0; + if (d==d2) { + mat = 1.0; + } - return vec2( d, mat ); + // sand + 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; + + // Prisms + for(float i = 0.; i < 8.; i++ ) { + an = 24.67 / (PI * 2.); // sector size + q = p; + anRot = an + (i+1.) * PI / 4.; + + // Nudge first and the last prism out of the ground + if (i == 1.) anRot += .2; + if (i == 7.) anRot -= .2; + q.xy = rot2D(anRot) * q.xy; + float rotateDelay = STARTDELAY + (i - 1.) * 2. + 1.5; + // We can now call each prism by it's index + // draw all except the middle bottom prism + if (i > 0.) { + q.x -= 1.95; + vec3 q2 = q; // new point for movable parts + if(u_time > rotateDelay) q2.x = prismAnim(vec2(q2.x, rotateDelay)); + float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) -.01; + d2 = max(-sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02); + d2 = min(d2, prismTop); + d = min(d, d2); + // glyph locking thing material + if (d == d2) mat = 4.; + // glyph locking prism material + if( d == prismTop) if(u_time > rotateDelay + .2) { + mat = 5.; + glo = prismTop; + } + } + } + + return vec3( d, mat, glo); } //////////////// // DRAWING // //////////////// -float rayMarch(vec3 ro, vec3 rd) { +float rayMarch(vec3 ro, vec3 rd, int a) { float d,t = 0.; // total distance travelled // Raymarching - for (int i = 0; i < 90; i++) { + for (int i = 0; i < 100; i++) { d = map(ro + rd * t, 0).x; // Get distance to objects t += d; // "march" the ray - if (d < 1e-3 || t > 400.) break; + if (a==0) glow += 0.03/(1.0 + 2.*pow(map(ro + rd * t, 0).z, 6.3)); + if (d < 1e-4 || t > 400.) break; } return t; } @@ -277,7 +269,7 @@ vec3 getNormal(vec3 p) { float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n) { vec3 l = no(lightPos - p); float dif = cl(dot(n, l), 0., intensity), - d = rayMarch(p+n*.0025, l); + d = rayMarch(p+n*.0025, l, 1); if(d 10.5) p = vec3(1.7,-1.1,0.); // look gate at distance if(u_time > 12.) p = vec3(0.); - if(u_time > 13.5) { - p = mix(glyph3Pos,glyph5Pos, (u_time-13.5)*0.13); - } + if(u_time > 13.5) p = mix(glyph3Pos,glyph5Pos, (u_time-13.5)*0.13); if(u_time > 19.5) p = vec3(0.); return p; } @@ -392,27 +382,22 @@ vec3 sceneGate(vec2 uv) vec3 ro = cameraPos(), rd = getCameraRayDir(uv, ro, cameraPointAt(), cl((28.-u_time)*-2.,2.,25.)), col = vec3(0.); - float d = rayMarch(ro, rd); + float d = rayMarch(ro, rd,0), mat = 0.; - if (d < 150.) { + if (d < 200.) { // Lighting vec3 p = ro + rd * d, n = getNormal(p); - float mat = map(p,0).y, - + mat = map(p,0).y; // Light 1 Arguments // 1: Ray starting point // 2: Light position // 3: Light intensity // 4: Shadow intensity - // Light 2 - dif = getLight(p, vec3( 10., 15., 25.), 1., .2,n); - col += dif * light1Color; - - dif = getLight(p, vec3( 4., 2., -15.), 1., 1.,n); - col += dif * light2Color; - + // Lights + col += light1Color * getLight(p, vec3( 10., 15., 25.), 1., .2,n); + col += light2Color * getLight(p, vec3( 4., 2., -15.), 1., 1.,n); // indirect lightning -> vec3 in normalize is light direction col += indirColor * cl( dot( n, no(vec3(0. , 1., 10.))), 0., 1.); @@ -427,27 +412,14 @@ vec3 sceneGate(vec2 uv) if(mat==4.) col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7); if(mat ==5.) - { - float exponent = 2.; // lower number makes lighting go deeper into sphere - float fresnel = pow(clamp(1.