fixes
This commit is contained in:
@ -12,9 +12,9 @@ RESOLUTION_X=1280
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RESOLUTION_Y=720
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USE_TIME_UNIFORM=1
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TIME_UNIFORM_NAME='time'
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TIME_UNIFORM_NAME='u_time'
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USE_RESOLUTION_UNIFORM=1
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RESOLUTION_UNIFORM_NAME='resolution'
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RESOLUTION_UNIFORM_NAME='u_resolution'
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# Frame-to-texture, mipmaps
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@ -55,7 +55,7 @@ PROD_END_TIME=5257472
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OUTPUT_EXE_NAME=4k_test.exe
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# this is just the name/text of the GUI option, not the name of the linker executable
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EXE_LINKER_PROGRAM=Crinkler
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EXE_LINKER_PROGRAM=GNU ld
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QUOTE=\"
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732
cogs.frag
732
cogs.frag
@ -1,22 +1,582 @@
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#ifdef GL_ES
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precision mediump float;
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define MAX_STEPS 100
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#define MAX_DIST 20.
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#define SURF_DIST .001
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#define TAU 6.283185
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#define PI 3.141592
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#define FOG_DENSITY 0.01
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform sampler2D texture_sampler;
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uniform sampler2D texts;
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struct Obj {
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float distance; // distance map
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int material; // material Id
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};
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////////////////////////////////////////////////////////////////
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//
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// HG_SDF
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//
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// GLSL LIBRARY FOR BUILDING SIGNED DISTANCE BOUNDS
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//
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// version 2021-07-28
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//
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// Check https://mercury.sexy/hg_sdf for updates
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// and usage examples. Send feedback to spheretracing@mercury.sexy.
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//
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// Brought to you by MERCURY https://mercury.sexy/
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//
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//
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//
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// Released dual-licensed under
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// Creative Commons Attribution-NonCommercial (CC BY-NC)
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// or
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// MIT License
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// at your choice.
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//
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// SPDX-License-Identifier: MIT OR CC-BY-NC-4.0
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//
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// /////
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////////////////////////////////////////////////////////////////
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//
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// HELPER FUNCTIONS/MACROS
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//
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////////////////////////////////////////////////////////////////
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#define PI 3.14159265
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#define TAU (2*PI)
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#define PHI (sqrt(5)*0.5 + 0.5)
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// Sign function that doesn't return 0
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float sgn(float x) {
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return (x < 0. )? -1. : 1.;
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}
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vec2 sgn(vec2 v) {
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return vec2((v.x<0.)?-1.:1., (v.y<0.)?-1.:1.);
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}
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float square (float x) {
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return x*x;
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}
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vec2 square (vec2 x) {
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return x*x;
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}
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vec3 square (vec3 x) {
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return x*x;
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}
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float lengthSqr(vec3 x) {
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return dot(x, x);
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}
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// Maximum/minumum elements of a vector
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float vmax(vec2 v) {
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return max(v.x, v.y);
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}
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float vmax(vec3 v) {
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return max(max(v.x, v.y), v.z);
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}
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float vmax(vec4 v) {
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return max(max(v.x, v.y), max(v.z, v.w));
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}
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float vmin(vec2 v) {
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return min(v.x, v.y);
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}
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float vmin(vec3 v) {
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return min(min(v.x, v.y), v.z);
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}
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float vmin(vec4 v) {
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return min(min(v.x, v.y), min(v.z, v.w));
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}
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////////////////////////////////////////////////////////////////
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//
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// PRIMITIVE DISTANCE FUNCTIONS
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//
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////////////////////////////////////////////////////////////////
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//
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// Conventions:
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//
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// Everything that is a distance function is called fSomething.
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// The first argument is always a point in 2 or 3-space called <p>.
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// Unless otherwise noted, (if the object has an intrinsic "up"
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// side or direction) the y axis is "up" and the object is
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// centered at the origin.
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//
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////////////////////////////////////////////////////////////////
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float fSphere(vec3 p, float r) {
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return length(p) - r;
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}
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// Plane with normal n (n is normalized) at some distance from the origin
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float fPlane(vec3 p, vec3 n, float distanceFromOrigin) {
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return dot(p, n) + distanceFromOrigin;
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}
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// Cheap Box: distance to corners is overestimated
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float fBoxCheap(vec3 p, vec3 b) { //cheap box
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return vmax(abs(p) - b);
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}
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// Box: correct distance to corners
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float fBox(vec3 p, vec3 b) {
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vec3 d = abs(p) - b;
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return length(max(d, vec3(0))) + vmax(min(d, vec3(0)));
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}
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// Same as above, but in two dimensions (an endless box)
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float fBox2Cheap(vec2 p, vec2 b) {
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return vmax(abs(p)-b);
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}
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float fBox2(vec2 p, vec2 b) {
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vec2 d = abs(p) - b;
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return length(max(d, vec2(0.))) + vmax(min(d, vec2(0.)));
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}
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// Endless "corner"
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float fCorner (vec2 p) {
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return length(max(p, vec2(0.))) + vmax(min(p, vec2(0.)));
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}
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// Cylinder standing upright on the xz plane
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float fCylinder(vec3 p, float r, float height) {
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float d = length(p.xz) - r;
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d = max(d, abs(p.y) - height);
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return d;
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}
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// Capsule: A Cylinder with round caps on both sides
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float fCapsule(vec3 p, float r, float c) {
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return mix(length(p.xz) - r, length(vec3(p.x, abs(p.y) - c, p.z)) - r, step(c, abs(p.y)));
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}
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// Distance to line segment between <a> and <b>, used for fCapsule() version 2below
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float fLineSegment(vec3 p, vec3 a, vec3 b) {
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vec3 ab = b - a;
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float t = clamp( dot(p - a, ab) / dot(ab, ab), 0., 1. );
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return length((ab*t + a) - p);
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}
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// Capsule version 2: between two end points <a> and <b> with radius r
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float fCapsule(vec3 p, vec3 a, vec3 b, float r) {
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return fLineSegment(p, a, b) - r;
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}
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// Torus in the XZ-plane
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float fTorus(vec3 p, float smallRadius, float largeRadius) {
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return length(vec2(length(p.xz) - largeRadius, p.y)) - smallRadius;
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}
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// A circle line. Can also be used to make a torus by subtracting the smaller radius of the torus.
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float fCircle(vec3 p, float r) {
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float l = length(p.xz) - r;
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return length(vec2(p.y, l));
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}
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// A circular disc with no thickness (i.e. a cylinder with no height).
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// Subtract some value to make a flat disc with rounded edge.
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float fDisc(vec3 p, float r) {
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float l = length(p.xz) - r;
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return l < 0. ? abs(p.y) : length(vec2(p.y, l));
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}
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// Hexagonal prism, circumcircle variant
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float fHexagonCircumcircle(vec3 p, vec2 h) {
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vec3 q = abs(p);
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return max(q.y - h.y, max(q.x*sqrt(3.)*0.5 + q.z*0.5, q.z) - h.x);
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//this is mathematically equivalent to this line, but less efficient:
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//return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x);
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}
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// Hexagonal prism, incircle variant
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float fHexagonIncircle(vec3 p, vec2 h) {
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return fHexagonCircumcircle(p, vec2(h.x*sqrt(3.)*0.5, h.y));
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}
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// Cone with correct distances to tip and base circle. Y is up, 0 is in the middle of the base.
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float fCone(vec3 p, float radius, float height) {
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vec2 q = vec2(length(p.xz), p.y);
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vec2 tip = q - vec2(0, height);
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vec2 mantleDir = normalize(vec2(height, radius));
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float mantle = dot(tip, mantleDir);
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float d = max(mantle, -q.y);
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float projected = dot(tip, vec2(mantleDir.y, -mantleDir.x));
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// distance to tip
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if ((q.y > height) && (projected < 0.)) {
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d = max(d, length(tip));
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}
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// distance to base ring
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if ((q.x > radius) && (projected > length(vec2(height, radius)))) {
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d = max(d, length(q - vec2(radius, 0)));
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}
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return d;
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}
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////////////////////////////////////////////////////////////////
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//
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// DOMAIN MANIPULATION OPERATORS
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//
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////////////////////////////////////////////////////////////////
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//
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// Conventions:
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//
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// Everything that modifies the domain is named pSomething.
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//
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// Many operate only on a subset of the three dimensions. For those,
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// you must choose the dimensions that you want manipulated
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// by supplying e.g. <p.x> or <p.zx>
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//
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// <inout p> is always the first argument and modified in place.
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//
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// Many of the operators partition space into cells. An identifier
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// or cell index is returned, if possible. This return value is
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// intended to be optionally used e.g. as a random seed to change
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// parameters of the distance functions inside the cells.
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//
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// Unless stated otherwise, for cell index 0, <p> is unchanged and cells
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// are centered on the origin so objects don't have to be moved to fit.
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//
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//
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////////////////////////////////////////////////////////////////
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// Rotate around a coordinate axis (i.e. in a plane perpendicular to that axis) by angle <a>.
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// Read like this: R(p.xz, a) rotates "x towards z".
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// This is fast if <a> is a compile-time constant and slower (but still practical) if not.
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void pR(inout vec2 p, float a) {
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p = cos(a)*p + sin(a)*vec2(p.y, -p.x);
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}
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// Shortcut for 45-degrees rotation
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void pR45(inout vec2 p) {
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p = (p + vec2(p.y, -p.x))*sqrt(0.5);
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}
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// Repeat space along one axis. Use like this to repeat along the x axis:
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// <float cell = pMod1(p.x,5);> - using the return value is optional.
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float pMod1(inout float p, float size) {
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float halfsize = size*0.5;
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float c = floor((p + halfsize)/size);
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p = mod(p + halfsize, size) - halfsize;
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return c;
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}
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// Same, but mirror every second cell so they match at the boundaries
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float pModMirror1(inout float p, float size) {
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float halfsize = size*0.5;
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float c = floor((p + halfsize)/size);
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p = mod(p + halfsize,size) - halfsize;
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p *= mod(c, 2.0)*2. - 1.;
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return c;
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}
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// Repeat the domain only in positive direction. Everything in the negative half-space is unchanged.
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float pModSingle1(inout float p, float size) {
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float halfsize = size*0.5;
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float c = floor((p + halfsize)/size);
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if (p >= 0.)
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p = mod(p + halfsize, size) - halfsize;
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return c;
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}
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// Repeat only a few times: from indices <start> to <stop> (similar to above, but more flexible)
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float pModInterval1(inout float p, float size, float start, float stop) {
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float halfsize = size*0.5;
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float c = floor((p + halfsize)/size);
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p = mod(p+halfsize, size) - halfsize;
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if (c > stop) { //yes, this might not be the best thing numerically.
