Add specular to materials
This commit is contained in:
25
shader.glsl
25
shader.glsl
@ -4,7 +4,7 @@
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* Contact: tdmaav@gmail.com
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* Contact: tdmaav@gmail.com
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*/
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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 vec2 u_resolution;
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uniform float u_time;
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uniform float u_time;
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const float PI = 22./7.;
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const float PI = 22./7.;
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@ -238,11 +238,7 @@ vec2 map(vec3 p, int displace)
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}
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}
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}
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}
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float cs = sdCappedCylinder(p, .025, 1.6) - h*0.15;
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float cs = sdCappedCylinder(p, .025, 1.6) - h*0.15;
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if (u_time < 25.) {
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d2 = max(-sdCappedCylinder(p, 2.0, clamp((2.0 - (u_time*3.0 - 3.0*23.0)),0.,2.3)), cs);
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d2 = max(-sdCappedCylinder(p, 2.0, clamp((2.0 - (u_time*2.0 - 2.0*23.0)),0.,2.3)), cs);
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} else {
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d2 = cs;
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}
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d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
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d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
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d = min(d, d2);
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d = min(d, d2);
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if (d==d2) mat = 1.0;
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if (d==d2) mat = 1.0;
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@ -260,7 +256,7 @@ float rayMarch(vec3 ro, vec3 rd) {
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for (int i = 0; i < 90; i++) {
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for (int i = 0; i < 90; i++) {
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d = map(ro + rd * t, 0).x; // Get distance to objects
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d = map(ro + rd * t, 0).x; // Get distance to objects
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t += d; // "march" the ray
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t += d; // "march" the ray
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if (abs(d) < .002 || t > 400.) break;
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if (abs(d) < .001 || t > 400.) break;
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}
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}
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return t;
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return t;
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}
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}
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@ -322,7 +318,7 @@ vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
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vec3 postProcess(vec3 col) {
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vec3 postProcess(vec3 col) {
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// Vignette
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// Vignette
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col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
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//col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
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// Colour mapping
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// Colour mapping
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col *= vec3(.9, 0.8, 0.7);
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col *= vec3(.9, 0.8, 0.7);
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// gamma
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// gamma
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@ -342,13 +338,6 @@ vec3 cameraPos()
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// zoom away for 2nd glyph animation
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// zoom away for 2nd glyph animation
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if (u_time > 12.) cPos = vec3(-1., -1., 4.);
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if (u_time > 12.) cPos = vec3(-1., -1., 4.);
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//close up shot for the 2nd glyph lock
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// !NOTE: disabled by petri due takes alot of space and has small visual impact on the scene
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/*
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float delay = 11.2;
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if(u_time > delay) cPos.z += (0.25 - smoothstep(-0.7,0.5,sin((timedSine(1.5, delay, 35.0))))) * 0.1;
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*/
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return cPos;
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return cPos;
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}
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}
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@ -401,16 +390,16 @@ vec3 sceneGate(vec2 uv)
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col += indirColor * clamp( dot( n, normalize(vec3(0. , 1., 10.))), 0., 1.);
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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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if(mat==0.)
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col *= vec3(.3);
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col *= vec3(.3) + vec3(specular(n,normalize(vec3(0.0,0.3,0.8)),normalize(rd),60.0))*0.5;
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else if(mat==1.){
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else 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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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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}
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}
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else if(mat==2.)
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else if(mat==2.)
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col *= vec3(.3, .1, .0); // - 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(.3, .1, .0)+ vec3(specular(n,normalize(vec3(0.0,0.3,0.8)),normalize(rd),60.0))*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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else if(mat==3.)
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else if(mat==3.)
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col *= vec3(.8, .8, .5) + noise(p.xz*500.+100., .3,0); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1);
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col *= vec3(.8, .8, .5) + noise(p.xz*500.+100., .3,0); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1);
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else if(mat==4.)
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else if(mat==4.)
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col *= vec3(.1);
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col *= vec3(.1)+ vec3(specular(n,normalize(vec3(0.0,0.3,0.8)),normalize(rd),60.0))*0.5;
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else if(mat ==5.)
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else if(mat ==5.)
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col *= chevronColor; // activated glyph color
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col *= chevronColor; // activated glyph color
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