-dot(n, -rd), 0., 1.), exponent)*0.8; - vec3 rimColor = chevronColor; - - vec3 sphereColor = chevronColor + fresnel * rimColor; - col = sphereColor; // activated glyph color - - } - - if(mat == 6.) { + col = chevronColor * pow(cl(1. -dot(n, -rd), 0., 1.), .4); + if(mat == 6.) col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5); - } - - } - col = applyFog(col, d, rd, vec3(0., -.1, -1.), .01); - col = colorFlashesAnim(col); // animated color flash - return postProcess(col); + } + col += glow * chevronColor; + return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01))); } void main() { - vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y; - gl_FragColor = vec4(sceneGate(uv), 1.); + gl_FragColor = vec4(sceneGate( (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y), 1.); } \ No newline at end of file diff --git a/shader_minified.h b/shader_minified.h index d5d0c8b..e58012d 100644 --- a/shader_minified.h +++ b/shader_minified.h @@ -1,4 +1,4 @@ -// Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/) +// Generated with Shader Minifier 1.4.0 (https://github.com/laurentlb/Shader_Minifier/) #ifndef SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_ # define VAR_u_resolution "v" @@ -8,9 +8,9 @@ const char *__temp_cleaned_shader_glsl = "uniform vec2 v;" "uniform float y;" "const float m=22./7.;" - "vec3 f(vec3 v)" + "vec3 f(vec3 y)" "{" - "return normalize(v);" + "return normalize(y);" "}" "float f(float v,float f,float y)" "{" @@ -18,31 +18,34 @@ const char *__temp_cleaned_shader_glsl = "}" "mat2 n(float v)" "{" - "float f=sin(v),y=cos(v);" - "return mat2(y,-f,f,y);" + "float f=sin(v);" + "v=cos(v);" + "return mat2(v,-f,f,v);" "}" "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=max(m-abs(v-y),0.);" + "return max(v,y)+f*f*.25/m;" "}" "float f(vec2 v,int y)" "{" "if(y==1)" "{" - "float m=dot(v,vec2(127.1,311.7));" - "return fract(sin(m)*43758.5453123);" + "float y=dot(v,vec2(127.1,311.7));" + "return fract(sin(y)*43758.5453123);" "}" "v=50.*fract(v*.3183099);" "return fract(v.x*v.y*(v.x+v.y));" "}" "float x(vec2 v,float y,int m)" "{" - "vec2 d=floor(v),z=fract(v),a=z*z*(3.-2.*z);" - "float x=y;" + "vec2 d=floor(v);" + "v=fract(v);" + "v=v*v*(3.-2.*v);" + "float z=y;" "if(m==1)" - "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);" + "z=2.;" + "return-y+z*mix(mix(f(d+vec2(0),m),f(d+vec2(1,0),m),v.x),mix(f(d+vec2(0,1),m),f(d+vec2(1),m),v.x),v.y);" "}" "float s(vec3 v,float y,float m)" "{" @@ -51,17 +54,17 @@ const char *__temp_cleaned_shader_glsl = "}" "float n(vec3 v,vec3 y)" "{" - "vec3 f=abs(v)-y;" - "return length(max(f,0.))