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p += size*(c - stop);
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c = stop;
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}
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if (c <start) {
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p += size*(c - start);
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c = start;
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}
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return c;
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}
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// Repeat around the origin by a fixed angle.
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// For easier use, num of repetitions is use to specify the angle.
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float pModPolar(inout vec2 p, float repetitions) {
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float angle = 2.*PI/repetitions;
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float a = atan(p.y, p.x) + angle/2.;
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float r = length(p);
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float c = floor(a/angle);
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a = mod(a,angle) - angle/2.;
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p = vec2(cos(a), sin(a))*r;
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// For an odd number of repetitions, fix cell index of the cell in -x direction
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// (cell index would be e.g. -5 and 5 in the two halves of the cell):
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if (abs(c) >= (repetitions/2.)) c = abs(c);
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return c;
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}
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// Repeat in two dimensions
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vec2 pMod2(inout vec2 p, vec2 size) {
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vec2 c = floor((p + size*0.5)/size);
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p = mod(p + size*0.5,size) - size*0.5;
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return c;
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}
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// Same, but mirror every second cell so all boundaries match
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vec2 pModMirror2(inout vec2 p, vec2 size) {
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vec2 halfsize = size*0.5;
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vec2 c = floor((p + halfsize)/size);
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p = mod(p + halfsize, size) - halfsize;
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p *= mod(c,vec2(2.))*2. - vec2(1);
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return c;
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}
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// Same, but mirror every second cell at the diagonal as well
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vec2 pModGrid2(inout vec2 p, vec2 size) {
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vec2 c = floor((p + size*0.5)/size);
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p = mod(p + size*0.5, size) - size*0.5;
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p *= mod(c,vec2(2.))*2. - vec2(1.);
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p -= size/2.;
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if (p.x > p.y) p.xy = p.yx;
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return floor(c/2.);
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}
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// Repeat in three dimensions
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vec3 pMod3(inout vec3 p, vec3 size) {
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vec3 c = floor((p + size*0.5)/size);
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p = mod(p + size*0.5, size) - size*0.5;
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return c;
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}
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// Mirror at an axis-aligned plane which is at a specified distance <dist> from the origin.
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float pMirror (inout float p, float dist) {
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float s = sgn(p);
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p = abs(p)-dist;
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return s;
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}
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// Mirror in both dimensions and at the diagonal, yielding one eighth of the space.
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// translate by dist before mirroring.
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vec2 pMirrorOctant (inout vec2 p, vec2 dist) {
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vec2 s = sgn(p);
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pMirror(p.x, dist.x);
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pMirror(p.y, dist.y);
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if (p.y > p.x)
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p.xy = p.yx;
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return s;
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}
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// Reflect space at a plane
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float pReflect(inout vec3 p, vec3 planeNormal, float offset) {
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float t = dot(p, planeNormal)+offset;
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if (t < 0.) {
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p = p - (2.*t)*planeNormal;
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}
|
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return sgn(t);
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}
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|
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|
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////////////////////////////////////////////////////////////////
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//
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// OBJECT COMBINATION OPERATORS
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//
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////////////////////////////////////////////////////////////////
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//
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// We usually need the following boolean operators to combine two objects:
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// Union: OR(a,b)
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// Intersection: AND(a,b)
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// Difference: AND(a,!b)
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// (a and b being the distances to the objects).
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//
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// The trivial implementations are min(a,b) for union, max(a,b) for intersection
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// and max(a,-b) for difference. To combine objects in more interesting ways to
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||||
// produce rounded edges, chamfers, stairs, etc. instead of plain sharp edges we
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// can use combination operators. It is common to use some kind of "smooth minimum"
|
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// instead of min(), but we don't like that because it does not preserve Lipschitz
|
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// continuity in many cases.
|
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//
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// Naming convention: since they return a distance, they are called fOpSomething.
|
||||
// The different flavours usually implement all the boolean operators above
|
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// and are called fOpUnionRound, fOpIntersectionRound, etc.
|
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//
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||||
// The basic idea: Assume the object surfaces intersect at a right angle. The two
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||||
// distances <a> and <b> constitute a new local two-dimensional coordinate system
|
||||
// with the actual intersection as the origin. In this coordinate system, we can
|
||||
// evaluate any 2D distance function we want in order to shape the edge.
|
||||
//
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||||
// The operators below are just those that we found useful or interesting and should
|
||||
// be seen as examples. There are infinitely more possible operators.
|
||||
//
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||||
// They are designed to actually produce correct distances or distance bounds, unlike
|
||||
// popular "smooth minimum" operators, on the condition that the gradients of the two
|
||||
// SDFs are at right angles. When they are off by more than 30 degrees or so, the
|
||||
// Lipschitz condition will no longer hold (i.e. you might get artifacts). The worst
|
||||
// case is parallel surfaces that are close to each other.
|
||||
//
|
||||
// Most have a float argument <r> to specify the radius of the feature they represent.
|
||||
// This should be much smaller than the object size.
|
||||
//
|
||||
// Some of them have checks like "if ((-a < r) && (-b < r))" that restrict
|
||||
// their influence (and computation cost) to a certain area. You might
|
||||
// want to lift that restriction or enforce it. We have left it as comments
|
||||
// in some cases.
|
||||
//
|
||||
// usage example:
|
||||
//
|
||||
// float fTwoBoxes(vec3 p) {
|
||||
// float box0 = fBox(p, vec3(1));
|
||||
// float box1 = fBox(p-vec3(1), vec3(1));
|
||||
// return fOpUnionChamfer(box0, box1, 0.2);
|
||||
// }
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
// The "Chamfer" flavour makes a 45-degree chamfered edge (the diagonal of a square of size <r>):
|
||||
float fOpUnionChamfer(float a, float b, float r) {
|
||||
return min(min(a, b), (a - r + b)*sqrt(0.5));
|
||||
}
|
||||
|
||||
// Intersection has to deal with what is normally the inside of the resulting object
|
||||
// when using union, which we normally don't care about too much. Thus, intersection
|
||||
// implementations sometimes differ from union implementations.
|
||||
float fOpIntersectionChamfer(float a, float b, float r) {
|
||||
return max(max(a, b), (a + r + b)*sqrt(0.5));
|
||||
}
|
||||
|
||||
// Difference can be built from Intersection or Union:
|
||||
float fOpDifferenceChamfer (float a, float b, float r) {
|
||||
return fOpIntersectionChamfer(a, -b, r);
|
||||
}
|
||||
|
||||
// The "Round" variant uses a quarter-circle to join the two objects smoothly:
|
||||
float fOpUnionRound(float a, float b, float r) {
|
||||
vec2 u = max(vec2(r - a,r - b), vec2(0));
|
||||
return max(r, min (a, b)) - length(u);
|
||||
}
|
||||
|
||||
float fOpIntersectionRound(float a, float b, float r) {
|
||||
vec2 u = max(vec2(r + a,r + b), vec2(0));
|
||||
return min(-r, max (a, b)) + length(u);
|
||||
}
|
||||
|
||||
float fOpDifferenceRound (float a, float b, float r) {
|
||||
return fOpIntersectionRound(a, -b, r);
|
||||
}
|
||||
|
||||
|
||||
// The "Columns" flavour makes n-1 circular columns at a 45 degree angle:
|
||||
float fOpUnionColumns(float a, float b, float r, float n) {
|
||||
if ((a < r) && (b < r)) {
|
||||
vec2 p = vec2(a, b);
|
||||
float columnradius = r*sqrt(2.)/((n-1.)*2.+sqrt(2.));
|
||||
pR45(p);
|
||||
p.x -= sqrt(2.)/2.*r;
|
||||
p.x += columnradius*sqrt(2.);
|
||||
if (mod(n,2.) == 1.) {
|
||||
p.y += columnradius;
|
||||
}
|
||||
// At this point, we have turned 45 degrees and moved at a point on the
|
||||
// diagonal that we want to place the columns on.
|
||||
// Now, repeat the domain along this direction and place a circle.
|
||||
pMod1(p.y, columnradius*2.);
|
||||
float result = length(p) - columnradius;
|
||||
result = min(result, p.x);
|
||||
result = min(result, a);
|
||||
return min(result, b);
|
||||
} else {
|
||||
return min(a, b);
|
||||
}
|
||||
}
|
||||
|
||||
float fOpDifferenceColumns(float a, float b, float r, float n) {
|
||||
a = -a;
|
||||
float m = min(a, b);
|
||||
//avoid the expensive computation where not needed (produces discontinuity though)
|
||||
if ((a < r) && (b < r)) {
|
||||
vec2 p = vec2(a, b);
|
||||
float columnradius = r*sqrt(2.)/n/2.0;
|
||||
columnradius = r*sqrt(2.)/((n-1.)*2.+sqrt(2.));
|
||||
|
||||
pR45(p);
|
||||
p.y += columnradius;
|
||||
p.x -= sqrt(2.)/2.*r;
|
||||
p.x += -columnradius*sqrt(2.)/2.;
|
||||
|
||||
if (mod(n,2.) == 1.) {
|
||||
p.y += columnradius;
|
||||
}
|
||||
pMod1(p.y,columnradius*2.);
|
||||
|
||||
float result = -length(p) + columnradius;
|
||||
result = max(result, p.x);
|
||||
result = min(result, a);
|
||||
return -min(result, b);
|
||||
} else {
|
||||
return -m;
|
||||
}
|
||||
}
|
||||
|
||||
float fOpIntersectionColumns(float a, float b, float r, float n) {
|
||||
return fOpDifferenceColumns(a,-b,r, n);
|
||||
}
|
||||
|
||||
// The "Stairs" flavour produces n-1 steps of a staircase:
|
||||
// much less stupid version by paniq
|
||||
float fOpUnionStairs(float a, float b, float r, float n) {
|
||||
float s = r/n;
|
||||
float u = b-r;
|
||||
return min(min(a,b), 0.5 * (u + a + abs ((mod (u - a + s, 2. * s)) - s)));
|
||||
}
|
||||
|
||||
// We can just call Union since stairs are symmetric.
|
||||
float fOpIntersectionStairs(float a, float b, float r, float n) {
|
||||
return -fOpUnionStairs(-a, -b, r, n);
|
||||
}
|
||||
|
||||
float fOpDifferenceStairs(float a, float b, float r, float n) {
|
||||
return -fOpUnionStairs(-a, b, r, n);
|
||||
}
|
||||
|
||||
|
||||
// Similar to fOpUnionRound, but more lipschitz-y at acute angles
|
||||
// (and less so at 90 degrees). Useful when fudging around too much
|
||||
// by MediaMolecule, from Alex Evans' siggraph slides
|
||||
float fOpUnionSoft(float a, float b, float r) {
|
||||
float e = max(r - abs(a - b), 0.);
|
||||
return min(a, b) - e*e*0.25/r;
|
||||
}
|
||||
|
||||
|
||||
// produces a cylindical pipe that runs along the intersection.
