diff --git a/4kdemo.compofiller b/4kdemo.compofiller index baa5bd0..a1db361 100644 --- a/4kdemo.compofiller +++ b/4kdemo.compofiller @@ -6,7 +6,7 @@ PROJECT_INFO_FILE=prod.nfo PROJECT_SCREENSHOT= # Currently active config file name -ACTIVE_CONFIG=minified.config +ACTIVE_CONFIG=base.config # ------- GUI options/preferences -------- # Automatically rebuild DLLs when things have changed? diff --git a/shader.glsl b/shader.glsl index cd83208..acbce78 100644 --- a/shader.glsl +++ b/shader.glsl @@ -4,7 +4,7 @@ * Contact: tdmaav@gmail.com */ -precision mediump float; +// precision mediump float; uniform vec2 u_resolution; uniform float u_time; const float PI = 22./7.; @@ -90,14 +90,14 @@ float STARTDELAY = 9.; // COLORS -vec3 fogColor1 = vec3(.4, .2, .4), // fog color1 -fogColor2 = vec3(.7, .4, .2), // fog color2 -indirColor = vec3(.2, .1, .3), // indirect light color -light1Color = vec3(.9, .5, .7), -light2Color = vec3(.8, .7, .5), +vec3 fogColor1 = vec3(0.49, 0.18, 0.49), // fog color1 +fogColor2 = vec3(0.93, 0.37, 0.16), // fog color2 +indirColor = vec3(0.29, 0.28, 0.33), // indirect light color +light1Color = vec3(0.82, 0.5, 0.9), +light2Color = vec3(0.79, 0.66, 0.43), chevronColor = vec3(.9, .3, 0.), -SEA_BASE = vec3(0.0, 0.1, 0.2), -SEA_WATER_COLOR =vec3(0.4,0.5,0.3); +SEA_BASE = vec3(0.0, 0.1, 0.3), +SEA_WATER_COLOR =vec3(0.11, 0.16, 0.18); // with duration d, startTime s and speed up with timeFact @@ -148,8 +148,7 @@ vec2 map(vec3 p, int displace) an = PI/12., anRot = floor(atan(p.y,p.x)/an + .5)*an; vec3 q = p; - q.xy = mat2(cos(anRot),-sin(anRot), - sin(anRot), cos(anRot))*q.xy; + q.xy = rot2D(anRot)*q.xy; float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02, // Main ring @@ -200,7 +199,7 @@ vec2 map(vec3 p, int displace) q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy; d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02; d = min(d, d2); - if (d==d2) mat = 4.; + if (d==d2) mat = 6.; // Gate Base d2 = 1e3; @@ -281,12 +280,8 @@ float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) { } vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) { - float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0); - fresnel = min(pow(fresnel,5.0), 0.5); - vec3 reflected = vec3(0.0, 0.5, 1.), - refracted = SEA_BASE + diffuse(n,l,60.0) * SEA_WATER_COLOR * 0.3, - color = mix(refracted,reflected,fresnel); - color += vec3(specular(n,l,eye,60.0))*0.3; + vec3 color = SEA_BASE + diffuse(n,l,60.0) * SEA_WATER_COLOR * 0.3; + color += vec3(specular(n,l,eye,60.0))*0.2; return color; } @@ -355,9 +350,9 @@ vec3 colorFlashesAnim(vec3 col) { return col; } -vec3 addSpecular(vec3 nor, vec3 rod, float amount) +vec3 addSpecular(vec3 nor, vec3 rod, float amount, float phong) { - return vec3(specular(nor,normalize(vec3(0.0,0.3,0.8)),normalize(rod),60.0))*amount; + return vec3(specular(nor,normalize(vec3(0.0,0.3,0.8)),normalize(rod),pow(10.,phong)))*amount; } vec3 sceneGate(vec2 uv) @@ -389,19 +384,22 @@ vec3 sceneGate(vec2 uv) // indirect lightning -> vec3 in normalize is light direction col += indirColor * clamp( dot( n, normalize(vec3(0. , 1., 10.))), 0., 1.); - + if(mat==0.) - col *= vec3(.3) + addSpecular(n,rd,0.5); + col *= vec3(0.21, 0.35, 0.33) + addSpecular(n,rd,.5, 2.); if(mat==1.) 