värit ja materiaalit
This commit is contained in:
@ -6,7 +6,7 @@ PROJECT_INFO_FILE=prod.nfo
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PROJECT_SCREENSHOT=
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# Currently active config file name
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ACTIVE_CONFIG=minified.config
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ACTIVE_CONFIG=base.config
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# ------- GUI options/preferences --------
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# Automatically rebuild DLLs when things have changed?
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44
shader.glsl
44
shader.glsl
@ -4,7 +4,7 @@
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* Contact: tdmaav@gmail.com
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*/
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precision mediump float;
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// precision mediump float;
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uniform vec2 u_resolution;
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uniform float u_time;
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const float PI = 22./7.;
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@ -90,14 +90,14 @@ float STARTDELAY = 9.;
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// COLORS
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vec3 fogColor1 = vec3(.4, .2, .4), // fog color1
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fogColor2 = vec3(.7, .4, .2), // fog color2
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indirColor = vec3(.2, .1, .3), // indirect light color
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light1Color = vec3(.9, .5, .7),
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light2Color = vec3(.8, .7, .5),
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vec3 fogColor1 = vec3(0.49, 0.18, 0.49), // fog color1
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fogColor2 = vec3(0.93, 0.37, 0.16), // fog color2
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indirColor = vec3(0.29, 0.28, 0.33), // indirect light color
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light1Color = vec3(0.82, 0.5, 0.9),
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light2Color = vec3(0.79, 0.66, 0.43),
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chevronColor = vec3(.9, .3, 0.),
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SEA_BASE = vec3(0.0, 0.1, 0.2),
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SEA_WATER_COLOR =vec3(0.4,0.5,0.3);
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SEA_BASE = vec3(0.0, 0.1, 0.3),
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SEA_WATER_COLOR =vec3(0.11, 0.16, 0.18);
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// with duration d, startTime s and speed up with timeFact
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@ -148,8 +148,7 @@ vec2 map(vec3 p, int displace)
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an = PI/12.,
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anRot = floor(atan(p.y,p.x)/an + .5)*an;
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vec3 q = p;
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q.xy = mat2(cos(anRot),-sin(anRot),
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sin(anRot), cos(anRot))*q.xy;
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q.xy = rot2D(anRot)*q.xy;
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float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02,
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// Main ring
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@ -200,7 +199,7 @@ vec2 map(vec3 p, int displace)
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q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy;
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d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02;
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d = min(d, d2);
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if (d==d2) mat = 4.;
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if (d==d2) mat = 6.;
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// Gate Base
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d2 = 1e3;
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@ -281,12 +280,8 @@ float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
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}
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vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) {
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float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
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fresnel = min(pow(fresnel,5.0), 0.5);
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vec3 reflected = vec3(0.0, 0.5, 1.),
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refracted = SEA_BASE + diffuse(n,l,60.0) * SEA_WATER_COLOR * 0.3,
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color = mix(refracted,reflected,fresnel);
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color += vec3(specular(n,l,eye,60.0))*0.3;
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vec3 color = SEA_BASE + diffuse(n,l,60.0) * SEA_WATER_COLOR * 0.3;
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color += vec3(specular(n,l,eye,60.0))*0.2;
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return color;
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}
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@ -355,9 +350,9 @@ vec3 colorFlashesAnim(vec3 col) {
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return col;
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}
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vec3 addSpecular(vec3 nor, vec3 rod, float amount)
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vec3 addSpecular(vec3 nor, vec3 rod, float amount, float phong)
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{
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return vec3(specular(nor,normalize(vec3(0.0,0.3,0.8)),normalize(rod),60.0))*amount;
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return vec3(specular(nor,normalize(vec3(0.0,0.3,0.8)),normalize(rod),pow(10.,phong)))*amount;
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}
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vec3 sceneGate(vec2 uv)
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@ -389,19 +384,22 @@ vec3 sceneGate(vec2 uv)
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// indirect lightning -> vec3 in normalize is light direction
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col += indirColor * clamp( dot( n, normalize(vec3(0. , 1., 10.))), 0., 1.);
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if(mat==0.)
