This commit is contained in:
2024-07-24 23:36:31 +03:00
parent 37bec1279f
commit 83606f875e
4 changed files with 178 additions and 134 deletions

View File

@ -6,7 +6,7 @@ PROJECT_INFO_FILE=prod.nfo
PROJECT_SCREENSHOT= PROJECT_SCREENSHOT=
# Currently active config file name # Currently active config file name
ACTIVE_CONFIG=base.config ACTIVE_CONFIG=minified.config
# ------- GUI options/preferences -------- # ------- GUI options/preferences --------
# Automatically rebuild DLLs when things have changed? # Automatically rebuild DLLs when things have changed?

View File

@ -12,7 +12,7 @@ CRINKLER_ORDERTRIES=4000
SHADER_FILE=shader_minified.h SHADER_FILE=shader_minified.h
TIME_UNIFORM_NAME='v' TIME_UNIFORM_NAME='v'
RESOLUTION_UNIFORM_NAME='y' RESOLUTION_UNIFORM_NAME='y'
TEXTS_UNIFORM_NAME='f' TEXTS_UNIFORM_NAME='a'
USE_WIDECHAR_TEXTS=1 USE_WIDECHAR_TEXTS=1
TIME_DIVIDER=44100.000 TIME_DIVIDER=44100.000
TIME_BASE=seconds TIME_BASE=seconds