+min(max(f.x,max(f.y,f.z)),0.);" + "v=abs(v)-y;" + "return length(max(v,0.))+min(max(v.x,max(v.y,v.z)),0.);" "}" "float s(vec3 v,vec2 y)" "{" "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);" + "vec3 m=abs(v);" + "return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);" "}" - "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 z=0.;" + "vec3 d=vec3(1.5,1.4,0),i=vec3(-1.5,1.4,0),a=vec3(.49,.18,.49),p=vec3(.93,.37,.16),c=vec3(.29,.28,.33),l=vec3(.82,.5,.9),r=vec3(.79,.66,.43),k=vec3(.46,0,.9),C=vec3(0,.1,.3),F=vec3(.11,.16,.18);" "float s(vec3 v)" "{" "return min((y-v.y)*v.z,v.x*m);" @@ -89,130 +92,120 @@ const char *__temp_cleaned_shader_glsl = "float t(vec2 v,float y)" "{" "v+=x(v,1.,1);" - "vec2 f=1.-abs(sin(v)),m=abs(cos(v));" - "f=mix(f,m,f);" + "vec2 f=1.-abs(sin(v));" + "v=abs(cos(v));" + "f=mix(f,v,f);" "return pow(1.-pow(f.x*f.y,.65),y);" "}" - "vec2 x(vec3 v,int f)" + "vec3 x(vec3 v,int f)" "{" - "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.);" - "d=v;" - "r=i+(g+1.)*m/4.;" - "if(g==1.)" - "r+=.2;" - "if(g==7.)" - "r-=.2;" - "d.xy=n(r)*d.xy;" - "float p=9.+(g-1.)*2.+1.5;" - "if(g>0.)" - "{" - "d.x-=1.95;" - "vec3 C=d;" - "if(y>p)" - "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 C=x(v),g=C;" - "i=m/16.;" - "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)" + "float z=0.,i=1e3,r=m/12.,p,d=floor(atan(v.y,v.x)/r+.5)*r;" + "vec3 a=v;" + "a.xy=n(d)*a.xy;" + "float c=length(max(abs(a.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,l=abs(length(v.xy)-1.8)-.2;" + "c=min(c,l);" + "l=n(abs(length(v.xy)-1.75)-.08,abs(v.z-.1)-.04,.005);" + "c=n(max(-l,c),abs(v.z)-.1,.02);" + "vec3 k=x(v),F=k;" + "r=m/16.;" + "F.xy=n(floor(atan(k.y,k.x)/r+.5)*r)*F.xy;" + "l=n(F.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" + "c=min(c,l);" + "if(c==l)" "z=6.;" - "c=1e3;" - "float p=1.5;" - "for(int h=0;h<4;h++)" - "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)" + "l=1e3;" + "float C=1.5,e=0.,b,g=4.,E=.6,D=.2;" + "for(int i=0;i<4;i++)" + "p=n(vec3(v.x,v.y+C+.05,v.z),vec3(2,.2,C))-.05,l=min(l,p),C+=.2;" + "l+=x(v.xz*50.+2e2,.01,0);" + "c=min(c,l);" + "if(c==l)" "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 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);" + "vec2 f=v.xy;" + "for(int i=0;i<4;i++)" + "b=t((f+y)*E,g)+t((f-y)*E,g),e+=b*D,f*=mat2(1.6,1.2,-1.2,1.6),E*=1.9,D*=.22,g=mix(g,1.,.4);" "}" - "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)" + "l=max(max(-s(v,2.,min(2.-(y-23.)*3.,2.3)),s(v,.025,1.6)-e*.15),s(v,.3,1.7));" + "c=min(c,l);" + "if(c==l)" "z=1.;" - "return vec2(l,z);" - "}" - "float h(vec3 v,vec3 y)" - "{" - "float f,i=0.;" - "for(int l=0;l<90;l++)" + "l=v.y+3.7+x(vec2(v.x,v.z*.44-40.)