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/minified.config b/minified.config index 0787922..e277170 100644 --- a/minified.config +++ b/minified.config @@ -10,7 +10,7 @@ include $(PARENT_CONFIG) EXE_LINKER_PROGRAM=Crinkler CRINKLER_ORDERTRIES=4000 SHADER_FILE=shader_minified.h -TIME_UNIFORM_NAME='m' +TIME_UNIFORM_NAME='y' RESOLUTION_UNIFORM_NAME='v' TEXTS_UNIFORM_NAME='f' USE_WIDECHAR_TEXTS=1 diff --git a/shader.glsl b/shader.glsl index 51e6ba4..b721755 100644 --- a/shader.glsl +++ b/shader.glsl @@ -32,17 +32,16 @@ float noise(vec2 p, float scale ) hash( i + vec2(1.0,1.0) ), u.x), u.y); } +float hash2( vec2 p ) { + float h = dot(p,vec2(127.1,311.7)); + return fract(sin(h)*43758.5453123); +} float noise2( in vec2 p ) { vec2 i = floor( p ), f = fract( p ), u = f*f*(3.0-2.0*f); - return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ), - hash( i + vec2(1.0,0.0) ), u.x), - mix( hash( i + vec2(0.0,1.0) ), - hash( i + vec2(1.0,1.0) ), u.x), u.y); -} - -float displacement( vec3 p ) -{ - return noise(10.*p.xy+u_time+1e3, 0.2) + 0.5*noise(10.*(p.xy+2.0)-u_time+1e3, .2); + return -1.0+2.0*mix( mix( hash2( i + vec2(0.0,0.0) ), + hash2( i + vec2(1.0,0.0) ), u.x), + mix( hash2( i + vec2(0.0,1.0) ), + hash2( i + vec2(1.0,1.0) ), u.x), u.y); } ///////////////// @@ -148,7 +147,7 @@ float sea_octave(vec2 uv, float choppy) { return pow(1.0-pow(wv.x * wv.y,0.65),choppy); } -vec2 map(vec3 p) +vec2 map(vec3 p, int displace) { float mat = 0., // Ring boxes @@ -219,26 +218,35 @@ vec2 map(vec3 p) stepDist += .2; } if (d==d2) mat = 2.0; - - d2 = (p.y + 4.25) + 1.5*noise((vec2((p.x*.04),(p.z-40.)*.04))+100., 15.); + + // sand + d2 = (p.y + 4.25) + noise((vec2((p.x*.04),(p.z-40.)*.04))+100., 15.)*1.5; d = min(d,d2); if (d==d2) mat = 3.0; d2 = 1e3; float h = 0.0, d3, choppy=4., freq=0.6, amp=.2; - vec2 uv = p.xy; - for(int i = 0; i < 5; i++) { - d3 = sea_octave((uv+u_time)*freq,choppy); - d3 += sea_octave((uv-u_time)*freq,choppy); - h += d3 * amp; - uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22; - choppy = mix(choppy,1.0,0.4); - } - d2 = max(-sdCappedCylinder(p, 2.0, clamp((2.0 - (u_time*2.0 - 2.0*23.0)),0.,2.0)), sdCappedCylinder(p, .025, 1.6) - h*0.15); - d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.6)); + if (displace == 1) { + vec2 uv = p.xy; + for(int i = 0; i < 4; i++) { + d3 = sea_octave((uv+u_time)*freq,choppy); + d3 += sea_octave((uv-u_time)*freq,choppy); + h += d3 * amp; + uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22; + choppy = mix(choppy,1.0,0.4); + } + } + float cs = sdCappedCylinder(p, .025, 1.6) - h*0.15; + if (u_time < 25.) { + d2 = max(-sdCappedCylinder(p, 2.0, clamp((2.0 - (u_time*2.0 - 2.0*23.0)),0.,2.3)), cs); + } else { + d2 = cs; + } + d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7)); d = min(d, d2); - if (d==d2) mat = 1.0; + if (d==d2) mat = 1.0; + return vec2( d, mat ); } @@ -250,7 +258,7 @@ float rayMarch(vec3 ro, vec3 rd) { float d,t = 0.; // total distance travelled // Raymarching for (int i = 0; i < 90; i++) { - d = map(ro + rd * t).x; // Get distance to objects + d = map(ro + rd * t, 0).x; // Get distance to objects t += d; // "march" the ray if (abs(d) < .002 || t > 400.) break; } @@ -258,10 +266,10 @@ float rayMarch(vec3 ro, vec3 rd) { } vec3 getNormal(vec3 p) { vec2 e = vec2(.01, 0.); - vec3 n = map(p).x - vec3( - map(p-e.xyy).x, - map(p-e.yxy).x, - map(p-e.yyx).x); + vec3 n = map(p, 1).x - vec3( + map(p-e.xyy,1).x, + map(p-e.yxy,1).x, + map(p-e.yyx,1).x); return normalize(n); } @@ -374,7 +382,7 @@ vec3 sceneGate(vec2 uv) // Lighting vec3 p = ro + rd * d, n = getNormal(p); - float mat = map(p).y, + float mat = map(p,0).y, // Light 1 Arguments // 1: Ray starting point @@ -390,7 +398,7 @@ vec3 sceneGate(vec2 uv) col += dif * light2Color; // indirect lightning -> vec3 in normalize is light direction - col += indirColor * clamp( dot( getNormal(p), normalize(vec3(0. , 1., 10.))), 0., 1.); + col += indirColor * clamp( dot( n, normalize(vec3(0. , 1., 10.))), 0., 1.); if(mat==0.) col *= vec3(.3); diff --git a/shader_minified.h b/shader_minified.h index 238178c..bd8979a 100644 --- a/shader_minified.h +++ b/shader_minified.h @@ -2,310 +2,270 @@ #ifndef SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_ # define VAR_u_resolution "v" -# define VAR_u_time "m" +# define VAR_u_time "y" const char *__temp_cleaned_shader_glsl = "uniform vec2 v;" - "uniform float m;" - "const float y=22./7.;" + "uniform float y;" + "const float m=22./7.;" "mat2 f(float v)" "{" - "float m=sin(v),y=cos(v);" - "return mat2(y,-m,m,y);" + "float y=sin(v),x=cos(v);" + "return mat2(x,-y,y,x);" "}" "float f(float v,float y,float m)" "{" - "float c=max(m-abs(v-y),0.);" - "return max(v,y)+c*c*.25/m;" + "float x=max(m-abs(v-y),0.);" + "return max(v,y)+x*x*.25/m;" "}" - "float n(vec2 v)" + "float x(vec2 v)" "{" "v=50.