Textures
This commit is contained in:
63
shader.glsl
63
shader.glsl
@ -30,12 +30,12 @@ float hash(vec2 p)
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return fract( p.x*p.y*(p.x+p.y) );
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}
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float noise( in vec2 p )
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float noise( in vec2 p, float scale )
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{
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vec2 i = floor( p );
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vec2 f = fract( p );
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vec2 u = f*f*(3.0-2.0*f);
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return -0.2+0.2*mix( mix( hash( i + vec2(0.0,0.0) ),
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return -scale+scale*mix( mix( hash( i + vec2(0.0,0.0) ),
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hash( i + vec2(1.0,0.0) ), u.x),
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mix( hash( i + vec2(0.0,1.0) ),
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hash( i + vec2(1.0,1.0) ), u.x), u.y);
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@ -44,7 +44,7 @@ float noise( in vec2 p )
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float displacement( vec3 p )
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{
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return noise(10.*p.xy+u_time) + 0.5*noise(10.*(p.xy+2.0)-u_time);
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return noise(10.*p.xy+u_time, 0.2) + 0.5*noise(10.*(p.xy+2.0)-u_time, 0.2);
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}
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/////////////////
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@ -101,10 +101,10 @@ float sdTriPrism( vec3 p, vec2 h, float rot )
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//////////////////
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// ANIMATION //
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//////////////////
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const float TWOPI = 6.28318530718;
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// Rotate ring with duration d and startTime s
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float ringRotateFunc(float d, float s, float timeFact) {
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const float TWOPI = 6.28318530718;
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float maxCycles = d;
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float startTime = s;
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float phase = ((u_time * timeFact) - startTime) / TWOPI;
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@ -151,11 +151,12 @@ return x;
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vec2 map( in vec3 p)
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{
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float mat = 0.;
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// Stargate
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// Ring boxes
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const float an = 6.283185/24.0;
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float sector = round(atan(p.y,p.x)/an);
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const float an = TWOPI/24.0;
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float sector = floor(atan(p.y,p.x)/an + 0.5);
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float angrot = sector*an;
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vec3 q = p;
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q.xy = mat2(cos(angrot),-sin(angrot),
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@ -180,8 +181,8 @@ vec2 map( in vec3 p)
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//vec3 p2 = prismAnim(p);
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float secDist = 6.283185 / 8.0; // sector distance
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float angle = ((24.67 / 6.283185 )); // sector size
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float secDist = TWOPI / 8.0; // sector distance
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float angle = ((24.67 / TWOPI )); // sector size
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vec3 q = p;
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float rotationIncrement = angle + (index * secDist);
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@ -193,7 +194,7 @@ vec2 map( in vec3 p)
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rotationIncrement = rotationIncrement - 0.2;
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}
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float prismSector = round(atan(p.y,p.x)/(rotationIncrement));
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float prismSector = floor(atan(p.y,p.x)/(rotationIncrement) + 0.5);
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q.xy = rot2D(rotationIncrement) * q.xy;
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// We can now call each prism by it's index
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@ -219,8 +220,8 @@ vec2 map( in vec3 p)
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//Rotating glyphs
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vec3 p2 = ringAnim(p);
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float an2 = (6.283185/32.0);
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float sector2 = round((atan(p2.y,p2.x)/an2) );
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float an2 = (TWOPI/32.0);
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float sector2 = floor((atan(p2.y,p2.x)/an2) + 0.5 );
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float angrot2 = sector2*an2;
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vec3 q2 = p2;
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q2.xy = rot2D(angrot2)*q2.xy;
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@ -232,9 +233,11 @@ vec2 map( in vec3 p)
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const float stepHeight = 0.1;
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float stepDist = 1.5;
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const float stepWidth = 2.0;
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float steps = 1000.;
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for(int i = 0; i < 4; i++) {
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float step = sdBox2(vec3(p.x,p.y+stepDist,p.z), vec3(stepWidth,stepHeight,stepDist)) - 0.05;
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steps = min(steps, step);
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d = min(d, step);
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stepDist += stepHeight * 2.0;
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}
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@ -251,10 +254,18 @@ vec2 map( in vec3 p)
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cylinder1 = cylinder1 + disp;
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water = max(-cylinder2, cylinder1);
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water = max(water, cylinder3);
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}
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d = min(d, water);
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d = min(d, water);
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}
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return vec2( d );
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if (d==min(water,0.1))
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{
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mat = 1.0;
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}
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else if (d==min(steps, 0.1))
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{
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mat = 2.0;
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}
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return vec2( d, mat );
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}
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////////////////
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@ -357,13 +368,13 @@ void main( )
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col += vec3(dif * vec3(0.5,0.2,0.1));
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if(mat==0.){
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col *= vec3(0,0,1);
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col *= vec3(1,1,1);
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}
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else if(mat==1.){
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col *= vec3(0,1,0);
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col *= (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)) + vec3(0.,0.,0.5);
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}
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else if(mat==2.){
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col *= vec3(1,0,0);
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col *= vec3(0.545,0.27,0.074) - 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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}
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}
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gl_FragColor = vec4(col, 1);
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@ -374,23 +385,7 @@ void main( )
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// ************* post-process pass ******************
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// Uncomment this to try a post-processing "effect"
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vec4 c = texture2D(texture_sampler, (gl_FragCoord.xy / u_resolution )),
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c1 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(1.0, 0.0)) / u_resolution) ),
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c2 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(0.0, 1.0)) / u_resolution) ),
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c3 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(1.0, 1.0)) / u_resolution) ),
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c4 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(-1.0, 1.0)) / u_resolution) ),
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c5 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(-1.0, 0.0)) / u_resolution) ),
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c6 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(-1.0, -1.0)) / u_resolution) ),
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c7 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(0.0, -1.0)) / u_resolution) ),
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c8 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(1.0, -1.0)) / u_resolution) )
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;
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// weird emboss effect
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// gl_FragColor = (c - c1 - c2 - c3 - c4 + c5 + c6 + c7 + c8) / 2.0;
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// some sort of gamma correction with smoothing
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gl_FragColor = sqrt(c * 2.0 + c1 + c2 + c3 + c4 + c5 + c6 + c7 + c8) / 3.0;
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gl_FragColor = texture2D(texture_sampler, (gl_FragCoord.xy / u_resolution ));
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}
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}
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