Textures
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=base.config
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ACTIVE_CONFIG=minified.config
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# ------- GUI options/preferences --------
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# Automatically rebuild DLLs when things have changed?
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@ -12,7 +12,7 @@ CRINKLER_ORDERTRIES=4000
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SHADER_FILE=shader_minified.h
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TIME_UNIFORM_NAME='v'
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RESOLUTION_UNIFORM_NAME='y'
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TEXTS_UNIFORM_NAME='f'
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TEXTS_UNIFORM_NAME='a'
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USE_WIDECHAR_TEXTS=1
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TIME_DIVIDER=44100.000
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TIME_BASE=seconds
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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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@ -1,31 +1,57 @@
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// Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/)
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#ifndef SHADER_MINIFIED_H_
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# define SHADER_MINIFIED_H_
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# define VAR_texts "f"
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# define VAR_texture_sampler "x"
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# define VAR_texts "a"
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# define VAR_texture_sampler "f"
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# define VAR_u_resolution "y"
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# define VAR_u_time "v"
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const char *__temp_cleaned_shader_glsl =
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"uniform vec2 y;"
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"uniform float v;"
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"uniform sampler2D x,f;"
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"uniform sampler2D f,a;"
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"mat2 n(float v)"
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"{"
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"float x=sin(v),y=cos(v);"
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"return mat2(y,-x,x,y);"
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"float f=sin(v),y=cos(v);"
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"return mat2(y,-f,f,y);"
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"}"
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"float n(float v,float x,float y)"
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"float n(float v,float y,float x)"
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"{"
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"float m=max(y-abs(v-x),0.);"
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"return max(v,x)+m*m*.25/y;"
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"float f=max(x-abs(v-y),0.);"
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"return max(v,y)+f*f*.25/x;"
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"}"
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"float n(vec3 v,vec3 y)"
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"float s(vec2 v)"
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"{"
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"vec3 x=abs(v)-y;"
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"return length(max(x,0.))+min(max(x.x,max(x.y,x.z)),0.);"
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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 s(vec3 v)"
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"float n(vec2 v,float y)"
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"{"
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"vec2 f=floor(v),m=fract(v),a=m*m*(3.-2.*m);"
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"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);"
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"}"
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"float m(vec3 y)"
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"{"
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"return n(10.*y.xy+v,.2)+.5*n(10.*(y.xy+2.)-v,.2);"
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"}"
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"float m(vec3 v,vec3 y,vec3 m,float x)"
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"{"
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"vec3 f=m-y,a=v-y;"
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"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.?"
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"-min(i,z):"
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"(n>0.?"
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"i:"
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"0.)+(h>0.?"
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"z:"
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"0.);"
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"return sign(g)*sqrt(abs(g))/s;"
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"}"
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"float m(vec3 v,vec3 y)"
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"{"
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"vec3 f=abs(v)-y;"
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"return length(max(f,0.))+min(max(f.x,max(f.y,f.z)),0.);"
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"}"
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"float x(vec3 v)"
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"{"
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"vec2 f=vec2(.2);"
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"v.xy*=n(.5);"
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@ -40,128 +66,151 @@ const char *__temp_cleaned_shader_glsl =
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"float x=length(v.xy)*sign(-v.y)*f.x,a=abs(v.z)-f.y;"
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"return length(max(vec2(x,a),0.))+min(max(x,a),0.);"
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"}"
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"float s(float x,float y,float m)"
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"float m(float y,float x,float f)"
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"{"
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"float f=(v*m-y)/(2.*acos(-1.));"
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"f=min(f,x);"
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"return 2.*acos(-1.)*f;"
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"float i=(v*f-x)/(2.*acos(-1.));"
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"i=min(i,y);"
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"return 2.*acos(-1.)*i;"
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"}"
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"vec3 m(vec3 y)"
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"vec3 t(vec3 y)"
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"{"
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"float x=9.+9.*clamp(sin(s(2.,0.,1.)*.05),-.9,.9);"
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"float f=9.+9.*clamp(sin(m(2.,0.,1.)*.05),-.9,.9);"
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"if(v>=2.)"