*fract(v*.3183099);" "return fract(v.x*v.y*(v.x+v.y));" "}" "float f(vec2 v,float y)" "{" - "vec2 m=floor(v),c=fract(v),f=c*c*(3.-2.*c);" - "return-y+y*mix(mix(n(m+vec2(0)),n(m+vec2(1,0)),f.x),mix(n(m+vec2(0,1)),n(m+vec2(1)),f.x),f.y);" + "vec2 m=floor(v),f=fract(v),c=f*f*(3.-2.*f);" + "return-y+y*mix(mix(x(m+vec2(0)),x(m+vec2(1,0)),c.x),mix(x(m+vec2(0,1)),x(m+vec2(1)),c.x),c.y);" "}" - "float x(vec3 v)" + "float n(vec2 v)" "{" - "return f(10.*v.xy+m+1e3,.2)+.5*f(10.*(v.xy+2.)-m+1e3,.2);" - "}" - "float n(vec3 v,float y)" - "{" - "return length(v)-y;" + "vec2 m=floor(v),y=fract(v),c=y*y*(3.-2.*y);" + "return-1.+2.*mix(mix(x(m+vec2(0)),x(m+vec2(1,0)),c.x),mix(x(m+vec2(0,1)),x(m+vec2(1)),c.x),c.y);" "}" "float n(vec3 v,float y,float m)" "{" - "vec2 f=abs(vec2(length(v.xy),v.z))-vec2(m,y);" - "return min(max(f.x,f.y),0.)+length(max(f,0.));" + "vec2 c=abs(vec2(length(v.xy),v.z))-vec2(m,y);" + "return min(max(c.x,c.y),0.)+length(max(c,0.));" "}" - "float x(vec3 v,vec3 y)" + "float n(vec3 v,vec3 y)" "{" "vec3 m=abs(v)-y;" "return length(max(m,0.))+min(max(m.x,max(m.y,m.z)),0.);" "}" - "float s(vec3 v,vec2 y)" + "float x(vec3 v,vec2 y)" "{" "v.xy*=f(.5);" "vec3 m=abs(v);" "return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);" "}" - "vec3 i=vec3(.4,.2,.4),c=vec3(.7,.4,.2),a=vec3(.2,.1,.3),k=vec3(.9,.5,.7),l=vec3(.8,.7,.5),p=vec3(.9,.3,0);" - "float s(vec3 v)" + "vec3 i=vec3(.4,.2,.4),c=vec3(.7,.4,.2),a=vec3(.2,.1,.3),s=vec3(.9,.5,.7),k=vec3(.8,.7,.5),l=vec3(.9,.3,0),d=vec3(0,.1,.2),p=vec3(.8,.9,.6)*.6;" + "float t(vec3 v)" "{" "v.y*=v.z;" - "return y*min((m*v.z-v.y)/y,v.x);" + "return m*min((y*v.z-v.y)/m,v.x);" "}" - "vec3 h(vec3 v)" + "vec3 r(vec3 v)" "{" - "for(float y=0.;y<7.;y++)" + "for(float m=0.;m<7.;m++)" "{" - "float c=9.+y*2.,x=1.;" - "if(m>c)" + "float x=9.+m*2.,c=1.;" + "if(y>x)" "{" - "if(mod(y,2.)>=1.)" - "x=-1.;" - "v.xy*=f((9.+9.*clamp(sin(s(vec3(1.5,c,4))*.06),-.9,.9))*x);" + "if(mod(m,2.)>=1.)" + "c=-1.;" + "v.xy*=f((9.+9.*clamp(sin(t(vec3(1.5,x,4))*.06),-.9,.9))*c);" "}" "}" "return v;" "}" - "float r(vec2 v)" + "float e(vec2 v)" "{" - "if(m>=v.y)" - "v.x+=.045*clamp(sin(s(vec3(3,v.y,40))*.4),-.8,.8);" + "if(y>=v.y)" + "v.x+=.045*clamp(sin(t(vec3(3,v.y,40))*.4),-.8,.8);" "return v.x;" "}" - "vec2 e(vec3 v)" + "float e(vec2 v,float y)" "{" - "float c=0.,i=y/12.,z=floor(atan(v.y,v.x)/i+.5)*i;" - "vec3 a=v;" - "a.xy=mat2(cos(z),-sin(z),sin(z),cos(z))*a.xy;" - "float e=length(max(abs(a.