glow toimii!! final size: 4076

This commit is contained in:
2024-07-31 03:26:05 +03:00
parent d184eba529
commit 5db872e091
3 changed files with 238 additions and 276 deletions

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@ -89,7 +89,7 @@ ifeq ($(EXE_LINKER_PROGRAM),Crinkler)
# Crinkler settings # Crinkler settings
# Linker for building standalone EXE files for running # Linker for building standalone EXE files for running
FINAL_LINKER_EXE="$(PROGRAM_DIR)\Tools\Crinkler\crinkler.exe" 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 /UNSAFEIMPORT /LIBPATH:$(LIB_PATH) /REPORT:crinkler_report.html /PROGRESSGUI
FINAL_LINKER_OUT_OPT=/OUT: FINAL_LINKER_OUT_OPT=/OUT:
FINAL_LINKER_GENERAL_LIBS_PARAMS=kernel32.lib user32.lib FINAL_LINKER_GENERAL_LIBS_PARAMS=kernel32.lib user32.lib

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@ -9,15 +9,8 @@ uniform vec2 u_resolution;
uniform float u_time; uniform float u_time;
const float PI = 22./7.; const float PI = 22./7.;
vec3 no(vec3 v) vec3 no(vec3 v) { return normalize(v); }
{ float cl(float a, float b, float c) { return clamp(a,b,c); }
return normalize(v);
}
float cl(float a, float b, float c)
{
return clamp(a,b,c);
}
// Rotate // Rotate
mat2 rot2D(float angle) { mat2 rot2D(float angle) {
@ -57,9 +50,9 @@ float noise(vec2 p, float scale, int a)
///////////////// /////////////////
// GEOMETRY // // GEOMETRY //
///////////////// /////////////////
float sdSphere(vec3 p, float r) { /*float sdSphere(vec3 p, float r) {
return length(p)-r; return length(p)-r;
} }*/
float sdCappedCylinder( vec3 p, float h, float r ) float sdCappedCylinder( vec3 p, float h, float r )
{ {
@ -87,22 +80,24 @@ float sdTriPrism( vec3 p, vec2 h, float rot )
// POSITIONS // POSITIONS
//const vec3 glyph1Pos = vec3(1.7,-1.1,0.0); //const vec3 glyph1Pos = vec3(1.7,-1.1,0.0);
//const vec3 glyph2Pos = vec3(2.0,0.0,0.0); //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 glyph4Pos = vec3(0.0,2.0,0.0)
const vec3 glyph5Pos = vec3(-1.5,1.4,0.0);
//const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0); //const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0);
//const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0); //const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0);
// DELAYS // DELAYS
float STARTDELAY = 9.; float STARTDELAY = 9., glow = 0.;
// COLORS // 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 fogColor2 = vec3(0.93, 0.37, 0.16), // fog color2
indirColor = vec3(0.29, 0.28, 0.33), // indirect light color indirColor = vec3(0.29, 0.28, 0.33), // indirect light color
light1Color = vec3(0.82, 0.5, 0.9), light1Color = vec3(0.82, 0.5, 0.9),
light2Color = vec3(0.79, 0.66, 0.43), 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_BASE = vec3(0.0, 0.1, 0.3),
SEA_WATER_COLOR =vec3(0.11, 0.16, 0.18); 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); 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 // Ring boxes
an = PI/12., an = PI/12.,
step, step,
@ -171,67 +166,25 @@ vec2 map(vec3 p, int displace)
// Depth slice rings // Depth slice rings
d = smax( d, abs(p.z)-.1, .02 ); 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 //Rotating glyphs
vec3 p2 = ringAnim(p), q2=p2; vec3 p2 = ringAnim(p), q2=p2;
an = PI/16.; an = PI/16.;
q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy; 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); d = min(d, d2);
if (d==d2) mat = 6.; if (d==d2) mat = 6.;
// Gate Base // Gate Base
d2 = 1e3; 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++) { for(int i = 0; i < 4; i++) {
step = sdBox2(vec3(p.x,p.y+stepDist+0.05,p.z), vec3(2., .2,stepDist)) - .05; step = sdBox2(vec3(p.x,p.y+stepDist+0.05,p.z), vec3(2., .2,stepDist)) - .05;