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col *= vec3(.3) + addSpecular(n,rd,0.5);
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col *= vec3(0.21, 0.35, 0.33) + addSpecular(n,rd,.5, 2.);
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if(mat==1.)
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col = getSeaColor(p, n, normalize(vec3(0.0,0.3,0.8)),normalize(rd)); //col = vec3(0.,0.,.5); // + (noise(5.*(p.xy+2.)+u_time, -1.0) * noise(50.*(p.xy+2.), -0.4) + 0.5*noise(20.*(p.xy+2.0)-u_time, -0.5) * noise(5.*(p.xy+2.0), -0.75))*smoothstep(0.,0.75,(u_time-5.0)*0.1) + vec3(0.,0.,0.5*noise(10.*(p.xy+4.0)-u_time, -0.5));
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if(mat==2.)
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col *= vec3(.3, .1, .0)+ addSpecular(n,rd,0.1); // - 0.2*noise((vec2(100.*p.x+300.,75.*p.z+150.0)), -2.2) * noise((vec2(15.*p.x+2.0,3.*p.z+2.)), -1.) + noise((vec2(15.*p.x+2.4,3.*p.z+2.)), -0.25);
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col *= vec3(.8, .8, .5) + addSpecular(n,rd,.1,1.); // - 0.2*noise((vec2(100.*p.x+300.,75.*p.z+150.0)), -2.2) * noise((vec2(15.*p.x+2.0,3.*p.z+2.)), -1.) + noise((vec2(15.*p.x+2.4,3.*p.z+2.)), -0.25);
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if(mat==3.)
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col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1);
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if(mat==4.)
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col *= vec3(.1)+ addSpecular(n,rd,0.5);
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col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7);
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if(mat ==5.)
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col *= chevronColor; // activated glyph color
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if(mat == 6.) {
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col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5);
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}
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}
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col = applyFog(col, d, rd, vec3(0., -.1, -1.), .01);
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@ -28,18 +28,18 @@ const char *__temp_cleaned_shader_glsl =
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"v=50.*fract(v*.3183099);"
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"return fract(v.x*v.y*(v.x+v.y));"
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"}"
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"float n(vec2 v,float m,int y)"
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"float n(vec2 v,float y,int m)"
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"{"
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"vec2 a=floor(v),x=fract(v),c=x*x*(3.-2.*x);"
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"float n=m;"
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"if(y==1)"
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"float n=y;"
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"if(m==1)"
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"n=2.;"
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"return-m+n*mix(mix(f(a+vec2(0),y),f(a+vec2(1,0),y),c.x),mix(f(a+vec2(0,1),y),f(a+vec2(1),y),c.x),c.y);"
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"return-y+n*mix(mix(f(a+vec2(0),m),f(a+vec2(1,0),m),c.x),mix(f(a+vec2(0,1),m),f(a+vec2(1),m),c.x),c.y);"
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"}"
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"float x(vec3 v,float y,float m)"
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"{"
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"vec2 c=abs(vec2(length(v.xy),v.z))-vec2(m,y);"
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"return min(max(c.x,c.y),0.)+length(max(c,0.));"
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"vec2 f=abs(vec2(length(v.xy),v.z))-vec2(m,y);"
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"return min(max(f.x,f.y),0.)+length(max(f,0.));"
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"}"
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"float n(vec3 v,vec3 y)"
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"{"
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@ -52,7 +52,7 @@ const char *__temp_cleaned_shader_glsl =
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"vec3 m=abs(v);"
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"return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);"
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"}"