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,l=abs(length(v.xy)-1.8)-.2;" - "e=min(e,l);" + "v+=n(v);" + "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 r(vec3 v,int c)" + "{" + "float i=0.,a=m/12.,z=floor(atan(v.y,v.x)/a+.5)*a;" + "vec3 s=v;" + "s.xy=mat2(cos(z),-sin(z),sin(z),cos(z))*s.xy;" + "float d=length(max(abs(s.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,l=abs(length(v.xy)-1.8)-.2;" + "d=min(d,l);" "l=abs(length(v.xy)-1.75)-.08;" "l=f(l,abs(v.z-.1)-.04,.005);" - "e=max(-l,e);" - "e=f(e,abs(v.z)-.1,.02);" - "for(float d=0.;d<8.;d++)" + "d=max(-l,d);" + "d=f(d,abs(v.z)-.1,.02);" + "for(float g=0.;g<8.;g++)" "{" - "i=24.67/(y*2.);" - "a=v;" - "z=i+(d+1.)*y/4.;" - "if(d==1.)" + "a=24.67/(m*2.);" + "s=v;" + "z=a+(g+1.)*m/4.;" + "if(g==1.)" "z+=.2;" - "if(d==7.)" + "if(g==7.)" "z-=.2;" - "a.xy=f(z)*a.xy;" - "float p=9.+(d-1.)*2.+1.5;" - "if(d>0.)" + "s.xy=f(z)*s.xy;" + "float p=9.+(g-1.)*2.+1.5;" + "if(g>0.)" "{" - "a.x-=1.95;" - "vec3 g=a;" - "if(m>p)" - "g.x=r(vec2(g.x,p));" - "float C=s(vec3(a.x-.06,a.yz),vec2(.1,.15))-.01;" - "l=max(-s(vec3(g.x-.14,g.yz),vec2(.22))-.01,s(vec3(g),vec2(.2,.12))-.02);" + "s.x-=1.95;" + "vec3 t=s;" + "if(y>p)" + "t.x=e(vec2(t.x,p));" + "float C=x(vec3(s.x-.06,s.yz),vec2(.1,.15))-.01;" + "l=max(-x(vec3(t.x-.14,t.yz),vec2(.22))-.01,x(vec3(t),vec2(.2,.12))-.02);" "l=min(l,C);" - "e=min(e,l);" - "if(e==l)" - "c=4.;" - "if(e==C&&m>p+.2)" - "c=5.;" + "d=min(d,l);" + "if(d==l)" + "i=4.;" + "if(d==C&&y>p+.2)" + "i=5.;" "}" "}" - "vec3 d=h(v),g=d;" - "i=y/16.;" - "g.xy=f(floor(atan(d.y,d.x)/i+.5)*i)*g.xy;" - "l=x(g.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" - "e=min(e,l);" - "if(e==l)" - "c=4.;" + "vec3 t=r(v),g=t;" + "a=m/16.;" + "g.xy=f(floor(atan(t.y,t.x)/a+.5)*a)*g.xy;" + "l=n(g.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" + "d=min(d,l);" + "if(d==l)" + "i=4.;" "l=1e3;" "float p=1.5;" "for(int C=0;C<4;C++)" "{" - "float k=x(vec3(v.x,v.y+p,v.z),vec3(2,.1,p))-.05;" + "float k=n(vec3(v.x,v.y+p,v.z),vec3(2,.1,p))-.05;" "l=min(l,k);" - "e=min(e,k);" + "d=min(d,k);" "p+=.2;" "}" - "if(e==l)" - "c=2.;" - "l=v.y+4.25+1.5*f(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.);" - "e=min(e,l);" - "if(e==l)" - "c=3.;" + "if(d==l)" + "i=2.;" + "l=v.y+4.25+f(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.)