View File

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

View File

@ -1,31 +1,57 @@
// Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/) // Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/)
#ifndef SHADER_MINIFIED_H_ #ifndef SHADER_MINIFIED_H_
# define SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_
# define VAR_texts "f" # define VAR_texts "a"
# define VAR_texture_sampler "x" # define VAR_texture_sampler "f"
# define VAR_u_resolution "y" # define VAR_u_resolution "y"
# define VAR_u_time "v" # define VAR_u_time "v"
const char *__temp_cleaned_shader_glsl = const char *__temp_cleaned_shader_glsl =
"uniform vec2 y;" "uniform vec2 y;"
"uniform float v;" "uniform float v;"
"uniform sampler2D x,f;" "uniform sampler2D f,a;"
"mat2 n(float v)" "mat2 n(float v)"
"{" "{"
"float x=sin(v),y=cos(v);" "float f=sin(v),y=cos(v);"
"return mat2(y,-x,x,y);" "return mat2(y,-f,f,y);"
"}" "}"
"float n(float v,float x,float y)" "float n(float v,float y,float x)"
"{" "{"
"float m=max(y-abs(v-x),0.);" "float f=max(x-abs(v-y),0.);"
"return max(v,x)+m*m*.25/y;" "return max(v,y)+f*f*.25/x;"
"}" "}"
"float n(vec3 v,vec3 y)" "float s(vec2 v)"
"{" "{"
"vec3 x=abs(v)-y;" "v=50.*fract(v*.3183099);"
"return length(max(x,0.))+min(max(x.x,max(x.y,x.z)),0.);" "return fract(v.x*v.y*(v.x+v.y));"
"}" "}"
"float s(vec3 v)" "float n(vec2 v,float y)"
"{"
"vec2 f=floor(v),m=fract(v),a=m*m*(3.-2.*m);"
"return-y+y*mix(mix(s(f+vec2(0)),s(f+vec2(1,0)),a.x),mix(s(f+vec2(0,1)),s(f+vec2(1)),a.x),a.y);"
"}"
"float m(vec3 y)"
"{"
"return n(10.*y.xy+v,.2)+.5*n(10.*(y.xy+2.)-v,.2);"
"}"
"float m(vec3 v,vec3 y,vec3 m,float x)"
"{"
"vec3 f=m-y,a=v-y;"
"float s=dot(f,f),c=dot(a,f),n=length(a*s-f*c)-x*s,h=abs(c-s*.5)-s*.5,i=n*n,z=h*h*s,g=max(n,h)<0.?"
"-min(i,z):"
"(n>0.?"
"i:"
"0.)+(h>0.?"
"z:"
"0.);"
"return sign(g)*sqrt(abs(g))/s;"
"}"
"float m(vec3 v,vec3 y)"
"{"
"vec3 f=abs(v)-y;"
"return length(max(f,0.))+min(max(f.x,max(f.y,f.z)),0.);"
"}"
"float x(vec3 v)"
"{" "{"
"vec2 f=vec2(.2);" "vec2 f=vec2(.2);"
"v.xy*=n(.5);" "v.xy*=n(.5);"
@ -40,128 +66,151 @@ const char *__temp_cleaned_shader_glsl =
"float x=length(v.xy)*sign(-v.y)*f.x,a=abs(v.z)-f.y;" "float x=length(v.xy)*sign(-v.y)*f.x,a=abs(v.z)-f.y;"
"return length(max(vec2(x,a),0.))+min(max(x,a),0.);" "return length(max(vec2(x,a),0.))+min(max(x,a),0.);"
"}" "}"
"float s(float x,float y,float m)" "float m(float y,float x,float f)"
"{" "{"
"float f=(v*m-y)/(2.*acos(-1.));" "float i=(v*f-x)/(2.*acos(-1.));"
"f=min(f,x);" "i=min(i,y);"
"return 2.*acos(-1.)*f;" "return 2.*acos(-1.)*i;"
"}" "}"
"vec3 m(vec3 y)" "vec3 t(vec3 y)"
"{" "{"
"float x=9.+9.*clamp(sin(s(2.,0.,1.)*.05),-.9,.9);" "float f=9.+9.*clamp(sin(m(2.,0.,1.)*.05),-.9,.9);"
"if(v>=2.)" "if(v>=2.)"
"x=9.+9.*clamp(sin(s(2.,0.,1.)*.05),-.9,.9),y.xy=n(x)*y.xy;" "f=9.+9.*clamp(sin(m(2.,0.,1.)*.05),-.9,.9),y.xy=n(f)*y.xy;"
"if(v>=14.)" "if(v>=14.)"
"x=9.+9.*clamp(sin(s(2.,14.,1.)*.05),-.9,.9),y.xy=n(x*-1.)*y.xy;" "f=9.+9.*clamp(sin(m(2.,14.,1.)*.05),-.9,.9),y.xy=n(f*-1.)*y.xy;"
"return y;" "return y;"
"}" "}"
"float m(float x,float y)" "float s(float y,float f)"
"{" "{"
"if(v>=y)" "if(v>=f)"
"x+=.045*clamp(sin(s(2.4,y*10.,10.)*.4),-.9,.9);" "y+=.045*clamp(sin(m(2.4,f*10.,10.)*.4),-.9,.9);"
"return x;" "return y;"
"}" "}"
"vec2 a(vec3 v)" "vec2 h(vec3 y)"
"{" "{"
"float x=round(atan(v.y,v.x)/.261799375)*.261799375;" "float f=0.;"
"vec3 f=v;" "const float a=2.*acos(-1.)/24.;"
"f.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*f.xy;" "float i=floor(atan(y.y,y.x)/a+.5)*a;"
"float y=length(max(abs(f.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;" "vec3 r=y;"
"y=min(y,abs(length(v.xy)-1.8)-.2);" "r.xy=mat2(cos(i),-sin(i),sin(i),cos(i))*r.xy;"
"float i=abs(length(v.xy)-1.75)-.08;" "float c=length(max(abs(r.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;"
"i=n(i,abs(v.z-.1)-.04,.005);" "c=min(c,abs(length(y.xy)-1.8)-.2);"
"y=max(-i,y);" "float g=abs(length(y.xy)-1.75)-.08;"
"y=n(y,abs(v.z)-.1,.02);" "g=n(g,abs(y.z-.1)-.04,.005);"
"float r=1.;" "c=max(-g,c);"