d2 = min(d2, step); d2 = min(d2, step);
stepDist += .2; 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*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); d = min(d, d2);
if (d==d2) mat = 3.0; if (d==d2) mat = 2.0;
d2 = 1e3;
float h = 0.0, d3, choppy=4., freq=0.6, amp=.2;
if (displace == 1) { if (displace == 1) {
vec2 uv = p.xy; 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(-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)); d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
d = min(d, d2); 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 // // DRAWING //
//////////////// ////////////////
float rayMarch(vec3 ro, vec3 rd) { float rayMarch(vec3 ro, vec3 rd, int a) {
float d,t = 0.; // total distance travelled float d,t = 0.; // total distance travelled
// Raymarching // 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 d = map(ro + rd * t, 0).x; // Get distance to objects
t += d; // "march" the ray 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; return t;
} }
@ -277,7 +269,7 @@ vec3 getNormal(vec3 p) {
float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n) { float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n) {
vec3 l = no(lightPos - p); vec3 l = no(lightPos - p);
float dif = cl(dot(n, l), 0., intensity), float dif = cl(dot(n, l), 0., intensity),
d = rayMarch(p+n*.0025, l); d = rayMarch(p+n*.0025, l, 1);
if(d<length(lightPos-p)) dif *= shadow; if(d<length(lightPos-p)) dif *= shadow;
return dif; return dif;
} }
@ -365,9 +357,7 @@ vec3 cameraPointAt() {
if (u_time > 10.5) p = vec3(1.7,-1.1,0.); if (u_time > 10.5) p = vec3(1.7,-1.1,0.);
// look gate at distance // look gate at distance
if(u_time > 12.) p = vec3(0.); if(u_time > 12.) p = vec3(0.);
if(u_time > 13.5) { if(u_time > 13.5) p = mix(glyph3Pos,glyph5Pos, (u_time-13.5)*0.13);
p = mix(glyph3Pos,glyph5Pos, (u_time-13.5)*0.13);
}
if(u_time > 19.5) p = vec3(0.); if(u_time > 19.5) p = vec3(0.);
return p; return p;
} }
@ -392,27 +382,22 @@ vec3 sceneGate(vec2 uv)
vec3 ro = cameraPos(), vec3 ro = cameraPos(),
rd = getCameraRayDir(uv, ro, cameraPointAt(), cl((28.-u_time)*-2.,2.,25.)), rd = getCameraRayDir(uv, ro, cameraPointAt(), cl((28.-u_time)*-2.,2.,25.)),
col = vec3(0.); col = vec3(0.);
float d = rayMarch(ro, rd); float d = rayMarch(ro, rd,0), mat = 0.;
if (d < 150.) { if (d < 200.) {
// Lighting // Lighting
vec3 p = ro + rd * d, vec3 p = ro + rd * d,
n = getNormal(p); n = getNormal(p);
float mat = map(p,0).y, mat = map(p,0).y;
// Light 1 Arguments // Light 1 Arguments
// 1: Ray starting point // 1: Ray starting point
// 2: Light position // 2: Light position
// 3: Light intensity // 3: Light intensity
// 4: Shadow intensity // 4: Shadow intensity
// Light 2 // Lights
dif = getLight(p, vec3( 10., 15., 25.), 1., .2,n); col += light1Color * getLight(p, vec3( 10., 15., 25.), 1., .2,n);
col += dif * light1Color; col += light2Color * getLight(p, vec3( 4., 2., -15.), 1., 1.,n);
dif = getLight(p, vec3( 4., 2., -15.), 1., 1.,n);
col += dif * light2Color;
// indirect lightning -> vec3 in normalize is light direction // indirect lightning -> vec3 in normalize is light direction
col += indirColor * cl( dot( n, no(vec3(0. , 1., 10.))), 0., 1.); col += indirColor * cl( dot( n, no(vec3(0. , 1., 10.))), 0., 1.);
@ -427,27 +412,14 @@ vec3 sceneGate(vec2 uv)
if(mat==4.) if(mat==4.)
col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7); col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7);
if(mat ==5.) if(mat ==5.)
{ col = chevronColor * pow(cl(1. -dot(n, -rd), 0., 1.), .4);
float exponent = 2.; // lower number makes lighting go deeper into sphere if(mat == 6.)