*1.5;" + "d=min(d,l);" + "if(d==l)" + "i=3.;" "l=1e3;" - "l=max(-n(v,2.,clamp(2.-m*2.+46.,0.,2.)),n(v,.025,1.6)+x(v)*clamp((m-24.)*.5,0.,.25));" + "float C=0.,k,F=4.,G=.6,E=.2;" + "if(c==1)" + "{" + "vec2 w=v.xy;" + "for(int h=0;h<4;h++)" + "k=e((w+y)*G,F),k+=e((w-y)*G,F),C+=k*E,w*=mat2(1.6,1.2,-1.2,1.6),G*=1.9,E*=.22,F=mix(F,1.,.4);" + "}" + "l=max(-n(v,2.,clamp(2.-y*2.+46.,0.,2.)),n(v,.025,1.6)-C*.15);" "l=max(l,n(v,.3,1.6));" - "e=min(e,l);" - "if(e==l)" - "c=1.;" - "return vec2(e,c);" + "d=min(d,l);" + "if(d==l)" + "i=1.;" + "return vec2(d,i);" "}" - "float e(vec3 v,vec3 y)" + "float t(vec3 v,vec3 y)" "{" "float m,l=0.;" "for(int i=0;i<90;i++)" "{" - "m=e(v+y*l).x;" + "m=r(v+y*l,0).x;" "l+=m;" "if(abs(m)<.002||l>4e2)" "break;" "}" "return l;" "}" - "vec3 t(vec3 v)" + "vec3 h(vec3 v)" "{" "vec2 m=vec2(.01,0);" - "vec3 y=e(v).x-vec3(e(v-m.xyy).x,e(v-m.yxy).x,e(v-m.yyx));" + "vec3 y=r(v,1).x-vec3(r(v-m.xyy,1).x,r(v-m.yxy,1).x,r(v-m.yyx,1));" "return normalize(y);" "}" - "float e(vec3 v,vec3 m,float y)" + "float e(vec3 v,vec3 m,float y,vec3 x)" "{" - "vec3 l=normalize(m-v),c=t(v);" - "float i=clamp(dot(c,l),0.,1.),f=e(v+c*.0025,l);" - "if(abs(f)7.5)" - "y+=vec3(0,clamp(7.5-m,-1.,0.),0);" - "if(m>10.5)" - "y=vec3(2,-1,1);" - "if(m>12.)" - "y=vec3(-1,-1,4);" - "return y;" + "y*=smoothstep(.9,.5,length(gl_FragCoord.xy/v.xy-vec2(.5)));" + "y*=vec3(.9,.8,.7);" + "y=pow(y,vec3(.4545));" + "return smoothstep(0.,1.,y);" "}" "vec3 e()" "{" - "vec3 y=vec3(0,-.5,0);" - "if(m>10.5)" - "y=vec3(1.7,-1.1,0);" - "if(m>12.)" - "y=vec3(0,.1,0);" - "return y;" + "vec3 m=vec3(0,clamp(6.-y,2.,6.),clamp(75.-y*8.,6.,75.));" + "if(y>7.5)" + "m+=vec3(0,clamp(7.5-y,-1.,0.),0);" + "if(y>10.5)" + "m=vec3(2,-1,1);" + "if(y>12.)" + "m=vec3(-1,-1,4);" + "return m;" "}" - "vec3 w(vec3 v)" + "vec3 f()" "{" - "if(m>10.75)" + "vec3 m=vec3(0,-.5,0);" + "if(y>10.5)" + "m=vec3(1.7,-1.1,0);" + "if(y>12.)" + "m=vec3(0,.1,0);" + "return m;" + "}" + "vec3 C(vec3 v)" + "{" + "if(y>10.75)" "{" - "float y=smoothstep(-1.,.8,sin(s(vec3(.8,10.75,8))*2.));" - "v=mix(v,y*1.4*p,y*.76);" + "float m=smoothstep(-1.,.8,sin(t(vec3(.8,10.75,8))*2.));" + "v=mix(v,m*1.4*l,m*.76);" "}" "return v;" "}" "vec3 g(vec2 v)" "{" - "vec3 m=d(),y=h(v,m,e()),z=vec3(0);" - "float