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"x=9.+9.*clamp(sin(s(2.,0.,1.)*.05),-.9,.9),y.xy=n(x)*y.xy;"
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"f=9.+9.*clamp(sin(m(2.,0.,1.)*.05),-.9,.9),y.xy=n(f)*y.xy;"
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"if(v>=14.)"
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"x=9.+9.*clamp(sin(s(2.,14.,1.)*.05),-.9,.9),y.xy=n(x*-1.)*y.xy;"
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"f=9.+9.*clamp(sin(m(2.,14.,1.)*.05),-.9,.9),y.xy=n(f*-1.)*y.xy;"
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"return y;"
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"}"
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"float m(float x,float y)"
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"float s(float y,float f)"
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"{"
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"if(v>=y)"
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"x+=.045*clamp(sin(s(2.4,y*10.,10.)*.4),-.9,.9);"
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"return x;"
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"if(v>=f)"
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"y+=.045*clamp(sin(m(2.4,f*10.,10.)*.4),-.9,.9);"
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"return y;"
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"}"
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"vec2 a(vec3 v)"
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"vec2 h(vec3 y)"
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"{"
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"float x=round(atan(v.y,v.x)/.261799375)*.261799375;"
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"vec3 f=v;"
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"f.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*f.xy;"
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"float y=length(max(abs(f.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;"
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"y=min(y,abs(length(v.xy)-1.8)-.2);"
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"float i=abs(length(v.xy)-1.75)-.08;"
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"i=n(i,abs(v.z-.1)-.04,.005);"
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"y=max(-i,y);"
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"y=n(y,abs(v.z)-.1,.02);"
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"float r=1.;"
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"for(int a=0;a<8;a++)"
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"float f=0.;"
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"const float a=2.*acos(-1.)/24.;"
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"float i=floor(atan(y.y,y.x)/a+.5)*a;"
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"vec3 r=y;"
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"r.xy=mat2(cos(i),-sin(i),sin(i),cos(i))*r.xy;"
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"float c=length(max(abs(r.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;"
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"c=min(c,abs(length(y.xy)-1.8)-.2);"
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"float g=abs(length(y.xy)-1.75)-.08;"
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"g=n(g,abs(y.z-.1)-.04,.005);"
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"c=max(-g,c);"
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"c=n(c,abs(y.z)-.1,.02);"
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"float h=1.;"
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"for(int l=0;l<8;l++)"
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"{"
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"vec3 c=v;"
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"float z=24.67/6.283185+r*.785398125;"
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"if(a==1)"
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"z+=.2;"
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"if(a==7)"
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"z-=.2;"
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"c.xy=n(z)*c.xy;"
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"if(a>0)"
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"vec3 z=y;"
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"float b=24.67/(2.*acos(-1.))+h*(2.*acos(-1.)/8.);"
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"if(l==1)"
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"b+=.2;"
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"if(l==7)"
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"b-=.2;"
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"z.xy=n(b)*z.xy;"
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"if(l>0)"
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"{"
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"c.x=c.x-1.95;"
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"if(a==1)"
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"c.x=m(c.x,13.);"
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"if(a==2)"
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"c.x=m(c.x,26.);"
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"float l=s(vec3(c))-.02;"
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"y=min(y,l);"
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"z.x=z.x-1.95;"
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"if(l==1)"
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"z.x=s(z.x,13.);"
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"if(l==2)"
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"z.x=s(z.x,26.);"
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"float p=x(vec3(z))-.02;"
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"c=min(c,p);"
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"}"
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"r+=1.;"
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"h+=1.;"
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"}"
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"vec3 a=m(v);"
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"float c=6.283185/32.;"
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"vec3 l=a;"
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"l.xy=n(round(atan(a.y,a.x)/c)*c)*l.xy;"
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"float z=n(l.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
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"y=min(y,z);"
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"float e=1.5;"
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"for(int u=0;u<4;u++)"
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"vec3 l=t(y);"
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"float z=2.*acos(-1.)/32.;"
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"vec3 b=l;"
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"b.xy=n(floor(atan(l.y,l.x)/z+.5)*z)*b.xy;"
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"float p=m(b.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
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"c=min(c,p);"
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"float e=1.5,u=1e3;"
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"for(int C=0;C<4;C++)"
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"{"
|
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"float h=n(vec3(v.x,v.y+e,v.z),vec3(2,.1,e))-.05;"
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"y=min(y,h);"
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"float D=m(vec3(y.x,y.y+e,y.z),vec3(2,.1,e))-.05;"
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"u=min(u,D);"
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"c=min(c,D);"
|
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"e+=.2;"
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"}"
|
||||
"return vec2(y);"
|
||||
"float D=1e3;"
|
||||
"if(v>2.)"