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)); if(mat==2.) - 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); + 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); if(mat==3.) 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); if(mat==4.) - col *= vec3(.1)+ addSpecular(n,rd,0.5); + col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7); if(mat ==5.) col *= chevronColor; // activated glyph color + if(mat == 6.) { + col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5); + } } col = applyFog(col, d, rd, vec3(0., -.1, -1.), .01); diff --git a/shader_minified.h b/shader_minified.h index 28e939a..cc61b72 100644 --- a/shader_minified.h +++ b/shader_minified.h @@ -28,18 +28,18 @@ const char *__temp_cleaned_shader_glsl = "v=50.*fract(v*.3183099);" "return fract(v.x*v.y*(v.x+v.y));" "}" - "float n(vec2 v,float m,int y)" + "float n(vec2 v,float y,int m)" "{" "vec2 a=floor(v),x=fract(v),c=x*x*(3.-2.*x);" - "float n=m;" - "if(y==1)" + "float n=y;" + "if(m==1)" "n=2.;" - "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);" + "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);" "}" "float x(vec3 v,float y,float m)" "{" - "vec2 c=abs(vec2(length(v.xy),v.z))-vec2(m,y);" - "return min(max(c.x,c.y),0.)+length(max(c,0.));" + "vec2 f=abs(vec2(length(v.xy),v.z))-vec2(m,y);" + "return min(max(f.x,f.y),0.)+length(max(f,0.));" "}" "float n(vec3 v,vec3 y)" "{" @@ -52,7 +52,7 @@ const char *__temp_cleaned_shader_glsl = "vec3 m=abs(v);" "return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);" "}" - "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);" + "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);" "float n(vec3 v)" "{" "return min((y-v.y)*v.z,v.x*m);" @@ -77,92 +77,92 @@ const char *__temp_cleaned_shader_glsl = "v.x+=.045*clamp(sin(n(vec3(3,v.y,40))*.4),-.8,.8);" "return v.x;" "}" - "float t(vec2 v,float y)" + "float t(vec2 v,float m)" "{" "v+=n(v,1.,1);" - "vec2 m=1.-abs(sin(v)),c=abs(cos(v));" - "m=mix(m,c,m);" - "return pow(1.-pow(m.x*m.y,.65),y);" + "vec2 y=1.-abs(sin(v)),c=abs(cos(v));" + "y=mix(y,c,y);" + "return pow(1.-pow(y.x*y.y,.65),m);" "}" "vec2 e(vec3 v,int a)" "{" "float c=0.,i=m/12.,r=floor(atan(v.y,v.x)/i+.5)*i;" - "vec3 s=v;" - "s.xy=mat2(cos(r),-sin(r),sin(r),cos(r))*s.xy;" - "float d=length(max(abs(s.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,p=abs(length(v.xy)-1.8)-.2;" - "d=min(d,p);" - "p=abs(length(v.xy)-1.75)-.08;" - "p=f(p,abs(v.z-.1)-.04,.005);" - "d=max(-p,d);" - "d=f(d,abs(v.z)-.1,.02);" - "for(float l=0.;l<8.;l++)" + "vec3 d=v;" + "d.xy=f(r)*d.xy;" + "float l=length(max(abs(d.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,s=abs(length(v.xy)-1.8)-.2;" + "l=min(l,s);" + "s=abs(length(v.xy)-1.75)-.08;" + "s=f(s,abs(v.z-.1)-.04,.005);" + "l=max(-s,l);" + "l=f(l,abs(v.z)-.1,.02);" + "for(float g=0.;g<8.;g++)" "{" "i=24.67/(m*2.);" - "s=v;" - "r=i+(l+1.)