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"vec3 a=vec3(.4,.2,.4),c=vec3(.7,.4,.2),s=vec3(.2,.1,.3),i=vec3(.9,.5,.7),k=vec3(.8,.7,.5),p=vec3(.9,.3,0),d=vec3(0,.1,.2),r=vec3(.4,.5,.3);"
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"vec3 a=vec3(.49,.18,.49),c=vec3(.93,.37,.16),s=vec3(.22,.2,.3),i=vec3(.82,.5,.9),p=vec3(.79,.66,.43),d=vec3(.9,.3,0),l=vec3(0,.1,.2),r=vec3(.4,.5,.3);"
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"float n(vec3 v)"
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"{"
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"return min((y-v.y)*v.z,v.x*m);"
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@ -77,92 +77,92 @@ const char *__temp_cleaned_shader_glsl =
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"v.x+=.045*clamp(sin(n(vec3(3,v.y,40))*.4),-.8,.8);"
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"return v.x;"
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"}"
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"float t(vec2 v,float y)"
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"float t(vec2 v,float m)"
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"{"
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"v+=n(v,1.,1);"
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"vec2 m=1.-abs(sin(v)),c=abs(cos(v));"
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"m=mix(m,c,m);"
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"return pow(1.-pow(m.x*m.y,.65),y);"
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"vec2 y=1.-abs(sin(v)),c=abs(cos(v));"
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"y=mix(y,c,y);"
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"return pow(1.-pow(y.x*y.y,.65),m);"
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"}"
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"vec2 e(vec3 v,int a)"
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"{"
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"float c=0.,i=m/12.,r=floor(atan(v.y,v.x)/i+.5)*i;"
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"vec3 s=v;"
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"s.xy=mat2(cos(r),-sin(r),sin(r),cos(r))*s.xy;"
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"float d=length(max(abs(s.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,p=abs(length(v.xy)-1.8)-.2;"
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"d=min(d,p);"
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"p=abs(length(v.xy)-1.75)-.08;"
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"p=f(p,abs(v.z-.1)-.04,.005);"
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"d=max(-p,d);"
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"d=f(d,abs(v.z)-.1,.02);"
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"for(float l=0.;l<8.;l++)"
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"vec3 d=v;"
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"d.xy=f(r)*d.xy;"
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"float l=length(max(abs(d.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,s=abs(length(v.xy)-1.8)-.2;"
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"l=min(l,s);"
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"s=abs(length(v.xy)-1.75)-.08;"
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"s=f(s,abs(v.z-.1)-.04,.005);"
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"l=max(-s,l);"
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"l=f(l,abs(v.z)-.1,.02);"
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"for(float g=0.;g<8.;g++)"
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"{"
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"i=24.67/(m*2.);"
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"s=v;"
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"r=i+(l+1.)*m/4.;"
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"if(l==1.)"
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"d=v;"
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"r=i+(g+1.)*m/4.;"
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"if(g==1.)"
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"r+=.2;"
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"if(l==7.)"
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"if(g==7.)"
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"r-=.2;"
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"s.xy=f(r)*s.xy;"
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"float z=9.+(l-1.)*2.+1.5;"
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"if(l>0.)"
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"d.xy=f(r)*d.xy;"
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"float p=9.+(g-1.)*2.+1.5;"
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"if(g>0.)"