|
||||
// No objects remain, only the pipe. This is not a boolean operator.
|
||||
float fOpPipe(float a, float b, float r) {
|
||||
return length(vec2(a, b)) - r;
|
||||
}
|
||||
|
||||
// first object gets a v-shaped engraving where it intersect the second
|
||||
float fOpEngrave(float a, float b, float r) {
|
||||
return max(a, (a + r - abs(b))*sqrt(0.5));
|
||||
}
|
||||
|
||||
// first object gets a capenter-style groove cut out
|
||||
float fOpGroove(float a, float b, float ra, float rb) {
|
||||
return max(a, min(a + ra, rb - abs(b)));
|
||||
}
|
||||
|
||||
// first object gets a capenter-style tongue attached
|
||||
float fOpTongue(float a, float b, float ra, float rb) {
|
||||
return min(a, max(a - ra, abs(b) - rb));
|
||||
}
|
||||
|
||||
////// End of library
|
||||
|
||||
|
||||
mat2 Rot(float a) {
|
||||
@ -24,9 +584,8 @@ mat2 Rot(float a) {
|
||||
return mat2(c, -s, s, c);
|
||||
}
|
||||
|
||||
vec3 applyFog(in vec3 color, in float distance) {
|
||||
|
||||
float fogAmount = 1.0 - exp(-distance*FOG_DENSITY);
|
||||
vec3 applyFog(in vec3 color, in float distance) {
|
||||
float fogAmount = 1.0 - exp(-distance * 0.01);
|
||||
vec3 fogColor = vec3(0.17, 0.16, 0.24);
|
||||
return mix( color, fogColor, fogAmount );
|
||||
}
|
||||
@ -45,73 +604,58 @@ float sdCog2d(vec2 pos) {
|
||||
return f;
|
||||
}
|
||||
|
||||
float opSmoothSubtraction( float d1, float d2, float k )
|
||||
{
|
||||
float h = max(k-abs(-d1-d2),0.0);
|
||||
return max(-d1, d2) + h*h*0.25/k;
|
||||
}
|
||||
|
||||
float sdCapsule( vec3 p, vec3 a, vec3 b, float r )
|
||||
{
|
||||
vec3 pa = p - a, ba = b - a;
|
||||
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
|
||||
return length( pa - ba*h ) - r;
|
||||
}
|
||||
|
||||
float sdCog(vec3 pos, float angle) {
|
||||
pos.xy *= Rot(angle);
|
||||
float d1 = opExtrusion(pos, sdCog2d(pos.xy), 0.15);
|
||||
float d2 = sdCapsule(pos - vec3(0.,0., -0.5), vec3(0., 0.0, 0.), vec3(0., 0., 1.), 0.2);
|
||||
return 0.8 * opSmoothSubtraction(d2,d1,0.02)-0.001;
|
||||
}
|
||||
float d2 = fCapsule(pos - vec3(0.,0., -0.5), vec3(0., 0.0, 0.), vec3(0., 0., 1.), 0.2);
|
||||
return 0.8 * fOpDifferenceRound(d1,d2,0.1)-0.02;}
|
||||
|
||||
|
||||
// Scene
|
||||
Obj mapScene(in vec3 p) {
|
||||
float d = 1e10;
|
||||
vec2 mapScene(in vec3 p) {
|
||||
float d = 1e10;
|
||||
|
||||
float dGround = p.y +1.5 + sin(p.z*0.6)*.2 + sin(p.x*1.3)*.1;
|
||||
Obj ground = Obj(dGround, 0);
|
||||
float dGround = p.y + 1.5;
|
||||
d = min(d, dGround);
|
||||
|
||||
{
|
||||
float d1 = sdCog(p+vec3(1., 0., 0.), u_time);
|
||||
d = min(d, d1);
|
||||
}
|
||||
{
|
||||
float d1 = sdCog(p+vec3(0.5, -.87, 0.), -u_time);
|
||||
d = min(d, d1);
|
||||
}
|
||||
{
|
||||
float d1 = sdCog(p+vec3(0.5, .87, 0.), -u_time);
|
||||
d = min(d, d1);
|
||||
}
|
||||
Obj ob1 = Obj(d, 1);
|
||||
float c1 = sdCog(p+vec3(1., 0., 0.), u_time);
|
||||
d = min(d, c1);
|
||||
|
||||
if (ground.distance > ob1.distance) return ob1;
|
||||
return ground;
|
||||
float c2 = sdCog(p+vec3(0.5, -.87, 0.), -u_time);
|
||||
d = min(d, c2);
|
||||
|
||||
float c3 = sdCog(p+vec3(0.5, .87, 0.), -u_time);
|
||||
d = min(d, c3);
|
||||
|
||||
float mat = 0.;
|
||||
|
||||
if ( d == c1) mat = 1.;
|
||||
if ( d == c2) mat = 2.;
|
||||
if ( d == c3) mat = 3.;
|
||||
|
||||
return vec2(d, mat);
|
||||
}
|
||||
|
||||
Obj castRay(vec3 ro, vec3 rd) {
|
||||
float t = 0.0;
|
||||
|
||||
Obj res = Obj(-1., -1);
|
||||
for(int i=0; i<MAX_STEPS; i++) {
|
||||
vec2 castRay(vec3 ro, vec3 rd) {
|
||||
float t = 0.0;
|
||||
float mat = 0.;
|
||||
for(int i=0; i < 100; i++) {
|
||||
vec3 p = ro + rd * t;
|
||||
res = mapScene(p);
|
||||
t += res.distance;
|
||||
if (t > MAX_DIST || res.distance < abs(SURF_DIST*t) ) break;
|
||||
vec2 res = mapScene(p);
|
||||
t += res.x;
|
||||
mat = res.y;
|
||||
if (t > 20. || res.x < abs(0.0001*t) ) break;
|
||||
}
|
||||
if (t > MAX_DIST) t = -1.0;
|
||||
res.distance = t;
|
||||
return res;
|
||||
if (t > 20.) t = -1.0;
|
||||
return vec2(t, mat);
|
||||
}
|
||||
|
||||
float castShadow(vec3 ro, vec3 rd) {
|
||||
float res = 1.0;
|
||||
float t = 0.001;
|
||||
for(int i = 0; i < MAX_STEPS; i++) {
|
||||
for(int i = 0; i < 100; i++) {
|
||||
vec3 pos = ro + t* rd;
|
||||
float h = mapScene(pos).distance;
|
||||
float h = mapScene(pos).x;
|
||||
res = min(res, 10.0*h/t);
|
||||
if (abs(h) < (0.001*t) ) break;
|
||||
t += h;
|
||||
@ -122,9 +666,9 @@ float castShadow(vec3 ro, vec3 rd) {
|
||||
|
||||
vec3 calcNormal(vec3 pos) {
|
||||
vec2 e = vec2(.001, 0.);
|
||||
vec3 n = vec3( mapScene(pos+e.xyy).distance - mapScene(pos-e.xyy).distance,
|
||||
mapScene(pos+e.yxy).distance - mapScene(pos-e.yxy).distance,
|
||||
mapScene(pos+e.yyx).distance - mapScene(pos-e.yyx).distance
|
||||
vec3 n = vec3( mapScene(pos+e.xyy).x - mapScene(pos-e.xyy).x,
|
||||
mapScene(pos+e.yxy).x - mapScene(pos-e.yxy).x,
|
||||
mapScene(pos+e.yyx).x - mapScene(pos-e.yyx).x
|
||||
);
|
||||
return normalize(n);
|
||||
}
|
||||
@ -134,22 +678,28 @@ vec3 fresnel( vec3 F0, vec3 h, vec3 l ) {
|
||||
}
|
||||
|
||||
|
||||
vec3 shading(vec3 v, vec3 n, vec3 dir, int material) {
|
||||
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
|
||||
float shininess = 1.;
|
||||
vec3 final = vec3( 0.0 );
|
||||
vec3 ref = reflect( dir, n );
|
||||
vec3 Ks = vec3( 0.5 );
|
||||
vec3 Kd = vec3( 1.0 );
|
||||
vec3 outMaterial = vec3(0.1255, 0.1255, 0.1255);
|
||||
vec3 outMaterial = vec3(0.1686, 0.1686, 0.1686);
|
||||
|
||||
if (material == 0.) {
|
||||
outMaterial = vec3(0.1412, 0.1412, 0.1412);
|
||||
shininess = 11.1;
|
||||
} else if (material == 1.) {
|
||||
outMaterial = vec3(0.1765, 1.1961, 0.2275);
|
||||
shininess = 31.;
|
||||
} else if (material == 2.) {
|
||||
outMaterial = vec3(1.1765, 0.1961, 0.2275);
|
||||
shininess = 21.;
|
||||
} else if (material == 3.) {
|
||||
outMaterial = vec3(0.1765, 0.1961, 1.2275);
|
||||
shininess = 21.;
|
||||
}
|
||||
|
||||
if (material == 0) {
|
||||
outMaterial = vec3(0.1412, 0.1412, 0.1412);
|
||||
shininess = 3.1;
|
||||
} else if (material == 1) {
|
||||
outMaterial = vec3(0.1765, 0.1961, 0.2275);
|
||||
shininess = 21.;
|
||||
}
|
||||
|
||||
// light 0
|
||||
{
|
||||
vec3 light_pos = vec3( -2.,.3, 10. );
|
||||
@ -204,29 +754,25 @@ void main()
|
||||
{
|
||||
vec2 p = (2.0 * gl_FragCoord.xy - u_resolution.xy) / u_resolution.y;
|
||||
float angle = u_time*0.4;
|
||||
// angle = 2.0; // comment to rotate
|
||||
// gl_FragColor = vec4(vec3(sdCog2d(p)), 1.);
|
||||
// return;
|
||||
// camera
|
||||
vec3 ta = vec3(0.0, 0., 0.0);
|
||||
vec3 ro = ta + vec3(4.*sin(angle), cos(angle), 4.*cos(angle)); // *cos(angle))
|
||||
vec3 ta = vec3(0.0, 0., 1.0);
|
||||
vec3 ro = ta + vec3(2., 0., 4.); // + vec3(4.*sin(angle), cos(angle), 4.*cos(angle)); // *cos(angle))
|
||||
|
||||
vec3 ww = normalize(ta-ro);
|
||||
vec3 uu = normalize(cross(ww, vec3(0,1,0)));
|
||||
vec3 ww = normalize(ta-ro);
|
||||
vec3 uu = normalize(cross(ww, vec3(0.,1.0, 0.))); // vec3 = pitch, yaw, pan
|
||||
vec3 vv = normalize(cross(uu,ww));
|
||||
|
||||
vec3 rd = normalize(p.x * uu + p.y*vv + 1.4*ww); // camera
|
||||
vec3 rd = normalize(p.x * uu + p.y*vv + ww * 2.0); // camera
|
||||
|
||||
// global light
|
||||
vec3 col = vec3(0.1451, 0.1098, 0.1608) - vec3(0.9725, 0.5176, 0.0) *rd.y;