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 *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5); col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5);
} }
col += glow * chevronColor;
} return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01)));
col = applyFog(col, d, rd, vec3(0., -.1, -1.), .01);
col = colorFlashesAnim(col); // animated color flash
return postProcess(col);
} }
void main() { void main() {
vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y; gl_FragColor = vec4(sceneGate( (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y), 1.);
gl_FragColor = vec4(sceneGate(uv), 1.);
} }

View File

@ -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_ #ifndef SHADER_MINIFIED_H_
# define SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_
# define VAR_u_resolution "v" # define VAR_u_resolution "v"
@ -8,9 +8,9 @@ const char *__temp_cleaned_shader_glsl =
"uniform vec2 v;" "uniform vec2 v;"
"uniform float y;" "uniform float y;"
"const float m=22./7.;" "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)" "float f(float v,float f,float y)"
"{" "{"
@ -18,31 +18,34 @@ const char *__temp_cleaned_shader_glsl =
"}" "}"
"mat2 n(float v)" "mat2 n(float v)"
"{" "{"
"float f=sin(v),y=cos(v);" "float f=sin(v);"
"return mat2(y,-f,f,y);" "v=cos(v);"
"return mat2(v,-f,f,v);"
"}" "}"
"float n(float v,float y,float m)" "float n(float v,float y,float m)"
"{" "{"
"float x=max(m-abs(v-y),0.);" "float f=max(m-abs(v-y),0.);"
"return max(v,y)+x*x*.25/m;" "return max(v,y)+f*f*.25/m;"
"}" "}"
"float f(vec2 v,int y)" "float f(vec2 v,int y)"
"{" "{"
"if(y==1)" "if(y==1)"
"{" "{"
"float m=dot(v,vec2(127.1,311.7));" "float y=dot(v,vec2(127.1,311.7));"
"return fract(sin(m)*43758.5453123);" "return fract(sin(y)*43758.5453123);"
"}" "}"
"v=50.*fract(v*.3183099);" "v=50.*fract(v*.3183099);"
"return fract(v.x*v.y*(v.x+v.y));" "return fract(v.x*v.y*(v.x+v.y));"
"}" "}"
"float x(vec2 v,float y,int m)" "float x(vec2 v,float y,int m)"
"{" "{"
"vec2 d=floor(v),z=fract(v),a=z*z*(3.-2.*z);" "vec2 d=floor(v);"
"float x=y;" "v=fract(v);"
"v=v*v*(3.-2.*v);"
"float z=y;"
"if(m==1)" "if(m==1)"
"x=2.;" "z=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);" "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)" "float s(vec3 v,float y,float m)"
"{" "{"
@ -51,17 +54,17 @@ const char *__temp_cleaned_shader_glsl =
"}" "}"
"float n(vec3 v,vec3 y)" "float n(vec3 v,vec3 y)"
"{" "{"
"vec3 f=abs(v)-y;" "v=abs(v)-y;"
"return length(max(f,0.))+min(max(f.x,max(f.y,f.z)),0.);" "return length(max(v,0.))+min(max(v.x,max(v.y,v.z)),0.);"
"}" "}"
"float s(vec3 v,vec2 y)" "float s(vec3 v,vec2 y)"
"{" "{"
"v.xy*=n(.5);" "v.xy*=n(.5);"
"vec3 f=abs(v);" "vec3 m=abs(v);"
"return max(f.z-y.y,max(f.x*.866025+v.y*.5,-v.y)-y.x*.5);" "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);" "float z=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);" "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)" "float s(vec3 v)"
"{" "{"
"return min((y-v.y)*v.z,v.x*m);" "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)" "float t(vec2 v,float y)"
"{" "{"
"v+=x(v,1.,1);" "v+=x(v,1.,1);"
"vec2 f=1.-abs(sin(v)),m=abs(cos(v));" "vec2 f=1.-abs(sin(v));"
"f=mix(f,m,f);" "v=abs(cos(v));"
"f=mix(f,v,f);"
"return pow(1.-pow(f.x*f.y,.65),y);" "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;" "float z=0.,i=1e3,r=m/12.,p,d=floor(atan(v.y,v.x)/r+.5)*r;"
"vec3 d=v;" "vec3 a=v;"
"d.xy=n(r)*d.xy;" "a.xy=n(d)*a.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;" "float c=length(max(abs(a.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,l=abs(length(v.xy)-1.8)-.2;"