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"{"
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"s.x-=1.95;"
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"vec3 e=s;"
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"if(y>z)"
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"e.x=t(vec2(e.x,z));"
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"float h=x(vec3(s.x-.06,s.yz),vec2(.1,.15))-.01;"
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"p=max(-x(vec3(e.x-.14,e.yz),vec2(.22))-.01,x(vec3(e),vec2(.2,.12))-.02);"
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"p=min(p,h);"
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"d=min(d,p);"
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"if(d==p)"
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"d.x-=1.95;"
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"vec3 z=d;"
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"if(y>p)"
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"z.x=t(vec2(z.x,p));"
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"float e=x(vec3(d.x-.06,d.yz),vec2(.1,.15))-.01;"
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"s=max(-x(vec3(z.x-.14,z.yz),vec2(.22))-.01,x(vec3(z),vec2(.2,.12))-.02);"
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"s=min(s,e);"
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"l=min(l,s);"
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"if(l==s)"
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"c=4.;"
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"if(d==h&&y>z+.2)"
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"if(l==e&&y>p+.2)"
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"c=5.;"
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"}"
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"}"
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"vec3 e=x(v),l=e;"
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"vec3 g=x(v),z=g;"
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"i=m/16.;"
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"l.xy=f(floor(atan(e.y,e.x)/i+.5)*i)*l.xy;"
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"p=n(l.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
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"d=min(d,p);"
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"if(d==p)"
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"c=4.;"
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"p=1e3;"
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"float z=1.5;"
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"for(int h=0;h<4;h++)"
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"z.xy=f(floor(atan(g.y,g.x)/i+.5)*i)*z.xy;"
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"s=n(z.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
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"l=min(l,s);"
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"if(l==s)"
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"c=6.;"
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"s=1e3;"
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"float p=1.5;"
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"for(int e=0;e<4;e++)"
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"{"
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"float k=n(vec3(v.x,v.y+z,v.z),vec3(2,.1,z))-.05;"
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"p=min(p,k);"
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"d=min(d,k);"
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"z+=.2;"
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"float h=n(vec3(v.x,v.y+p,v.z),vec3(2,.1,p))-.05;"
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"s=min(s,h);"
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"l=min(l,h);"
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"p+=.2;"
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"}"
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"if(d==p)"
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"if(l==s)"
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"c=2.;"
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"p=v.y+4.25+n(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.,0)*1.5;"
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"d=min(d,p);"
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"if(d==p)"
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"s=v.y+4.25+n(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.,0)*1.5;"
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"l=min(l,s);"
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"if(l==s)"
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"c=3.;"
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"p=1e3;"
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"float h=0.,k,g=4.,C=.6,F=.2;"
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"s=1e3;"
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"float e=0.,h,C=4.,F=.6,G=.2;"
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"if(a==1)"
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"{"
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"vec2 w=v.xy;"
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"for(int u=0;u<4;u++)"
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"k=t((w+y)*C,g),k+=t((w-y)*C,g),h+=k*F,w*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,F*=.22,g=mix(g,1.,.4);"
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"h=t((w+y)*F,C),h+=t((w-y)*F,C),e+=h*G,w*=mat2(1.6,1.2,-1.2,1.6),F*=1.9,G*=.22,C=mix(C,1.,.4);"
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"}"