|
||||
Obj t = castRay(ro, rd);
|
||||
vec3 col = vec3(0.1451, 0.1098, 0.1608) - vec3(0.9725, 0.5176, 0.0) *rd.y;
|
||||
vec2 t = castRay(ro, rd);
|
||||
|
||||
if (t.distance > 0.) {
|
||||
vec3 pos = ro + rd * t.distance;
|
||||
if (t.x > 0.) {
|
||||
vec3 pos = ro + rd * t.x;
|
||||
vec3 nor = calcNormal(pos);
|
||||
col = shading(pos, nor, rd , t.material);
|
||||
col = shading(pos, nor, rd , t.y);
|
||||
// apply fog
|
||||
col = applyFog(col, t.distance);
|
||||
col = applyFog(col, t.x);
|
||||
}
|
||||
|
||||
gl_FragColor = vec4( pow( col, vec3(1.0/1.3) ), 1.0 );
|
||||
|
||||
@ -7,11 +7,11 @@ include $(PARENT_CONFIG)
|
||||
|
||||
|
||||
# Visuals
|
||||
EXE_LINKER_PROGRAM=Crinkler
|
||||
EXE_LINKER_PROGRAM=GNU ld
|
||||
CRINKLER_ORDERTRIES=400
|
||||
SHADER_FILE=shader_minified.h
|
||||
TIME_UNIFORM_NAME='v'
|
||||
RESOLUTION_UNIFORM_NAME='m'
|
||||
TIME_UNIFORM_NAME='y'
|
||||
RESOLUTION_UNIFORM_NAME='v'
|
||||
TEXTS_UNIFORM_NAME='d'
|
||||
USE_WIDECHAR_TEXTS=1
|
||||
TIME_DIVIDER=72993.102
|
||||
|
||||
732
shader.glsl
732
shader.glsl
@ -1,12 +1,579 @@
|
||||
uniform float time;
|
||||
uniform vec2 resolution;
|
||||
precision mediump float;
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time;
|
||||
uniform sampler2D texture_sampler;
|
||||
uniform sampler2D texts;
|
||||
|
||||
struct Obj {
|
||||
float distance; // distance map
|
||||
int material; // material Id
|
||||
};
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// HG_SDF
|
||||
//
|
||||
// GLSL LIBRARY FOR BUILDING SIGNED DISTANCE BOUNDS
|
||||
//
|
||||
// version 2021-07-28
|
||||
//
|
||||
// Check https://mercury.sexy/hg_sdf for updates
|
||||
// and usage examples. Send feedback to spheretracing@mercury.sexy.
|
||||
//
|
||||
// Brought to you by MERCURY https://mercury.sexy/
|
||||
//
|
||||
//
|
||||
//
|
||||
// Released dual-licensed under
|
||||
// Creative Commons Attribution-NonCommercial (CC BY-NC)
|
||||
// or
|
||||
// MIT License
|
||||
// at your choice.
|
||||
//
|
||||
// SPDX-License-Identifier: MIT OR CC-BY-NC-4.0
|
||||
//
|
||||
// /////
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// HELPER FUNCTIONS/MACROS
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
|
||||
const float PI = 3.14159265;
|
||||
const float TAU = (2.*PI);
|
||||
const float PHI = sqrt(5.)*0.5 + 0.5;
|
||||
|
||||
// Sign function that doesn't return 0
|
||||
float sgn(float x) {
|
||||
return (x < 0. )? -1. : 1.;
|
||||
}
|
||||
|
||||
vec2 sgn(vec2 v) {
|
||||
return vec2((v.x<0.)?-1.:1., (v.y<0.)?-1.:1.);
|
||||
}
|
||||
|
||||
float square (float x) {
|
||||
return x*x;
|
||||
}
|
||||
|
||||
vec2 square (vec2 x) {
|
||||
return x*x;
|
||||
}
|
||||
|
||||
vec3 square (vec3 x) {
|
||||
return x*x;
|
||||
}
|
||||
|
||||
float lengthSqr(vec3 x) {
|
||||
return dot(x, x);
|
||||
}
|
||||
|
||||
|
||||
// Maximum/minumum elements of a vector
|
||||
float vmax(vec2 v) {
|
||||
return max(v.x, v.y);
|
||||
}
|
||||
|
||||
float vmax(vec3 v) {
|
||||
return max(max(v.x, v.y), v.z);
|
||||
}
|
||||
|
||||
float vmax(vec4 v) {
|
||||
return max(max(v.x, v.y), max(v.z, v.w));
|
||||
}
|
||||
|
||||
float vmin(vec2 v) {
|
||||
return min(v.x, v.y);
|
||||
}
|
||||
|
||||
float vmin(vec3 v) {
|
||||
return min(min(v.x, v.y), v.z);
|
||||
}
|
||||
|
||||
float vmin(vec4 v) {
|
||||
return min(min(v.x, v.y), min(v.z, v.w));
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PRIMITIVE DISTANCE FUNCTIONS
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Conventions:
|
||||
//
|
||||
// Everything that is a distance function is called fSomething.
|
||||
// The first argument is always a point in 2 or 3-space called <p>.
|
||||
// Unless otherwise noted, (if the object has an intrinsic "up"
|
||||
// side or direction) the y axis is "up" and the object is
|
||||
// centered at the origin.
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
|
||||
float fSphere(vec3 p, float r) {
|
||||
return length(p) - r;
|
||||
}
|
||||
|
||||
// Plane with normal n (n is normalized) at some distance from the origin
|
||||
float fPlane(vec3 p, vec3 n, float distanceFromOrigin) {
|
||||
return dot(p, n) + distanceFromOrigin;
|
||||
}
|
||||
|
||||
// Cheap Box: distance to corners is overestimated
|
||||
float fBoxCheap(vec3 p, vec3 b) { //cheap box
|
||||
return vmax(abs(p) - b);
|
||||
}
|
||||
|
||||
// Box: correct distance to corners
|
||||
float fBox(vec3 p, vec3 b) {
|
||||
vec3 d = abs(p) - b;
|
||||
return length(max(d, vec3(0))) + vmax(min(d, vec3(0)));
|
||||
}
|
||||
|
||||
// Same as above, but in two dimensions (an endless box)
|
||||
float fBox2Cheap(vec2 p, vec2 b) {
|
||||
return vmax(abs(p)-b);
|
||||
}
|
||||
|
||||
float fBox2(vec2 p, vec2 b) {
|
||||
vec2 d = abs(p) - b;
|
||||
return length(max(d, vec2(0.))) + vmax(min(d, vec2(0.)));
|
||||
}
|
||||
|
||||
|
||||
// Endless "corner"
|
||||
float fCorner (vec2 p) {
|
||||
return length(max(p, vec2(0.))) + vmax(min(p, vec2(0.)));
|
||||
}
|
||||
|
||||
// Cylinder standing upright on the xz plane
|
||||
float fCylinder(vec3 p, float r, float height) {
|
||||
float d = length(p.xz) - r;
|
||||
d = max(d, abs(p.y) - height);
|
||||
return d;
|
||||
}
|
||||
|
||||
// Capsule: A Cylinder with round caps on both sides
|
||||
float fCapsule(vec3 p, float r, float c) {
|
||||
return mix(length(p.xz) - r, length(vec3(p.x, abs(p.y) - c, p.z)) - r, step(c, abs(p.y)));
|
||||
}
|
||||
|
||||
// Distance to line segment between <a> and <b>, used for fCapsule() version 2below
|
||||
float fLineSegment(vec3 p, vec3 a, vec3 b) {
|
||||
vec3 ab = b - a;
|
||||
float t = clamp( dot(p - a, ab) / dot(ab, ab), 0., 1. );
|
||||
return length((ab*t + a) - p);
|
||||
}
|
||||
|
||||
// Capsule version 2: between two end points <a> and <b> with radius r
|
||||
float fCapsule(vec3 p, vec3 a, vec3 b, float r) {
|
||||
return fLineSegment(p, a, b) - r;
|
||||
}
|
||||
|
||||
// Torus in the XZ-plane
|
||||
float fTorus(vec3 p, float smallRadius, float largeRadius) {
|
||||
return length(vec2(length(p.xz) - largeRadius, p.y)) - smallRadius;
|
||||
}
|
||||
|
||||
// A circle line. Can also be used to make a torus by subtracting the smaller radius of the torus.
|
||||
float fCircle(vec3 p, float r) {
|
||||
float l = length(p.xz) - r;
|
||||
return length(vec2(p.y, l));
|
||||
}
|
||||
|
||||
// A circular disc with no thickness (i.e. a cylinder with no height).
|
||||
// Subtract some value to make a flat disc with rounded edge.
|
||||
float fDisc(vec3 p, float r) {
|
||||
float l = length(p.xz) - r;
|
||||
return l < 0. ? abs(p.y) : length(vec2(p.y, l));
|
||||
}
|
||||
|
||||
// Hexagonal prism, circumcircle variant
|
||||
float fHexagonCircumcircle(vec3 p, vec2 h) {
|
||||
vec3 q = abs(p);
|
||||
return max(q.y - h.y, max(q.x*sqrt(3.)*0.5 + q.z*0.5, q.z) - h.x);
|
||||
//this is mathematically equivalent to this line, but less efficient:
|
||||
//return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x);
|
||||
}
|
||||
|
||||
// Hexagonal prism, incircle variant
|
||||
float fHexagonIncircle(vec3 p, vec2 h) {
|
||||
return fHexagonCircumcircle(p, vec2(h.x*sqrt(3.)*0.5, h.y));
|
||||
}
|
||||
|
||||
// Cone with correct distances to tip and base circle. Y is up, 0 is in the middle of the base.