*.04+1e2,20.,0)+.25*sin(v.z*.5+y);" + "c=min(c,l);" + "if(c==l)" + "z=3.;" + "for(float f=0.;f<8.;f++)" "{" - "f=x(v+y*i,0).x;" - "i+=f;" - "if(f<.001||i>4e2)" + "r=24.67/(m*2.);" + "a=v;" + "d=r+(f+1.)*m/4.;" + "if(f==1.)" + "d+=.2;" + "if(f==7.)" + "d-=.2;" + "a.xy=n(d)*a.xy;" + "float p=9.+(f-1.)*2.+1.5;" + "if(f>0.)" + "{" + "a.x-=1.95;" + "vec3 v=a;" + "if(y>p)" + "v.x=t(vec2(v.x,p));" + "float f=s(vec3(a.x-.06,a.yz),vec2(.1,.15))-.01;" + "l=min(max(-s(vec3(v.x-.14,v.yz),vec2(.22))-.01,s(vec3(v),vec2(.2,.12))-.02),f);" + "c=min(c,l);" + "if(c==l)" + "z=4.;" + "if(c==f)" + "if(y>p+.2)" + "z=5.,i=f;" + "}" + "}" + "return vec3(c,z,i);" + "}" + "float t(vec3 v,vec3 y,int f)" + "{" + "float m,i=0.;" + "for(int c=0;c<100;c++)" + "{" + "m=x(v+y*i,0).x;" + "i+=m;" + "if(f==0)" + "z+=.03/(1.+2.*pow(x(v+y*i,0).z,6.3));" + "if(m<1e-4||i>4e2)" "break;" "}" "return i;" "}" - "vec3 h(vec3 v)" - "{" - "vec2 y=vec2(.01,0);" - "vec3 m=x(v,1).x-vec3(x(v-y.xyy,1).x,x(v-y.yxy,1).x,x(v-y.yyx,1));" - "return f(m);" - "}" - "float f(vec3 v,vec3 y,float m,vec3 l)" - "{" - "vec3 c=f(y-v);" - "float z=f(dot(l,c),0.,1.),d=h(v+l*.0025,c);" - "if(d10.5)" @@ -239,59 +232,56 @@ const char *__temp_cleaned_shader_glsl = "if(y>12.)" "v=vec3(0);" "if(y>13.5)" - "v=mix(d,a,(y-13.5)*.13);" + "v=mix(d,i,(y-13.5)*.13);" "if(y>19.5)" "v=vec3(0);" "return v;" "}" - "vec3 e(vec3 v)" + "vec3 h(vec3 v)" "{" "if(y>10.75)" "{" "float f=smoothstep(-1.,.8,sin(s(vec3(.8,10.75,8))*2.));" - "v=mix(v,f*1.4*r,f*.76);" + "v=mix(v,f*1.4*k,f*.76);" "}" "return v;" "}" - "vec3 e(vec3 v,vec3 y,float m,float c)" + "vec3 h(vec3 v,vec3 y,float m,float l)" "{" - "return vec3(h(v,f(vec3(0,.3,.8)),f(y),pow(10.,c)))*m;" + "return vec3(n(v,f(vec3(0,.3,.8)),f(y),pow(10.,l)))*m;" "}" - "vec3 g(vec2 v)" + "vec3 e(vec2 v)" "{" - "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 m=f(),i=t(v,m,n(),f((28.-y)*-2.,2.,25.)),d=vec3(0);" + "float F=t(m,i,0),g=0.;" + "if(F<2e2)" "{" - "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.)" + "vec3 v=m+i*F,y=w(v);" + "g=x(v,0).y;" + "d+=l*f(v,vec3(10,15,25),.2,y);" + "d+=r*f(v,vec3(4,2,-15),1.,y);" + "d+=c*f(dot(y,f(vec3(0,1,10))),0.,1.);" + "if(g==0.)" + "d*=vec3(.21,.35,.33)+h(y,i,.5,2.);" + "if(g==1.)" + "d=s(v,y,f(vec3(0,.3,.8)),f(i));" + "if(g==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);" + "if(g==3.)" + "d*=vec3(.8,.8,.5)+x(v.xz*5e2+1e5,.3,0);" + "if(g==4.)" + "d*=vec3(0,.08,.11)+h(y,i,.3,.7);" + "if(g==5.)" + "d=k*pow(f(1.-dot(y,-i),0.,1.),.4);" + "if(g==6.)" + "d*=vec3(.01,.04,.06)+h(y,i,.1,2.5);" "}" - "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);" + "d+=z*k;" + "return smoothstep(0.,1.,pow(h(mix(d,mix(a,p,pow(max(dot(i,vec3(0,-.1,-1)),0.),8.)),1.-exp(-F*.01)))*vec3(.9,.8,.7),vec3(.45)))+1.2-vec3(f((32.-y)*.35,0.,1.2));" "}" "void main()" "{" - "vec2 y=(gl_FragCoord.xy*2.-v.xy)/v.y;" - "gl_FragColor=vec4(g(y),1);" + "gl_FragColor=vec4(e((gl_FragCoord.xy*2.-v.xy)/v.y),1);" "}"; #endif // SHADER_MINIFIED_H_