*m/4.;" - "if(l==1.)" + "d=v;" + "r=i+(g+1.)*m/4.;" + "if(g==1.)" "r+=.2;" - "if(l==7.)" + "if(g==7.)" "r-=.2;" - "s.xy=f(r)*s.xy;" - "float z=9.+(l-1.)*2.+1.5;" - "if(l>0.)" + "d.xy=f(r)*d.xy;" + "float p=9.+(g-1.)*2.+1.5;" + "if(g>0.)" "{" - "s.x-=1.95;" - "vec3 e=s;" - "if(y>z)" - "e.x=t(vec2(e.x,z));" - "float h=x(vec3(s.x-.06,s.yz),vec2(.1,.15))-.01;" - "p=max(-x(vec3(e.x-.14,e.yz),vec2(.22))-.01,x(vec3(e),vec2(.2,.12))-.02);" - "p=min(p,h);" - "d=min(d,p);" - "if(d==p)" + "d.x-=1.95;" + "vec3 z=d;" + "if(y>p)" + "z.x=t(vec2(z.x,p));" + "float e=x(vec3(d.x-.06,d.yz),vec2(.1,.15))-.01;" + "s=max(-x(vec3(z.x-.14,z.yz),vec2(.22))-.01,x(vec3(z),vec2(.2,.12))-.02);" + "s=min(s,e);" + "l=min(l,s);" + "if(l==s)" "c=4.;" - "if(d==h&&y>z+.2)" + "if(l==e&&y>p+.2)" "c=5.;" "}" "}" - "vec3 e=x(v),l=e;" + "vec3 g=x(v),z=g;" "i=m/16.;" - "l.xy=f(floor(atan(e.y,e.x)/i+.5)*i)*l.xy;" - "p=n(l.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" - "d=min(d,p);" - "if(d==p)" - "c=4.;" - "p=1e3;" - "float z=1.5;" - "for(int h=0;h<4;h++)" + "z.xy=f(floor(atan(g.y,g.x)/i+.5)*i)*z.xy;" + "s=n(z.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" + "l=min(l,s);" + "if(l==s)" + "c=6.;" + "s=1e3;" + "float p=1.5;" + "for(int e=0;e<4;e++)" "{" - "float k=n(vec3(v.x,v.y+z,v.z),vec3(2,.1,z))-.05;" - "p=min(p,k);" - "d=min(d,k);" - "z+=.2;" + "float h=n(vec3(v.x,v.y+p,v.z),vec3(2,.1,p))-.05;" + "s=min(s,h);" + "l=min(l,h);" + "p+=.2;" "}" - "if(d==p)" + "if(l==s)" "c=2.;" - "p=v.y+4.25+n(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.,0)*1.5;" - "d=min(d,p);" - "if(d==p)" + "s=v.y+4.25+n(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.,0)*1.5;" + "l=min(l,s);" + "if(l==s)" "c=3.;" - "p=1e3;" - "float h=0.,k,g=4.,C=.6,F=.2;" + "s=1e3;" + "float e=0.,h,C=4.,F=.6,G=.2;" "if(a==1)" "{" "vec2 w=v.xy;" "for(int u=0;u<4;u++)" - "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);" + "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);" "}" - "p=max(-x(v,2.,min(2.-(y-23.)*3.,2.3)),x(v,.025,1.6)-h*.15);" - "p=max(p,x(v,.3,1.7));" - "d=min(d,p);" - "if(d==p)" + "s=max(-x(v,2.,min(2.-(y-23.)*3.,2.3)),x(v,.025,1.6)-e*.15);" + "s=max(s,x(v,.3,1.7));" + "l=min(l,s);" + "if(l==s)" "c=1.;" - "return vec2(d,c);" + "return vec2(l,c);" "}" - "float h(vec3 v,vec3 y)" + "float w(vec3 v,vec3 y)" "{" "float m,i=0.;" - "for(int d=0;d<90;d++)" + "for(int l=0;l<90;l++)" "{" "m=e(v+y*i,0).x;" "i+=m;" @@ -173,37 +173,37 @@ const char *__temp_cleaned_shader_glsl = "}" "vec3 e(vec3 v)" "{" - "vec2 m=vec2(.01,0);" - "vec3 y=e(v,1).x-vec3(e(v-m.xyy,1).x,e(v-m.yxy,1).x,e(v-m.yyx,1));" - "return normalize(y);" + "vec2 y=vec2(.01,0);" + "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);" "}" - "float e(vec3 v,vec3 m,float y,vec3 d)" + "float e(vec3 v,vec3 m,float y,vec3 l)" "{" - "vec3 c=normalize(m-v);" - "float x=clamp(dot(d,c),0.,1.),p=h(v+d*.0025,c);" - "if(abs(p)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_