|
||||
float fCone(vec3 p, float radius, float height) {
|
||||
vec2 q = vec2(length(p.xz), p.y);
|
||||
vec2 tip = q - vec2(0, height);
|
||||
vec2 mantleDir = normalize(vec2(height, radius));
|
||||
float mantle = dot(tip, mantleDir);
|
||||
float d = max(mantle, -q.y);
|
||||
float projected = dot(tip, vec2(mantleDir.y, -mantleDir.x));
|
||||
|
||||
// distance to tip
|
||||
if ((q.y > height) && (projected < 0.)) {
|
||||
d = max(d, length(tip));
|
||||
}
|
||||
|
||||
// distance to base ring
|
||||
if ((q.x > radius) && (projected > length(vec2(height, radius)))) {
|
||||
d = max(d, length(q - vec2(radius, 0)));
|
||||
}
|
||||
return d;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// DOMAIN MANIPULATION OPERATORS
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Conventions:
|
||||
//
|
||||
// Everything that modifies the domain is named pSomething.
|
||||
//
|
||||
// Many operate only on a subset of the three dimensions. For those,
|
||||
// you must choose the dimensions that you want manipulated
|
||||
// by supplying e.g. <p.x> or <p.zx>
|
||||
//
|
||||
// <inout p> is always the first argument and modified in place.
|
||||
//
|
||||
// Many of the operators partition space into cells. An identifier
|
||||
// or cell index is returned, if possible. This return value is
|
||||
// intended to be optionally used e.g. as a random seed to change
|
||||
// parameters of the distance functions inside the cells.
|
||||
//
|
||||
// Unless stated otherwise, for cell index 0, <p> is unchanged and cells
|
||||
// are centered on the origin so objects don't have to be moved to fit.
|
||||
//
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
|
||||
// Rotate around a coordinate axis (i.e. in a plane perpendicular to that axis) by angle <a>.
|
||||
// Read like this: R(p.xz, a) rotates "x towards z".
|
||||
// This is fast if <a> is a compile-time constant and slower (but still practical) if not.
|
||||
void pR(inout vec2 p, float a) {
|
||||
p = cos(a)*p + sin(a)*vec2(p.y, -p.x);
|
||||
}
|
||||
|
||||
// Shortcut for 45-degrees rotation
|
||||
void pR45(inout vec2 p) {
|
||||
p = (p + vec2(p.y, -p.x))*sqrt(0.5);
|
||||
}
|
||||
|
||||
// Repeat space along one axis. Use like this to repeat along the x axis:
|
||||
// <float cell = pMod1(p.x,5);> - using the return value is optional.
|
||||
float pMod1(inout float p, float size) {
|
||||
float halfsize = size*0.5;
|
||||
float c = floor((p + halfsize)/size);
|
||||
p = mod(p + halfsize, size) - halfsize;
|
||||
return c;
|
||||
}
|
||||
|
||||
// Same, but mirror every second cell so they match at the boundaries
|
||||
float pModMirror1(inout float p, float size) {
|
||||
float halfsize = size*0.5;
|
||||
float c = floor((p + halfsize)/size);
|
||||
p = mod(p + halfsize,size) - halfsize;
|
||||
p *= mod(c, 2.0)*2. - 1.;
|
||||
return c;
|
||||
}
|
||||
|
||||
// Repeat the domain only in positive direction. Everything in the negative half-space is unchanged.
|
||||
float pModSingle1(inout float p, float size) {
|
||||
float halfsize = size*0.5;
|
||||
float c = floor((p + halfsize)/size);
|
||||
if (p >= 0.)
|
||||
p = mod(p + halfsize, size) - halfsize;
|
||||
return c;
|
||||
}
|
||||
|
||||
// Repeat only a few times: from indices <start> to <stop> (similar to above, but more flexible)
|
||||
float pModInterval1(inout float p, float size, float start, float stop) {
|
||||
float halfsize = size*0.5;
|
||||
float c = floor((p + halfsize)/size);
|
||||
p = mod(p+halfsize, size) - halfsize;
|
||||
if (c > stop) { //yes, this might not be the best thing numerically.
|
||||
p += size*(c - stop);
|
||||
c = stop;
|
||||
}
|
||||
if (c <start) {
|
||||
p += size*(c - start);
|
||||
c = start;
|
||||
}
|
||||
return c;
|
||||
}
|
||||
|
||||
|
||||
// Repeat around the origin by a fixed angle.
|
||||
// For easier use, num of repetitions is use to specify the angle.
|
||||
float pModPolar(inout vec2 p, float repetitions) {
|
||||
float angle = 2.*PI/repetitions;
|
||||
float a = atan(p.y, p.x) + angle/2.;
|
||||
float r = length(p);
|
||||
float c = floor(a/angle);
|
||||
a = mod(a,angle) - angle/2.;
|
||||
p = vec2(cos(a), sin(a))*r;
|
||||
// For an odd number of repetitions, fix cell index of the cell in -x direction
|
||||
// (cell index would be e.g. -5 and 5 in the two halves of the cell):
|
||||
if (abs(c) >= (repetitions/2.)) c = abs(c);
|
||||
return c;
|
||||
}
|
||||
|
||||
// Repeat in two dimensions
|
||||
vec2 pMod2(inout vec2 p, vec2 size) {
|
||||
vec2 c = floor((p + size*0.5)/size);
|
||||
p = mod(p + size*0.5,size) - size*0.5;
|
||||
return c;
|
||||
}
|
||||
|
||||
// Same, but mirror every second cell so all boundaries match
|
||||
vec2 pModMirror2(inout vec2 p, vec2 size) {
|
||||
vec2 halfsize = size*0.5;
|
||||
vec2 c = floor((p + halfsize)/size);
|
||||
p = mod(p + halfsize, size) - halfsize;
|
||||
p *= mod(c,vec2(2.))*2. - vec2(1);
|
||||
return c;
|
||||
}
|
||||
|
||||
// Same, but mirror every second cell at the diagonal as well
|
||||
vec2 pModGrid2(inout vec2 p, vec2 size) {
|
||||
vec2 c = floor((p + size*0.5)/size);
|
||||
p = mod(p + size*0.5, size) - size*0.5;
|
||||
p *= mod(c,vec2(2.))*2. - vec2(1.);
|
||||
p -= size/2.;
|
||||
if (p.x > p.y) p.xy = p.yx;
|
||||
return floor(c/2.);
|
||||
}
|
||||
|
||||
// Repeat in three dimensions
|
||||
vec3 pMod3(inout vec3 p, vec3 size) {
|
||||
vec3 c = floor((p + size*0.5)/size);
|
||||
p = mod(p + size*0.5, size) - size*0.5;
|
||||
return c;
|
||||
}
|
||||
|
||||
// Mirror at an axis-aligned plane which is at a specified distance <dist> from the origin.
|
||||
float pMirror (inout float p, float dist) {
|
||||
float s = sgn(p);
|
||||
p = abs(p)-dist;
|
||||
return s;
|
||||
}
|
||||
|
||||
// Mirror in both dimensions and at the diagonal, yielding one eighth of the space.
|
||||
// translate by dist before mirroring.
|
||||
vec2 pMirrorOctant (inout vec2 p, vec2 dist) {
|
||||
vec2 s = sgn(p);
|
||||
pMirror(p.x, dist.x);
|
||||
pMirror(p.y, dist.y);
|
||||
if (p.y > p.x)
|
||||
p.xy = p.yx;
|
||||
return s;
|
||||
}
|
||||
|
||||
// Reflect space at a plane
|
||||
float pReflect(inout vec3 p, vec3 planeNormal, float offset) {
|
||||
float t = dot(p, planeNormal)+offset;
|
||||
if (t < 0.) {
|
||||
p = p - (2.*t)*planeNormal;
|
||||
}
|
||||
return sgn(t);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// OBJECT COMBINATION OPERATORS
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// We usually need the following boolean operators to combine two objects:
|
||||
// Union: OR(a,b)
|
||||
// Intersection: AND(a,b)
|
||||
// Difference: AND(a,!b)
|
||||
// (a and b being the distances to the objects).
|
||||
//
|
||||
// The trivial implementations are min(a,b) for union, max(a,b) for intersection
|
||||
// and max(a,-b) for difference. To combine objects in more interesting ways to
|
||||
// produce rounded edges, chamfers, stairs, etc. instead of plain sharp edges we
|
||||
// can use combination operators. It is common to use some kind of "smooth minimum"
|
||||
// instead of min(), but we don't like that because it does not preserve Lipschitz
|
||||
// continuity in many cases.
|
||||
//
|
||||
// Naming convention: since they return a distance, they are called fOpSomething.
|
||||
// The different flavours usually implement all the boolean operators above
|
||||
// and are called fOpUnionRound, fOpIntersectionRound, etc.
|
||||
//
|
||||
// The basic idea: Assume the object surfaces intersect at a right angle. The two
|
||||
// distances <a> and <b> constitute a new local two-dimensional coordinate system
|
||||
// with the actual intersection as the origin. In this coordinate system, we can
|
||||
// evaluate any 2D distance function we want in order to shape the edge.
|
||||
//
|
||||
// The operators below are just those that we found useful or interesting and should
|
||||
// be seen as examples. There are infinitely more possible operators.
|
||||
//
|
||||
// They are designed to actually produce correct distances or distance bounds, unlike
|
||||
// popular "smooth minimum" operators, on the condition that the gradients of the two
|
||||
// SDFs are at right angles. When they are off by more than 30 degrees or so, the
|
||||
// Lipschitz condition will no longer hold (i.e. you might get artifacts). The worst
|
||||
// case is parallel surfaces that are close to each other.
|
||||
//
|
||||
// Most have a float argument <r> to specify the radius of the feature they represent.
|
||||
// This should be much smaller than the object size.
|
||||
//
|
||||
// Some of them have checks like "if ((-a < r) && (-b < r))" that restrict
|
||||
// their influence (and computation cost) to a certain area. You might
|
||||
// want to lift that restriction or enforce it. We have left it as comments
|
||||
// in some cases.
|
||||
//
|
||||
// usage example:
|
||||
//
|
||||
// float fTwoBoxes(vec3 p) {
|
||||
// float box0 = fBox(p, vec3(1));
|
||||
// float box1 = fBox(p-vec3(1), vec3(1));
|
||||
// return fOpUnionChamfer(box0, box1, 0.2);
|
||||
// }
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
// The "Chamfer" flavour makes a 45-degree chamfered edge (the diagonal of a square of size <r>):
|
||||
float fOpUnionChamfer(float a, float b, float r) {
|
||||
return min(min(a, b), (a - r + b)*sqrt(0.5));
|
||||
}
|
||||
|
||||
// Intersection has to deal with what is normally the inside of the resulting object
|
||||
// when using union, which we normally don't care about too much. Thus, intersection
|
||||
// implementations sometimes differ from union implementations.