"l=min(l,c);" "c=min(c,l);"
"c=abs(length(v.xy)-1.75)-.08;" "l=n(abs(length(v.xy)-1.75)-.08,abs(v.z-.1)-.04,.005);"
"c=n(c,abs(v.z-.1)-.04,.005);" "c=n(max(-l,c),abs(v.z)-.1,.02);"
"l=max(-c,l);" "vec3 k=x(v),F=k;"
"l=n(l,abs(v.z)-.1,.02);" "r=m/16.;"
"for(float g=0.;g<8.;g++)" "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;"
"i=24.67/(m*2.);" "c=min(c,l);"
"d=v;" "if(c==l)"
"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)"
"z=6.;" "z=6.;"
"c=1e3;" "l=1e3;"
"float p=1.5;" "float C=1.5,e=0.,b,g=4.,E=.6,D=.2;"
"for(int h=0;h<4;h++)" "for(int i=0;i<4;i++)"
"a=n(vec3(v.x,v.y+p+.05,v.z),vec3(2,.2,p))-.05,c=min(c,a),p+=.2;" "p=n(vec3(v.x,v.y+C+.05,v.z),vec3(2,.2,C))-.05,l=min(l,p),C+=.2;"
"c+=x(v.xz*50.+2e2,.01,0)-x(v.yz*2.+1.5,.15,0);" "l+=x(v.xz*50.+2e2,.01,0);"
"l=min(l,c*.7);" "c=min(c,l);"
"if(l==c*.7)" "if(c==l)"
"z=2.;" "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)" "if(f==1)"
"{" "{"
"vec2 w=v.xy;" "vec2 f=v.xy;"
"for(int e=0;e<4;e++)" "for(int i=0;i<4;i++)"
"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);" "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);" "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=max(c,s(v,.3,1.7));" "c=min(c,l);"
"l=min(l,c);" "if(c==l)"
"if(l==c)"
"z=1.;" "z=1.;"
"return vec2(l,z);" "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++)"
"{"
"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;"
"}" "}"
"float h(vec3 v,vec3 y)" "}"
"return vec3(c,z,i);"
"}"
"float t(vec3 v,vec3 y,int f)"
"{" "{"
"float f,i=0.;" "float m,i=0.;"
"for(int l=0;l<90;l++)" "for(int c=0;c<100;c++)"
"{" "{"
"f=x(v+y*i,0).x;" "m=x(v+y*i,0).x;"
"i+=f;" "i+=m;"
"if(f<.001||i>4e2)" "if(f==0)"
"z+=.03/(1.+2.*pow(x(v+y*i,0).z,6.3));"
"if(m<1e-4||i>4e2)"
"break;" "break;"
"}" "}"
"return i;" "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(d<length(y-v))"
"z*=m;"
"return z;"
"}"
"float h(vec3 v,vec3 y,vec3 f,float c)"
"{"
"return pow(max(dot(reflect(f,v),y),0.),c)*((c+8.)/(m*8.));"
"}"
"vec3 n(vec3 v,vec3 y,vec3 f,vec3 m)"
"{"
"vec3 i=C+pow(dot(y,f)*.4+.6,60.)*F*.3;"
"i+=vec3(h(y,f,m,60.))*.2;"
"return i;"
"}"
"vec3 s(vec2 v,vec3 y,vec3 m,float c)"
"{"
"vec3 l=f(m-y),z=f(cross(vec3(0,1,0),l)),i=f(l*c+v.x*z+v.y*cross(l,z));"
"return i;"
"}"
"vec3 w(vec3 v)" "vec3 w(vec3 v)"
"{" "{"
"v*=vec3(.9,.8,.7);" "vec2 y=vec2(.01,0);"
"v=pow(v,vec3(.45));" "return f(x(v,1).x-vec3(x(v-y.xyy,1).x,x(v-y.yxy,1).x,x(v-y.yyx,1)));"
"v=smoothstep(0.,1.,v);" "}"
"v+=1.2-vec3(f((32.-y)*.35,0.,1.2));" "float f(vec3 v,vec3 y,float m,vec3 c)"
"return v;" "{"
"float i=1.;"
"vec3 l=f(y-v);"
"i=f(dot(c,l),0.,i);"
"float d=t(v+c*.0025,l,1);"
"if(d<length(y-v))"
"i*=m;"
"return i;"
"}"
"float n(vec3 v,vec3 y,vec3 f,float l)"
"{"
"return pow(max(dot(reflect(f,v),y),0.),l)*((l+8.)/(m*8.));"
"}"
"vec3 s(vec3 v,vec3 y,vec3 f,vec3 m)"
"{"
"return C+pow(dot(y,f)*.4+.6,60.)*F*.3+vec3(n(y,f,m,60.))*.2;"
"}"
"vec3 t(vec2 v,vec3 y,vec3 i,float m)"
"{"
"y=f(i-y);"
"i=f(cross(vec3(0,1,0),y));"
"return f(y*m+v.x*i+v.y*cross(y,i));"
"}" "}"
"vec3 f()" "vec3 f()"
"{" "{"
@ -231,7 +224,7 @@ const char *__temp_cleaned_shader_glsl =
"v.yz*=n((1.-cos(y-21.8))*-.025),v.xz*=n(sin((y-21.8)*.07));" "v.yz*=n((1.-cos(y-21.8))*-.025),v.xz*=n(sin((y-21.8)*.07));"
"return v;" "return v;"
"}" "}"
"vec3 h()" "vec3 n()"
"{" "{"
"vec3 v=vec3(0,-.5,0);" "vec3 v=vec3(0,-.5,0);"
"if(y>10.5)" "if(y>10.5)"
@ -239,59 +232,56 @@ const char *__temp_cleaned_shader_glsl =
"if(y>12.)" "if(y>12.)"