"for(int a=0;a<8;a++)" "c=n(c,abs(y.z)-.1,.02);"
"float h=1.;"
"for(int l=0;l<8;l++)"
"{" "{"
"vec3 c=v;" "vec3 z=y;"
"float z=24.67/6.283185+r*.785398125;" "float b=24.67/(2.*acos(-1.))+h*(2.*acos(-1.)/8.);"
"if(a==1)" "if(l==1)"
"z+=.2;" "b+=.2;"
"if(a==7)" "if(l==7)"
"z-=.2;" "b-=.2;"
"c.xy=n(z)*c.xy;" "z.xy=n(b)*z.xy;"
"if(a>0)" "if(l>0)"
"{" "{"
"c.x=c.x-1.95;" "z.x=z.x-1.95;"
"if(a==1)" "if(l==1)"
"c.x=m(c.x,13.);" "z.x=s(z.x,13.);"
"if(a==2)" "if(l==2)"
"c.x=m(c.x,26.);" "z.x=s(z.x,26.);"
"float l=s(vec3(c))-.02;" "float p=x(vec3(z))-.02;"
"y=min(y,l);" "c=min(c,p);"
"}" "}"
"r+=1.;" "h+=1.;"
"}" "}"
"vec3 a=m(v);" "vec3 l=t(y);"
"float c=6.283185/32.;" "float z=2.*acos(-1.)/32.;"
"vec3 l=a;" "vec3 b=l;"
"l.xy=n(round(atan(a.y,a.x)/c)*c)*l.xy;" "b.xy=n(floor(atan(l.y,l.x)/z+.5)*z)*b.xy;"
"float z=n(l.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" "float p=m(b.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
"y=min(y,z);" "c=min(c,p);"
"float e=1.5;" "float e=1.5,u=1e3;"
"for(int u=0;u<4;u++)" "for(int C=0;C<4;C++)"
"{" "{"
"float h=n(vec3(v.x,v.y+e,v.z),vec3(2,.1,e))-.05;" "float D=m(vec3(y.x,y.y+e,y.z),vec3(2,.1,e))-.05;"
"y=min(y,h);" "u=min(u,D);"
"c=min(c,D);"
"e+=.2;" "e+=.2;"
"}" "}"
"return vec2(y);" "float D=1e3;"
"}" "if(v>2.)"
"float a(vec3 x,vec3 y)"
"{" "{"
"float f=0.,v;" "float C=m(y,vec3(0),vec3(0,0,-.01),1.6),F=m(y,vec3(0,0,1),vec3(0,0,-1),2.-v*2.+4.),E=m(y,vec3(0,0,1),vec3(0,0,-1),1.6),d=0.;"
"if(v>5.)"
"d=m(y+4.)*min((v-5.)*.5,.25);"
"C+=d;"
"D=max(-F,C);"
"D=max(D,E);"
"c=min(c,D);"
"}"
"if(c==min(D,.1))"
"f=1.;"
"else if(c==min(u,.1))"
"f=2.;"
"return vec2(c,f);"
"}"
"float h(vec3 y,vec3 v)"
"{"
"float f=0.,c;"
"for(int i=0;i<80;i++)" "for(int i=0;i<80;i++)"
"{" "{"
"vec3 m=x+y*f;" "vec3 x=y+v*f;"
"v=a(m).x;" "c=h(x).x;"
"f+=v;" "f+=c;"
"if(v<.001||f>1e2)" "if(c<.001||f>1e2)"
"break;" "break;"
"}" "}"
"return f;" "return f;"
"}" "}"
"vec3 h(vec3 v)" "vec3 p(vec3 v)"
"{" "{"
"float y=a(v).x;" "float f=h(v).x;"
"vec2 x=vec2(.01,0);" "vec2 y=vec2(.01,0);"
"vec3 f=y-vec3(a(v-x.xyy).x,a(v-x.yxy).x,a(v-x.yyx));" "vec3 c=f-vec3(h(v-y.xyy).x,h(v-y.yxy).x,h(v-y.yyx));"
"return normalize(f);" "return normalize(c);"
"}" "}"
"float a(vec3 v,vec3 x,float y)" "float h(vec3 v,vec3 y,float f)"
"{" "{"
"vec3 f=normalize(x-v),m=h(v);" "vec3 c=normalize(y-v),x=p(v);"
"float i=clamp(dot(m,f),0.,.75),c=a(v+m*.0025,f);" "float i=clamp(dot(x,c),0.,.75),a=h(v+x*.0025,c);"
"if(c<length(x-v))" "if(a<length(y-v))"
"i*=y;" "i*=f;"
"return i;" "return i;"
"}" "}"
"vec3 h(vec2 v,vec3 y)" "vec3 p(vec2 v,vec3 y)"
"{" "{"
"vec3 x=normalize(vec3(0)-y),f=normalize(cross(vec3(0,1,0),x));" "vec3 f=normalize(vec3(0)-y),c=normalize(cross(vec3(0,1,0),f));"
"return normalize(x+v.x*f+v.y*cross(x,f));" "return normalize(f+v.x*c+v.y*cross(f,c));"
"}" "}"
"void main()" "void main()"
"{" "{"
"vec2 x=(gl_FragCoord.xy*2.-y.xy)/y.y;" "vec2 c=(gl_FragCoord.xy*2.-y.xy)/y.y;"
"vec3 v=vec3(0,2,3),f=h(x,v),i=vec3(0);" "vec3 x=vec3(0,2,3),a=p(c,x),i=vec3(0);"
"float c=a(v,f);" "if(v>0.)"
"if(c<1e3)"
"{" "{"
"vec3 m=v+f*c;" "float l=h(x,a);"
"float l=a(m).y,r=a(m,vec3(3,5,4),.2);" "if(l<1e3)"
"{"
"vec3 z=x+a*l;"
"float m=h(z).y,r=h(z,vec3(3,5,4),.2);"
"i=vec3(r*vec3(1));" "i=vec3(r*vec3(1));"
"r=a(m,vec3(-3,5,-4),.1);" "r=h(z,vec3(-3,5,-4),.1);"
"i+=vec3(r*vec3(.5,.2,.1));" "i+=vec3(r*vec3(.5,.2,.1));"
"if(l==0.)" "if(m==0.)"
"i*=vec3(0,0,1);" "i*=vec3(1);"
"else if(l==1.)" "else if(m==1.)"
"i*=vec3(0,1,0);" "i*=(n(5.*(z.xy+2.)+v,-1.)*n(50.*(z.xy+2.),-.4)+.5*n(20.*(z.xy+2.)-v,-.5)*n(5.*(z.xy+2.),-.75))*smoothstep(0.,.75,(v-5.)*.1)+vec3(0,0,.5*n(10.*(z.xy+4.)-v,-.5))+vec3(0,0,.5);"
"else if(l==2.)" "else if(m==2.)"
"i*=vec3(1,0,0);" "i*=vec3(.545,.27,.074)-.2*n(vec2(1e2*z.x+3e2,75.*z.z+150.),-2.2)*n(vec2(15.*z.x+2.,3.*z.z+2.),-1.)+n(vec2(15.*z.x+2.4,3.*z.z+2.),-.25);"
"}" "}"
"gl_FragColor=vec4(i,1);" "gl_FragColor=vec4(i,1);"
"}"
"else"
" gl_FragColor=texture2D(f,gl_FragCoord.xy/y);"
"}"; "}";
#endif // SHADER_MINIFIED_H_ #endif // SHADER_MINIFIED_H_