|
||||
float fOpIntersectionChamfer(float a, float b, float r) {
|
||||
return max(max(a, b), (a + r + b)*sqrt(0.5));
|
||||
}
|
||||
|
||||
// Difference can be built from Intersection or Union:
|
||||
float fOpDifferenceChamfer (float a, float b, float r) {
|
||||
return fOpIntersectionChamfer(a, -b, r);
|
||||
}
|
||||
|
||||
// The "Round" variant uses a quarter-circle to join the two objects smoothly:
|
||||
float fOpUnionRound(float a, float b, float r) {
|
||||
vec2 u = max(vec2(r - a,r - b), vec2(0));
|
||||
return max(r, min (a, b)) - length(u);
|
||||
}
|
||||
|
||||
float fOpIntersectionRound(float a, float b, float r) {
|
||||
vec2 u = max(vec2(r + a,r + b), vec2(0));
|
||||
return min(-r, max (a, b)) + length(u);
|
||||
}
|
||||
|
||||
float fOpDifferenceRound (float a, float b, float r) {
|
||||
return fOpIntersectionRound(a, -b, r);
|
||||
}
|
||||
|
||||
|
||||
// The "Columns" flavour makes n-1 circular columns at a 45 degree angle:
|
||||
float fOpUnionColumns(float a, float b, float r, float n) {
|
||||
if ((a < r) && (b < r)) {
|
||||
vec2 p = vec2(a, b);
|
||||
float columnradius = r*sqrt(2.)/((n-1.)*2.+sqrt(2.));
|
||||
pR45(p);
|
||||
p.x -= sqrt(2.)/2.*r;
|
||||
p.x += columnradius*sqrt(2.);
|
||||
if (mod(n,2.) == 1.) {
|
||||
p.y += columnradius;
|
||||
}
|
||||
// At this point, we have turned 45 degrees and moved at a point on the
|
||||
// diagonal that we want to place the columns on.
|
||||
// Now, repeat the domain along this direction and place a circle.
|
||||
pMod1(p.y, columnradius*2.);
|
||||
float result = length(p) - columnradius;
|
||||
result = min(result, p.x);
|
||||
result = min(result, a);
|
||||
return min(result, b);
|
||||
} else {
|
||||
return min(a, b);
|
||||
}
|
||||
}
|
||||
|
||||
float fOpDifferenceColumns(float a, float b, float r, float n) {
|
||||
a = -a;
|
||||
float m = min(a, b);
|
||||
//avoid the expensive computation where not needed (produces discontinuity though)
|
||||
if ((a < r) && (b < r)) {
|
||||
vec2 p = vec2(a, b);
|
||||
float columnradius = r*sqrt(2.)/n/2.0;
|
||||
columnradius = r*sqrt(2.)/((n-1.)*2.+sqrt(2.));
|
||||
|
||||
pR45(p);
|
||||
p.y += columnradius;
|
||||
p.x -= sqrt(2.)/2.*r;
|
||||
p.x += -columnradius*sqrt(2.)/2.;
|
||||
|
||||
if (mod(n,2.) == 1.) {
|
||||
p.y += columnradius;
|
||||
}
|
||||
pMod1(p.y,columnradius*2.);
|
||||
|
||||
float result = -length(p) + columnradius;
|
||||
result = max(result, p.x);
|
||||
result = min(result, a);
|
||||
return -min(result, b);
|
||||
} else {
|
||||
return -m;
|
||||
}
|
||||
}
|
||||
|
||||
float fOpIntersectionColumns(float a, float b, float r, float n) {
|
||||
return fOpDifferenceColumns(a,-b,r, n);
|
||||
}
|
||||
|
||||
// The "Stairs" flavour produces n-1 steps of a staircase:
|
||||
// much less stupid version by paniq
|
||||
float fOpUnionStairs(float a, float b, float r, float n) {
|
||||
float s = r/n;
|
||||
float u = b-r;
|
||||
return min(min(a,b), 0.5 * (u + a + abs ((mod (u - a + s, 2. * s)) - s)));
|
||||
}
|
||||
|
||||
// We can just call Union since stairs are symmetric.
|
||||
float fOpIntersectionStairs(float a, float b, float r, float n) {
|
||||
return -fOpUnionStairs(-a, -b, r, n);
|
||||
}
|
||||
|
||||
float fOpDifferenceStairs(float a, float b, float r, float n) {
|
||||
return -fOpUnionStairs(-a, b, r, n);
|
||||
}
|
||||
|
||||
|
||||
// Similar to fOpUnionRound, but more lipschitz-y at acute angles
|
||||
// (and less so at 90 degrees). Useful when fudging around too much
|
||||
// by MediaMolecule, from Alex Evans' siggraph slides
|
||||
float fOpUnionSoft(float a, float b, float r) {
|
||||
float e = max(r - abs(a - b), 0.);
|
||||
return min(a, b) - e*e*0.25/r;
|
||||
}
|
||||
|
||||
|
||||
// produces a cylindical pipe that runs along the intersection.
|
||||
// No objects remain, only the pipe. This is not a boolean operator.
|
||||
float fOpPipe(float a, float b, float r) {
|
||||
return length(vec2(a, b)) - r;
|
||||
}
|
||||
|
||||
// first object gets a v-shaped engraving where it intersect the second
|
||||
float fOpEngrave(float a, float b, float r) {
|
||||
return max(a, (a + r - abs(b))*sqrt(0.5));
|
||||
}
|
||||
|
||||
// first object gets a capenter-style groove cut out
|
||||
float fOpGroove(float a, float b, float ra, float rb) {
|
||||
return max(a, min(a + ra, rb - abs(b)));
|
||||
}
|
||||
|
||||
// first object gets a capenter-style tongue attached
|
||||
float fOpTongue(float a, float b, float ra, float rb) {
|
||||
return min(a, max(a - ra, abs(b) - rb));
|
||||
}
|
||||
|
||||
//#endSection End of library
|
||||
|
||||
|
||||
mat2 Rot(float a) {
|
||||
@ -14,8 +581,8 @@ mat2 Rot(float a) {
|
||||
return mat2(c, -s, s, c);
|
||||
}
|
||||
|
||||
vec3 applyFog(in vec3 color, in float distance) {
|
||||
float fogAmount = 1.0 - exp(-distance *0.01);
|
||||
vec3 applyFog(in vec3 color, in float distance) {
|
||||
float fogAmount = 1.0 - exp(-distance * 0.01);
|
||||
vec3 fogColor = vec3(0.17, 0.16, 0.24);
|
||||
return mix( color, fogColor, fogAmount );
|
||||
}
|
||||
@ -34,65 +601,50 @@ float sdCog2d(vec2 pos) {
|
||||
return f;
|
||||
}
|
||||
|
||||
float opSmoothSubtraction( float d1, float d2, float k )
|
||||
{
|
||||
float h = max(k-abs(-d1-d2),0.0);
|
||||
return max(-d1, d2) + h*h*0.25/k;
|
||||
}
|
||||
|
||||
float sdCapsule( vec3 p, vec3 a, vec3 b, float r )
|
||||
{
|
||||
vec3 pa = p - a, ba = b - a;
|
||||
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
|
||||
return length( pa - ba*h ) - r;
|
||||
}
|
||||
|
||||
float sdCog(vec3 pos, float angle) {
|
||||
pos.xy *= Rot(angle);
|
||||
float d1 = opExtrusion(pos, sdCog2d(pos.xy), 0.15);
|
||||
float d2 = sdCapsule(pos - vec3(0.,0., -0.5), vec3(0., 0.0, 0.), vec3(0., 0., 1.), 0.2);
|
||||
return 0.8 * opSmoothSubtraction(d2,d1,0.02)-0.001;
|
||||
}
|
||||
float d2 = fCapsule(pos - vec3(0.,0., -0.5), vec3(0., 0.0, 0.), vec3(0., 0., 1.), 0.2);
|
||||
return 0.8 * fOpDifferenceRound(d1,d2,0.1)-0.02;}
|
||||
|
||||
|
||||
// Scene
|
||||
Obj mapScene(in vec3 p) {
|
||||
float d = 1e10;
|
||||
vec2 mapScene(in vec3 p) {
|
||||
float d = 1e10;
|
||||
|
||||
float dGround = p.y +1.5 + sin(p.z*0.6)*.2 + sin(p.x*1.3)*.1;
|
||||
Obj ground = Obj(dGround, 0);
|
||||
float dGround = p.y + 1.5;
|
||||
d = min(d, dGround);
|
||||
|
||||
{
|
||||
float d1 = sdCog(p+vec3(1., 0., 0.), time);
|
||||
d = min(d, d1);
|
||||
}
|
||||
{
|
||||
float d1 = sdCog(p+vec3(0.5, -.87, 0.), -time);
|
||||
d = min(d, d1);
|
||||
}
|
||||
{
|
||||
float d1 = sdCog(p+vec3(0.5, .87, 0.), -time);
|
||||
d = min(d, d1);
|
||||
}
|
||||
Obj ob1 = Obj(d, 1);
|
||||
float c1 = sdCog(p+vec3(1., 0., 0.), u_time);
|
||||
d = min(d, c1);
|
||||
|
||||
if (ground.distance > ob1.distance) return ob1;
|
||||
return ground;
|
||||
float c2 = sdCog(p+vec3(0.5, -.87, 0.), -u_time);
|
||||
d = min(d, c2);
|
||||
|
||||
float c3 = sdCog(p+vec3(0.5, .87, 0.), -u_time);
|
||||
d = min(d, c3);
|
||||
|
||||
float mat = 0.;
|
||||
|
||||
if ( d == c1) mat = 1.;
|
||||
if ( d == c2) mat = 2.;
|
||||
if ( d == c3) mat = 3.;
|
||||
|
||||
return vec2(d, mat);
|
||||
}
|
||||
|
||||
Obj castRay(vec3 ro, vec3 rd) {
|
||||
float t = 0.0;
|
||||
|
||||
Obj res = Obj(-1., -1);
|
||||
for(int i=0; i<100; i++) {
|
||||
vec2 castRay(vec3 ro, vec3 rd) {
|
||||
float t = 0.0;
|
||||
float mat = 0.;
|
||||
for(int i=0; i < 100; i++) {
|
||||
vec3 p = ro + rd * t;
|
||||
res = mapScene(p);
|
||||
t += res.distance;
|
||||
if (t > 20.0 || res.distance < abs(0.001*t) ) break;