"v=vec3(0);" "v=vec3(0);"
"if(y>13.5)" "if(y>13.5)"
"v=mix(d,a,(y-13.5)*.13);" "v=mix(d,i,(y-13.5)*.13);"
"if(y>19.5)" "if(y>19.5)"
"v=vec3(0);" "v=vec3(0);"
"return v;" "return v;"
"}" "}"
"vec3 e(vec3 v)" "vec3 h(vec3 v)"
"{" "{"
"if(y>10.75)" "if(y>10.75)"
"{" "{"
"float f=smoothstep(-1.,.8,sin(s(vec3(.8,10.75,8))*2.));" "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;" "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);" "vec3 m=f(),i=t(v,m,n(),f((28.-y)*-2.,2.,25.)),d=vec3(0);"
"float g=h(m,i);" "float F=t(m,i,0),g=0.;"
"if(g<150.)" "if(F<2e2)"
"{" "{"
"vec3 C=m+i*g,a=h(C);" "vec3 v=m+i*F,y=w(v);"
"float F=x(C,0).y,E=f(C,vec3(10,15,25),.2,a);" "g=x(v,0).y;"
"d+=E*c;" "d+=l*f(v,vec3(10,15,25),.2,y);"
"E=f(C,vec3(4,2,-15),1.,a);" "d+=r*f(v,vec3(4,2,-15),1.,y);"
"d+=E*k;" "d+=c*f(dot(y,f(vec3(0,1,10))),0.,1.);"
"d+=z*f(dot(a,f(vec3(0,1,10))),0.,1.);" "if(g==0.)"
"if(F==0.)" "d*=vec3(.21,.35,.33)+h(y,i,.5,2.);"
"d*=vec3(.21,.35,.33)+e(a,i,.5,2.);" "if(g==1.)"
"if(F==1.)" "d=s(v,y,f(vec3(0,.3,.8)),f(i));"
"d=n(C,a,f(vec3(0,.3,.8)),f(i));" "if(g==2.)"
"if(F==2.)"
"d*=vec3(.8,.8,.5);" "d*=vec3(.8,.8,.5);"
"if(F==3.)" "if(g==3.)"
"d*=vec3(.8,.8,.5)+x(C.xz*5e2+1e5,.3,0);" "d*=vec3(.8,.8,.5)+x(v.xz*5e2+1e5,.3,0);"
"if(F==4.)" "if(g==4.)"
"d*=vec3(0,.08,.11)+e(a,i,.3,.7);" "d*=vec3(0,.08,.11)+h(y,i,.3,.7);"
"if(F==5.)" "if(g==5.)"
"d*=r;" "d=k*pow(f(1.-dot(y,-i),0.,1.),.4);"
"if(F==6.)" "if(g==6.)"
"d*=vec3(.01,.04,.06)+e(a,i,.1,2.5);" "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+=z*k;"
"d=e(d);" "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));"
"return w(d);"
"}" "}"
"void main()" "void main()"
"{" "{"
"vec2 y=(gl_FragCoord.xy*2.-v.xy)/v.y;" "gl_FragColor=vec4(e((gl_FragCoord.xy*2.-v.xy)/v.y),1);"
"gl_FragColor=vec4(g(y),1);"
"}"; "}";
#endif // SHADER_MINIFIED_H_ #endif // SHADER_MINIFIED_H_