x=e(m,y);" + "vec3 m=e(),y=h(v,m,f()),d=vec3(0);" + "float x=t(m,y);" "if(x<150.)" "{" - "vec3 g=m+y*x;" - "float C=e(g).y,r=e(g,vec3(10,15,25),.2);" - "z+=r*k;" - "r=e(g,vec3(4,2,-15),1.);" - "z+=r*l;" - "z+=a*clamp(dot(t(g),normalize(vec3(0,1,10))),0.,1.);" - "if(C==0.)" - "z*=vec3(.3);" - "else if(C==1.)" - "z*=vec3(0,0,.5);" - "else if(C==2.)" - "z*=vec3(.3,.1,0);" - "else if(C==3.)" - "z*=vec3(.8,.8,.5)+f(g.xz*5e2+1e2,.3);" - "else if(C==4.)" - "z*=vec3(.1);" - "else if(C==5.)" - "z*=p;" + "vec3 g=m+y*x,z=h(g);" + "float p=r(g,0).y,n=e(g,vec3(10,15,25),.2,z);" + "d+=n*s;" + "n=e(g,vec3(4,2,-15),1.,z);" + "d+=n*k;" + "d+=a*clamp(dot(z,normalize(vec3(0,1,10))),0.,1.);" + "if(p==0.)" + "d*=vec3(.3);" + "else if(p==1.)" + "d=e(g,z,normalize(y));" + "else if(p==2.)" + "d*=vec3(.3,.1,0);" + "else if(p==3.)" + "d*=vec3(.8,.8,.5)+f(g.xz*5e2+1e2,.3);" + "else if(p==4.)" + "d*=vec3(.1);" + "else if(p==5.)" + "d*=l;" "}" - "z=mix(z,mix(i,c,pow(max(dot(y,vec3(0,-.1,-1)),0.),8.)),1.-exp(-x*.01));" - "z=w(z);" - "return d(z);" - "}" - "void u(inout float v)" - "{" - "v=mod(v+.5,1.)-.5;" - "}" - "void d(inout vec3 v,float e,float l,float z)" - "{" - "v.z-=.5;" - "v.xy*=f(sin(l*m*.25)*y);" - "v.x-=z*sin(e/y);" - "v.y-=z*cos(e/y);" - "v.z+=e*.01;" - "}" - "vec2 C(vec3 v)" - "{" - "float m=1e3,y;" - "u(v.z);" - "for(float l=0.;l<90.;l++)" - "{" - "vec3 e=v;" - "d(e,l,-1.,3.);" - "float f=n(e,.05);" - "m=min(m,f);" - "if(m==f)" - "y=0.;" - "e=v;" - "d(e,l,1.,.3);" - "f=n(e,.01);" - "m=min(m,f);" - "if(m==f)" - "y=1.;" - "}" - "return vec2(m,y);" - "}" - "float C(vec3 v,vec3 y)" - "{" - "float m=0.,f;" - "for(int i=0;i<60;i++)" - "{" - "f=C(v+y*m).x;" - "m+=f;" - "if(f<.002||m>20.)" - "break;" - "}" - "return m;" - "}" - "vec3 E(vec2 v)" - "{" - "vec3 y=vec3(0,0,m*2.),l=vec3(0,0,.1),c=normalize(vec3(v,.7));" - "float e=C(y,c),f=C(y+c*e).y;" - "if(e<10.)" - "{" - "if(f==0.)" - "l=vec3(0,.3,.6);" - "if(f==1.)" - "l=vec3(.5)+vec3(1)*cos(6.3*(vec3(1)*(1.-.4*e)+vec3(0,.66,.33)));" - "}" - "return l;" + "d=mix(d,mix(i,c,pow(max(dot(y,vec3(0,-.1,-1)),0.),8.)),1.-exp(-x*.01));" + "d=C(d);" + "return w(d);" "}" "void main()" "{" - "vec2 y=(gl_FragCoord.xy*2.-v.xy)/v.y;" - "gl_FragColor=m<29.?" - "vec4(g(y),1):" - "vec4(E(y),1);" + "vec2 m=(gl_FragCoord.xy*2.-v.xy)/v.y;" + "gl_FragColor=vec4(g(m),1);" "}"; #endif // SHADER_MINIFIED_H_