|
||||
"{"
|
||||
"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 a(vec3 x,vec3 y)"
|
||||
"float h(vec3 y,vec3 v)"
|
||||
"{"
|
||||
"float f=0.,v;"
|
||||
"float f=0.,c;"
|
||||
"for(int i=0;i<80;i++)"
|
||||
"{"
|
||||
"vec3 m=x+y*f;"
|
||||
"v=a(m).x;"
|
||||
"f+=v;"
|
||||
"if(v<.001||f>1e2)"
|
||||
"vec3 x=y+v*f;"
|
||||
"c=h(x).x;"
|
||||
"f+=c;"
|
||||
"if(c<.001||f>1e2)"
|
||||
"break;"
|
||||
"}"
|
||||
"return f;"
|
||||
"}"
|
||||
"vec3 h(vec3 v)"
|
||||
"vec3 p(vec3 v)"
|
||||
"{"
|
||||
"float y=a(v).x;"
|
||||
"vec2 x=vec2(.01,0);"
|
||||
"vec3 f=y-vec3(a(v-x.xyy).x,a(v-x.yxy).x,a(v-x.yyx));"
|
||||
"return normalize(f);"
|
||||
"float f=h(v).x;"
|
||||
"vec2 y=vec2(.01,0);"
|
||||
"vec3 c=f-vec3(h(v-y.xyy).x,h(v-y.yxy).x,h(v-y.yyx));"
|
||||
"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);"
|
||||
"float i=clamp(dot(m,f),0.,.75),c=a(v+m*.0025,f);"
|
||||
"if(c<length(x-v))"
|
||||
"i*=y;"
|
||||
"vec3 c=normalize(y-v),x=p(v);"
|
||||
"float i=clamp(dot(x,c),0.,.75),a=h(v+x*.0025,c);"
|
||||
"if(a<length(y-v))"
|
||||
"i*=f;"
|
||||
"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));"
|
||||
"return normalize(x+v.x*f+v.y*cross(x,f));"
|
||||
"vec3 f=normalize(vec3(0)-y),c=normalize(cross(vec3(0,1,0),f));"
|
||||
"return normalize(f+v.x*c+v.y*cross(f,c));"
|
||||
"}"
|
||||
"void main()"
|
||||
"{"
|
||||
"vec2 x=(gl_FragCoord.xy*2.-y.xy)/y.y;"
|
||||
"vec3 v=vec3(0,2,3),f=h(x,v),i=vec3(0);"
|
||||
"float c=a(v,f);"
|
||||
"if(c<1e3)"
|
||||
"vec2 c=(gl_FragCoord.xy*2.-y.xy)/y.y;"
|
||||
"vec3 x=vec3(0,2,3),a=p(c,x),i=vec3(0);"
|
||||
"if(v>0.)"
|
||||
"{"
|
||||
"vec3 m=v+f*c;"
|
||||
"float l=a(m).y,r=a(m,vec3(3,5,4),.2);"
|
||||
"i=vec3(r*vec3(1));"
|
||||
"r=a(m,vec3(-3,5,-4),.1);"
|
||||
"i+=vec3(r*vec3(.5,.2,.1));"
|
||||
"if(l==0.)"
|
||||
"i*=vec3(0,0,1);"
|
||||
"else if(l==1.)"
|
||||
"i*=vec3(0,1,0);"
|
||||
"else if(l==2.)"
|
||||
"i*=vec3(1,0,0);"
|
||||
"float l=h(x,a);"
|
||||
"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));"
|
||||
"r=h(z,vec3(-3,5,-4),.1);"
|
||||
"i+=vec3(r*vec3(.5,.2,.1));"
|
||||
"if(m==0.)"
|
||||
"i*=vec3(1);"
|
||||
"else if(m==1.)"
|
||||
"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(m==2.)"
|
||||
"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_
|
||||
|
||||
Reference in New Issue
Block a user