|
||||
vec2 res = mapScene(p);
|
||||
t += res.x;
|
||||
mat = res.y;
|
||||
if (t > 20. || res.x < abs(0.001*t) ) break;
|
||||
}
|
||||
if (t > 20.0) t = -1.0;
|
||||
res.distance = t;
|
||||
return res;
|
||||
if (t > 20.) t = -1.0;
|
||||
return vec2(t, mat);
|
||||
}
|
||||
|
||||
float castShadow(vec3 ro, vec3 rd) {
|
||||
@ -100,7 +652,7 @@ float castShadow(vec3 ro, vec3 rd) {
|
||||
float t = 0.001;
|
||||
for(int i = 0; i < 100; i++) {
|
||||
vec3 pos = ro + t* rd;
|
||||
float h = mapScene(pos).distance;
|
||||
float h = mapScene(pos).x;
|
||||
res = min(res, 10.0*h/t);
|
||||
if (abs(h) < (0.001*t) ) break;
|
||||
t += h;
|
||||
@ -111,9 +663,9 @@ float castShadow(vec3 ro, vec3 rd) {
|
||||
|
||||
vec3 calcNormal(vec3 pos) {
|
||||
vec2 e = vec2(.001, 0.);
|
||||
vec3 n = vec3( mapScene(pos+e.xyy).distance - mapScene(pos-e.xyy).distance,
|
||||
mapScene(pos+e.yxy).distance - mapScene(pos-e.yxy).distance,
|
||||
mapScene(pos+e.yyx).distance - mapScene(pos-e.yyx).distance
|
||||
vec3 n = vec3( mapScene(pos+e.xyy).x - mapScene(pos-e.xyy).x,
|
||||
mapScene(pos+e.yxy).x - mapScene(pos-e.yxy).x,
|
||||
mapScene(pos+e.yyx).x - mapScene(pos-e.yyx).x
|
||||
);
|
||||
return normalize(n);
|
||||
}
|
||||
@ -123,22 +675,28 @@ vec3 fresnel( vec3 F0, vec3 h, vec3 l ) {
|
||||
}
|
||||
|
||||
|
||||
vec3 shading(vec3 v, vec3 n, vec3 dir, int material) {
|
||||
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
|
||||
float shininess = 1.;
|
||||
vec3 final = vec3( 0.0 );
|
||||
vec3 ref = reflect( dir, n );
|
||||
vec3 Ks = vec3( 0.5 );
|
||||
vec3 Kd = vec3( 1.0 );
|
||||
vec3 outMaterial = vec3(0.1255, 0.1255, 0.1255);
|
||||
vec3 outMaterial = vec3(0.1686, 0.1686, 0.1686);
|
||||
|
||||
if (material == 0.) {
|
||||
outMaterial = vec3(0.1412, 0.1412, 0.1412);
|
||||
shininess = 11.1;
|
||||
} else if (material == 1.) {
|
||||
outMaterial = vec3(0.1765, 1.1961, 0.2275);
|
||||
shininess = 31.;
|
||||
} else if (material == 2.) {
|
||||
outMaterial = vec3(1.1765, 0.1961, 0.2275);
|
||||
shininess = 21.;
|
||||
} else if (material == 3.) {
|
||||
outMaterial = vec3(0.1765, 0.1961, 1.2275);
|
||||
shininess = 21.;
|
||||
}
|
||||
|
||||
if (material == 0) {
|
||||
outMaterial = vec3(0.1412, 0.1412, 0.1412);
|
||||
shininess = 3.1;
|
||||
} else if (material == 1) {
|
||||
outMaterial = vec3(0.1765, 0.1961, 0.2275);
|
||||
shininess = 21.;
|
||||
}
|
||||
|
||||
// light 0
|
||||
{
|
||||
vec3 light_pos = vec3( -2.,.3, 10. );
|
||||
@ -180,35 +738,39 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, int material) {
|
||||
float sun_dif = clamp(dot(n, SUN_DIR), 0., 1.);
|
||||
final += outMaterial * vec3(0.0353, 0.2667, 0.4784) * sun_dif;
|
||||
}
|
||||
// final += texture( iChannel0, ref ).rgb * fresnel( Ks, n, -dir );
|
||||
// vec3 col = vec3(0.4)* ref.x;
|
||||
//vec3 col = vec3(0.0588, 0.0588, 0.1216);// - vec3(0.149, 0.0863, 0.2314) * v.x;
|
||||
//final += col * fresnel( vec3(.5), ref, -dir );
|
||||
|
||||
return final;
|
||||
return final;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 p = (gl_FragCoord.xy * 2. - resolution.xy) / min(resolution.x, resolution.y);
|
||||
// vec2 p = (2.0 * gl_FragCoord.xy - resolution.xy) / resolution.y;
|
||||
float angle = time*0.4;
|
||||
vec3 ta = vec3(0.0, 0., 0.0);
|
||||
vec2 p = (2.0 * gl_FragCoord.xy - u_resolution.xy) / u_resolution.y;
|
||||
float angle = u_time*0.4;
|
||||
// camera
|
||||
vec3 ta = vec3(0.0, 0., 1.0);
|
||||
vec3 ro = ta + vec3(4.*sin(angle), cos(angle), 4.*cos(angle)); // *cos(angle))
|
||||
|
||||
vec3 ww = normalize(ta-ro);
|
||||
vec3 uu = normalize(cross(ww, vec3(0,1,0)));
|
||||
vec3 ww = normalize(ta-ro);
|
||||
vec3 uu = normalize(cross(ww, vec3(0.,1.0, 0.))); // vec3 = pitch, yaw, pan
|
||||
vec3 vv = normalize(cross(uu,ww));
|
||||
|
||||
vec3 rd = normalize(p.x * uu + p.y*vv + 1.4*ww); // camera
|
||||
vec3 rd = normalize(p.x * uu + p.y*vv + ww * 2.0); // camera
|
||||
|
||||
// global light
|
||||
vec3 col = vec3(0.1451, 0.1098, 0.1608) - vec3(0.9725, 0.5176, 0.0) *rd.y;
|
||||
Obj t = castRay(ro, rd);
|
||||
vec3 col = vec3(0.1451, 0.1098, 0.1608) - vec3(0.9725, 0.5176, 0.0) *rd.y;
|
||||
vec2 t = castRay(ro, rd);
|
||||
|
||||
if (t.distance > 0.) {
|
||||
vec3 pos = ro + rd * t.distance;
|
||||
if (t.x > 0.) {
|
||||
vec3 pos = ro + rd * t.x;
|
||||
vec3 nor = calcNormal(pos);
|
||||
col = shading(pos, nor, rd , t.material);
|
||||
col = shading(pos, nor, rd , t.y);
|
||||
// apply fog
|
||||
col = applyFog(col, t.distance);
|
||||
}
|
||||
gl_FragColor = vec4( pow(col, vec3(1.0/1.3) ), 1.0 );
|
||||
col = applyFog(col, t.x);
|
||||
}
|
||||
|
||||
gl_FragColor = vec4( pow( col, vec3(1.0/1.3) ), 1.0 );
|
||||
}
|
||||
@ -1,149 +1,150 @@
|
||||
// Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/)
|
||||
#ifndef SHADER_MINIFIED_H_
|
||||
# define SHADER_MINIFIED_H_
|
||||
# define VAR_resolution "m"
|
||||
# define VAR_texts "d"
|
||||
# define VAR_texture_sampler "e"
|
||||
# define VAR_time "v"
|
||||
# define VAR_texture_sampler "m"
|
||||
# define VAR_u_resolution "v"
|
||||
# define VAR_u_time "y"
|
||||
|
||||
const char *__temp_cleaned_shader_glsl =
|
||||
"uniform float v;"
|
||||
"uniform vec2 m;"
|
||||
"uniform sampler2D e,d;struct Obj{float distance;int material;};"
|
||||
"mat2 n(float v)"
|
||||
"uniform vec2 v;"
|
||||
"uniform float y;"
|
||||
"uniform sampler2D m,d;"
|
||||
"const float i=2.*acos(-1.),f=sqrt(5.)*.5+.5;"
|
||||
"float n(vec3 v)"
|
||||
"{"
|
||||
"float f=sin(v),y=cos(v);"
|
||||
"return mat2(y,-f,f,y);"
|
||||
"vec3 x=vec3(0),y=vec3(0,0,1)-x;"
|
||||
"return length(y*clamp(dot(v-x,y)/dot(y,y),0.,1.)+x-v);"
|
||||
"}"
|
||||
"float n(vec3 v,float m)"
|
||||
"float n(float v,float y)"
|
||||
"{"
|
||||
"vec2 f=vec2(m,abs(v.z)-.15);"
|
||||
"return min(max(f.x,f.y),0.)+length(max(f,0.));"
|
||||
"return min(-.1,max(v,y))+length(max(vec2(.1+v,.1+y),vec2(0)));"
|
||||
"}"
|
||||
"float s(vec2 v)"
|
||||
"mat2 s(float v)"
|
||||
"{"
|
||||
"float f=1.-smoothstep(-.2,.8,sin(atan(v.y,v.x)*12.))*.14;"
|
||||
"return smoothstep(f,f+2.,length(v)*2.);"
|
||||
"float y=sin(v),x=cos(v);"
|
||||
"return mat2(x,-y,y,x);"
|
||||
"}"
|
||||
"float s(float f,float v)"
|
||||
"float s(vec3 v,float y)"
|
||||
"{"
|
||||
"float m=max(.02-abs(-f-v),0.);"
|
||||
"return max(-f,v)+m*m*.25/.02;"
|
||||
"vec2 m=vec2(y,abs(v.z)-.15);"
|
||||
"return min(max(m.x,m.y),0.)+length(max(m,0.));"
|
||||
"}"
|
||||
"float x(vec3 v)"
|
||||
"float t(vec2 v)"
|
||||
"{"
|
||||
"vec3 f=vec3(0),m=v-f,y=vec3(0,0,1)-f;"
|
||||
"return length(m-y*clamp(dot(m,y)/dot(y,y),0.,1.))-.2;"
|
||||
"float y=1.-smoothstep(-.2,.8,sin(atan(v.y,v.x)*12.))*.14;"
|
||||
"return smoothstep(y,y+2.,length(v)*2.);"
|
||||
"}"
|
||||
"float x(vec3 v,float m)"
|
||||
"float t(vec3 v,float y)"
|
||||
"{"
|
||||
"v.xy*=n(m);"
|
||||
"float f=n(v,s(v.xy)),y=x(v-vec3(0,0,-.5));"
|
||||
"return.8*s(y,f)-.001;"
|
||||
"v.xy*=s(y);"
|
||||
"float m=s(v,t(v.xy)),x=n(v-vec3(0,0,-.5))-.2;"
|
||||
"return.8*n(m,-x)-.02;"
|
||||
"}"
|
||||
"Obj f(vec3 m)"
|
||||
"vec2 p(vec3 v)"
|
||||
"{"
|
||||
"float f=1e10;"
|
||||
"Obj e=Obj(m.y+1.5+sin(m.z*.6)*.2+sin(m.x*1.3)*.1,0);"
|
||||
"{"
|
||||
"float y=x(m+vec3(1,0,0),v);"
|
||||
"f=min(f,y);"
|
||||
"}"
|
||||
"{"
|
||||
"float y=x(m+vec3(.5,-.87,0),-v);"
|
||||
"f=min(f,y);"
|
||||
"}"
|
||||
"{"
|
||||
"float y=x(m+vec3(.5,.87,0),-v);"
|
||||
"f=min(f,y);"
|
||||
"}"
|
||||
"Obj y=Obj(f,1);"
|
||||
"return e.distance>y.distance?"