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"p=max(-x(v,2.,min(2.-(y-23.)*3.,2.3)),x(v,.025,1.6)-h*.15);"
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"p=max(p,x(v,.3,1.7));"
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"d=min(d,p);"
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"if(d==p)"
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"s=max(-x(v,2.,min(2.-(y-23.)*3.,2.3)),x(v,.025,1.6)-e*.15);"
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"s=max(s,x(v,.3,1.7));"
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"l=min(l,s);"
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"if(l==s)"
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"c=1.;"
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"return vec2(d,c);"
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"return vec2(l,c);"
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"}"
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"float h(vec3 v,vec3 y)"
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"float w(vec3 v,vec3 y)"
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"{"
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"float m,i=0.;"
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"for(int d=0;d<90;d++)"
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"for(int l=0;l<90;l++)"
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"{"
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"m=e(v+y*i,0).x;"
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"i+=m;"
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@ -173,37 +173,37 @@ const char *__temp_cleaned_shader_glsl =
|
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"}"
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"vec3 e(vec3 v)"
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"{"
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"vec2 m=vec2(.01,0);"
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"vec3 y=e(v,1).x-vec3(e(v-m.xyy,1).x,e(v-m.yxy,1).x,e(v-m.yyx,1));"
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"return normalize(y);"
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"vec2 y=vec2(.01,0);"
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"vec3 m=e(v,1).x-vec3(e(v-y.xyy,1).x,e(v-y.yxy,1).x,e(v-y.yyx,1));"
|
||||
"return normalize(m);"
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"}"
|
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"float e(vec3 v,vec3 m,float y,vec3 d)"
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||||
"float e(vec3 v,vec3 m,float y,vec3 l)"
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"{"
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"vec3 c=normalize(m-v);"
|
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"float x=clamp(dot(d,c),0.,1.),p=h(v+d*.0025,c);"
|
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"if(abs(p)<length(m-v))"
|
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"x*=y;"
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"return x;"
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"vec3 s=normalize(m-v);"
|
||||
"float c=clamp(dot(l,s),0.,1.),f=w(v+l*.0025,s);"
|
||||
"if(abs(f)<length(m-v))"
|
||||
"c*=y;"
|
||||
"return c;"
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||||
"}"
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||||
"float e(vec3 v,vec3 y,vec3 d)"
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"float f(vec3 v,vec3 y,vec3 l,float s)"
|
||||
"{"
|
||||
"return pow(max(dot(reflect(d,v),y),0.),60.)*(68./(m*8.));"
|
||||
"return pow(max(dot(reflect(l,v),y),0.),s)*((s+8.)/(m*8.));"
|
||||
"}"
|
||||
"vec3 h(vec3 v,vec3 m,vec3 y)"
|
||||
"vec3 e(vec3 v,vec3 m,vec3 y)"
|
||||
"{"
|
||||
"vec3 c=normalize(vec3(0,.3,.8));"
|
||||
"float p=clamp(1.-dot(m,-y),0.,1.);"
|
||||
"p=min(pow(p,5.),.5);"
|
||||
"vec3 i=mix(d+pow(dot(m,c)*.4+.6,60.)*r*.3,vec3(0,.5,1),p);"
|
||||
"i+=vec3(e(m,c,y))*.3;"
|
||||
"return i;"
|
||||
"vec3 s=normalize(vec3(0,.3,.8));"
|
||||
"float i=clamp(1.-dot(m,-y),0.,1.);"
|
||||
"i=min(pow(i,5.),.5);"
|
||||
"vec3 c=mix(l+pow(dot(m,s)*.4+.6,60.)*r*.3,vec3(0,.5,1),i);"
|
||||
"c+=vec3(f(m,s,y,60.))*.3;"
|
||||
"return c;"
|
||||
"}"
|
||||
"vec3 f(vec2 v,vec3 y,vec3 m,float p)"
|
||||
"vec3 n(vec2 v,vec3 y,vec3 m,float s)"
|
||||
"{"
|
||||
"vec3 d=normalize(m-y),c=normalize(cross(vec3(0,1,0),d));"
|
||||
"return normalize(d*p+v.x*c+v.y*cross(d,c));"
|
||||
"vec3 l=normalize(m-y),c=normalize(cross(vec3(0,1,0),l));"
|
||||
"return normalize(l*s+v.x*c+v.y*cross(l,c));"
|
||||
"}"
|
||||
"vec3 h(vec3 v)"
|
||||
"vec3 w(vec3 v)"
|
||||
"{"
|
||||
"v*=vec3(.9,.8,.7);"
|
||||
"v=pow(v,vec3(.4545));"
|
||||
@ -233,52 +233,55 @@ const char *__temp_cleaned_shader_glsl =
|
||||
"v=vec3(0);"
|
||||
"return v;"
|
||||
"}"
|
||||
"vec3 w(vec3 v)"
|
||||
"vec3 h(vec3 v)"
|
||||
"{"
|
||||
"if(y>10.75)"
|
||||
"{"
|
||||
"float c=smoothstep(-1.,.8,sin(n(vec3(.8,10.75,8))*2.));"
|
||||
"v=mix(v,c*1.4*p,c*.76);"
|
||||
"float m=smoothstep(-1.,.8,sin(n(vec3(.8,10.75,8))*2.));"
|
||||
"v=mix(v,m*1.4*d,m*.76);"
|
||||
"}"
|
||||
"return v;"
|
||||
"}"
|
||||
"vec3 t(vec3 v,vec3 y,float m)"
|
||||
"vec3 h(vec3 v,vec3 y,float m,float s)"
|
||||
"{"
|
||||
"return vec3(e(v,normalize(vec3(0,.3,.8)),normalize(y)))*m;"
|
||||
"return vec3(f(v,normalize(vec3(0,.3,.8)),normalize(y),pow(10.,s)))*m;"
|
||||
"}"
|
||||
"vec3 l(vec2 v)"
|
||||
"vec3 g(vec2 v)"
|
||||
"{"
|
||||
"vec3 m=e(),d=f(v,m,f(),clamp((25.-y)*-1.,2.,25.)),r=vec3(0);"
|
||||
"float x=h(m,d);"
|
||||
"vec3 m=e(),l=n(v,m,f(),clamp((25.-y)*-1.,2.,25.)),r=vec3(0);"
|
||||
"float x=w(m,l);"
|
||||
"if(x<150.)"
