sample testailuja
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37
shader.glsl
37
shader.glsl
@ -9,6 +9,12 @@ struct Ray {
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vec3 dir;
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};
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vec2 getUV(vec2 offset) {
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vec2 uv = 2.0 *((gl_FragCoord.xy + offset*0.5)/u_resolution.xy - 0.5);
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uv.x *= u_resolution.x/u_resolution.y; // Correct for aspect ratio
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return uv;
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}
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mat2 scale(vec2 scale){
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return mat2(1. / scale.x, 0.0, 0.0, 1./scale.y);
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}
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@ -617,8 +623,20 @@ float sdCog2d(vec2 pos) {
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float sdCog(vec3 pos, float angle) {
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pos.xy *= Rot(angle);
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float d1 = opExtrusion(pos, sdCog2d(pos.xy), 0.05);
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float d2 = fCapsule(pos, vec3(0., 0.0, 0.), vec3(0., 0., 1.), 0.2);
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return 0.8 * fOpDifferenceRound(d1,d2,0.05)-0.003;}
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float d2 = fCapsule(pos, vec3(0., 0.0, 0.), vec3(0., 0., 1.), 0.2);
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return 0.8 * fOpDifferenceRound(d1,d2,0.05)-0.003;
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}
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float sdText(vec3 pos, float angle) {
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//pos.xy *= Rot(angle);
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vec3 color = texture2D(texts, getUV(vec2( 0.,0.))).rgb;
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//gl_FragColor = vec4(vec3(color), 1.);
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//float d1 = opExtrusion(pos, , 0.1);
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return 0.;
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// return d1;
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}
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float sdHex(vec3 pos, float i, float angle) {
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@ -655,10 +673,11 @@ vec2 mapScene(in vec3 p) {
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if (d == a) mat = 1. + mod(i,3.);
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}
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/*float c2 = sdCog(p, u_time);
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d = min(d, c2);
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if ( d == c2) mat = 4.;
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*/
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//float c2 = sdText(p, u_time);
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//d = min(d, c2);
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//if ( d == c2) mat = 4.;
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// float c3 = fBox(p+vec3(0.5, .87, 0.), vec3(1., 1.,1.));
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// d = min(d, c3);
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@ -963,11 +982,7 @@ vec3 render(vec2 uv) {
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return col;
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}
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vec2 getUV(vec2 offset) {
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vec2 uv = 2.0 *((gl_FragCoord.xy + offset*0.5)/u_resolution.xy - 0.5);
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uv.x *= u_resolution.x/u_resolution.y; // Correct for aspect ratio
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return uv;
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}
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void main()
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{
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