|
||||
"y:"
|
||||
"e;"
|
||||
"float m=1e10;"
|
||||
"m=min(m,v.y+1.5);"
|
||||
"float x=t(v+vec3(1,0,0),y);"
|
||||
"m=min(m,x);"
|
||||
"float n=t(v+vec3(.5,-.87,0),-y);"
|
||||
"m=min(m,n);"
|
||||
"float f=t(v+vec3(.5,.87,0),-y);"
|
||||
"m=min(m,f);"
|
||||
"float d=0.;"
|
||||
"if(m==x)"
|
||||
"d=1.;"
|
||||
"if(m==n)"
|
||||
"d=2.;"
|
||||
"if(m==f)"
|
||||
"d=3.;"
|
||||
"return vec2(m,d);"
|
||||
"}"
|
||||
"Obj f(vec3 v,vec3 y)"
|
||||
"vec2 p(vec3 v,vec3 y)"
|
||||
"{"
|
||||
"float m=0.;"
|
||||
"Obj r=Obj(-1.,-1);"
|
||||
"for(int e=0;e<100;e++)"
|
||||
"float m=0.,f=0.;"
|
||||
"for(int i=0;i<100;i++)"
|
||||
"{"
|
||||
"vec3 c=v+y*m;"
|
||||
"r=f(c);"
|
||||
"m+=r.distance;"
|
||||
"if(m>20.||r.distance<abs(.001*m))"
|
||||
"vec3 x=v+y*m;"
|
||||
"vec2 n=p(x);"
|
||||
"m+=n.x;"
|
||||
"f=n.y;"
|
||||
"if(m>20.||n.x<abs(.001*m))"
|
||||
"break;"
|
||||
"}"
|
||||
"if(m>20.)"
|
||||
"m=-1.;"
|
||||
"r.distance=m;"
|
||||
"return r;"
|
||||
"return vec2(m,f);"
|
||||
"}"
|
||||
"float p(vec3 v,vec3 m)"
|
||||
"float x(vec3 v,vec3 y)"
|
||||
"{"
|
||||
"float y=1.,r=.001;"
|
||||
"for(int e=0;e<100;e++)"
|
||||
"float m=1.,f=.001;"
|
||||
"for(int i=0;i<100;i++)"
|
||||
"{"
|
||||
"vec3 c=v+r*m;"
|
||||
"float n=f(c).distance;"
|
||||
"y=min(y,10.*n/r);"
|
||||
"if(abs(n)<.001*r)"
|
||||
"vec3 x=v+f*y;"
|
||||
"float n=p(x).x;"
|
||||
"m=min(m,10.*n/f);"
|
||||
"if(abs(n)<.001*f)"
|
||||
"break;"
|
||||
"r+=n;"
|
||||
"if(r>20.)"
|
||||
"f+=n;"
|
||||
"if(f>20.)"
|
||||
"break;"
|
||||
"}"
|
||||
"return clamp(y,0.,1.);"
|
||||
"return clamp(m,0.,1.);"
|
||||
"}"
|
||||
"vec3 p(vec3 v)"
|
||||
"vec3 x(vec3 v)"
|
||||
"{"
|
||||
"vec2 m=vec2(.001,0);"
|
||||
"vec3 y=vec3(f(v+m.xyy).distance-f(v-m.xyy).distance,f(v+m.yxy).distance-f(v-m.yxy).distance,f(v+m.yyx).distance-f(v-m.yyx).distance);"
|
||||
"vec3 y=vec3(p(v+m.xyy).x-p(v-m.xyy).x,p(v+m.yxy).x-p(v-m.yxy).x,p(v+m.yyx).x-p(v-m.yyx).x);"
|
||||
"return normalize(y);"
|
||||
"}"
|
||||
"vec3 f(vec3 v,vec3 m,vec3 y)"
|
||||
"vec3 n(vec3 v,vec3 m,vec3 y)"
|
||||
"{"
|
||||
"return v+(1.-v)*pow(clamp(1.-dot(m,y),0.,1.),5.);"
|
||||
"}"
|
||||
"vec3 f(vec3 v,vec3 y,vec3 m,int c)"
|
||||
"vec3 n(vec3 v,vec3 y,vec3 m,float f)"
|
||||
"{"
|
||||
"float e=1.;"
|
||||
"vec3 r=vec3(0),d=reflect(m,y),n=vec3(.5),a=vec3(1),O=vec3(.1255);"
|
||||
"if(c==0)"
|
||||
"O=vec3(.1412),e=3.1;"
|
||||
"else if(c==1)"
|
||||
"O=vec3(.1765,.1961,.2275),e=21.;"
|
||||
"float d=1.;"
|
||||
"vec3 i=vec3(0),p=reflect(m,y),c=vec3(.5),a=vec3(1),s=vec3(.1686);"
|
||||
"if(f==0.)"
|
||||
"s=vec3(.1412),d=11.1;"
|
||||
"else if(f==1.)"
|
||||
"s=vec3(.1765,1.1961,.2275),d=31.;"
|
||||
"else if(f==2.)"
|
||||
"s=vec3(1.1765,.1961,.2275),d=21.;"
|
||||
"else if(f==3.)"
|
||||
"s=vec3(.1765,.1961,1.2275),d=21.;"
|
||||
"{"
|
||||
"vec3 x=normalize(vec3(-2,.3,10)-v),i=vec3(max(0.,dot(x,d))),l=f(n,normalize(x-m),x);"
|
||||
"i=pow(i,vec3(e));"
|
||||
"r+=O*i*(vec3(.71,.51,.72)*5.)*mix(a*vec3(max(0.,dot(x,y))),i,l);"
|
||||
"vec3 l=normalize(vec3(-2,.3,10)-v),r=vec3(max(0.,dot(l,p))),t=n(c,normalize(l-m),l);"
|
||||
"r=pow(r,vec3(d));"
|
||||
"i+=s*r*(vec3(.71,.51,.72)*5.)*mix(a*vec3(max(0.,dot(l,y))),r,t);"
|
||||
"}"
|
||||
"{"
|
||||
"vec3 x=normalize(vec3(5,5,-20)-v),i=vec3(max(0.,dot(x,d))),l=f(n,normalize(x-m),x);"
|
||||
"i=pow(i,vec3(e));"
|
||||
"r+=O*i*(vec3(.14,.36,.83)*7.)*mix(a*vec3(max(0.,dot(x,y))),i,l);"
|
||||
"vec3 l=normalize(vec3(5,5,-20)-v),r=vec3(max(0.,dot(l,p))),t=n(c,normalize(l-m),l);"
|
||||
"r=pow(r,vec3(d));"
|
||||
"i+=s*r*(vec3(.14,.36,.83)*7.)*mix(a*vec3(max(0.,dot(l,y))),r,t);"
|
||||
"}"
|
||||
"{"
|
||||
"vec3 x=vec3(0,.4,1);"
|
||||
"float i=clamp(dot(y,x),0.,1.),l=p(v+y*.02,x);"
|
||||
"r+=O*vec3(1.1,1.2,1.5)*i*i*l;"
|
||||
"vec3 l=vec3(0,.4,1);"
|
||||
"float r=clamp(dot(y,l),0.,1.),t=x(v+y*.02,l);"
|
||||
"i+=s*vec3(1.1,1.2,1.5)*r*r*t;"
|
||||
"}"
|
||||
"r+=O*vec3(.0353,.2667,.4784)*clamp(dot(y,vec3(0,.6,-1)),0.,1.);"
|
||||
"return r;"
|
||||
"i+=s*vec3(.0353,.2667,.4784)*clamp(dot(y,vec3(0,.6,-1)),0.,1.);"
|
||||
"return i;"
|
||||
"}"
|
||||
"void main()"
|
||||
"{"
|
||||
"vec2 y=(gl_FragCoord.xy*2.-m.xy)/min(m.x,m.y);"
|
||||
"float x=v*.4;"
|
||||
"vec3 e=vec3(0),i=e+vec3(4.*sin(x),cos(x),4.*cos(x)),c=normalize(e-i),r=normalize(cross(c,vec3(0,1,0))),l=normalize(y.x*r+y.y*normalize(cross(r,c))+1.4*c),d=vec3(.1451,.1098,.1608)-vec3(.9725,.5176,0)*l.y;"
|
||||
"Obj n=f(i,l);"
|
||||
"if(n.distance>0.)"
|
||||
"vec2 m=(2.*gl_FragCoord.xy-v.xy)/v.y;"
|
||||
"float f=y*.4;"
|
||||
"vec3 i=vec3(0,0,1),d=i+vec3(4.*sin(f),cos(f),4.*cos(f)),l=normalize(i-d),r=normalize(cross(l,vec3(0,1,0))),s=normalize(m.x*r+m.y*normalize(cross(r,l))+l*2.),c=vec3(.1451,.1098,.1608)-vec3(.9725,.5176,0)*s.y;"
|
||||
"vec2 t=p(d,s);"
|
||||
"if(t.x>0.)"
|
||||
"{"
|
||||
"vec3 a=i+l*n.distance,O=p(a);"
|
||||
"d=f(a,O,l,n.material);"
|
||||
"d=mix(d,vec3(.17,.16,.24),1.-exp(-n.distance*.01));"
|
||||
"vec3 a=d+s*t.x,C=x(a);"
|
||||
"c=n(a,C,s,t.y);"
|
||||
"c=mix(c,vec3(.17,.16,.24),1.-exp(-t.x*.01));"
|
||||
"}"
|
||||
"gl_FragColor=vec4(pow(d,vec3(1./1.3)),1);"
|
||||
"gl_FragColor=vec4(pow(c,vec3(1./1.3)),1);"
|
||||
"}";
|
||||
|
||||
#endif // SHADER_MINIFIED_H_
|
||||
|
||||
Reference in New Issue
Block a user