|
||||
"{"
|
||||
"vec3 l=m+d*x,z=e(l);"
|
||||
"float g=e(l,0).y,C=e(l,vec3(10,15,25),.2,z);"
|
||||
"r+=C*i;"
|
||||
"C=e(l,vec3(4,2,-15),1.,z);"
|
||||
"r+=C*k;"
|
||||
"r+=s*clamp(dot(z,normalize(vec3(0,1,10))),0.,1.);"
|
||||
"if(g==0.)"
|
||||
"r*=vec3(.3)+t(z,d,.5);"
|
||||
"if(g==1.)"
|
||||
"r=h(l,z,normalize(d));"
|
||||
"if(g==2.)"
|
||||
"r*=vec3(.3,.1,0)+t(z,d,.1);"
|
||||
"if(g==3.)"
|
||||
"r*=vec3(.8,.8,.5)+n(l.xz*5e2+1e5,.3,0);"
|
||||
"if(g==4.)"
|
||||
"r*=vec3(.1)+t(z,d,.5);"
|
||||
"if(g==5.)"
|
||||
"r*=p;"
|
||||
"vec3 z=m+l*x,g=e(z);"
|
||||
"float C=e(z,0).y,F=e(z,vec3(10,15,25),.2,g);"
|
||||
"r+=F*i;"
|
||||
"F=e(z,vec3(4,2,-15),1.,g);"
|
||||
"r+=F*p;"
|
||||
"r+=s*clamp(dot(g,normalize(vec3(0,1,10))),0.,1.);"
|
||||
"vec3 u=vec3(.07,.04,.04),G=vec3(.8,.8,.5),t=vec3(.8,.8,.5),B=vec3(.05,.04,.07),A=vec3(.18,.18,.32);"
|
||||
"if(C==0.)"
|
||||
"r*=u+h(g,l,.5,2.);"
|
||||
"if(C==1.)"
|
||||
"r=e(z,g,normalize(l));"
|
||||
"if(C==2.)"
|
||||
"r*=G+h(g,l,.1,1.);"
|
||||
"if(C==3.)"
|
||||
"r*=t+n(z.xz*5e2+1e5,.3,0);"
|
||||
"if(C==4.)"
|
||||
"r*=B+h(g,l,.5,1.);"
|
||||
"if(C==5.)"
|
||||
"r*=d;"
|
||||
"if(C==6)"
|
||||
"r*=A+h(g,l,.5,1.6);"
|
||||
"}"
|
||||
"r=mix(r,mix(a,c,pow(max(dot(d,vec3(0,-.1,-1)),0.),8.)),1.-exp(-x*.01));"
|
||||
"r=w(r);"
|
||||
"return h(r);"
|
||||
"r=mix(r,mix(a,c,pow(max(dot(l,vec3(0,-.1,-1)),0.),8.)),1.-exp(-x*.01));"
|
||||
"r=h(r);"
|
||||
"return w(r);"
|
||||
"}"
|
||||
"void main()"
|
||||
"{"
|
||||
"vec2 y=(gl_FragCoord.xy*2.-v.xy)/v.y;"
|
||||
"gl_FragColor=vec4(l(y),1);"
|
||||
"vec2 m=(gl_FragCoord.xy*2.-v.xy)/v.y;"
|
||||
"gl_FragColor=vec4(g(m),1);"
|
||||
"}";
|
||||
|
||||
#endif // SHADER_MINIFIED_H_
|
||||
|
||||
Reference in New Issue
Block a user