animaatiot ja värit
This commit is contained in:
108
shader.glsl
108
shader.glsl
@ -102,8 +102,9 @@ float sdTriPrism( vec3 p, vec2 h, float rot )
|
||||
// ANIMATION //
|
||||
//////////////////
|
||||
const float TWOPI = 6.28318530718;
|
||||
vec3 lookAtPoint = vec3(0, -0.5, 0.);
|
||||
|
||||
// POSITIONS
|
||||
vec3 lookAtPoint = vec3(0, -0.5, 0.);
|
||||
const vec3 glyph1Pos = vec3(1.7,-1.1,0.0);
|
||||
const vec3 glyph2Pos = vec3(2.0,0.0,0.0);
|
||||
const vec3 glyph3Pos = vec3(1.5,1.4,0.0);
|
||||
@ -112,6 +113,21 @@ const vec3 glyph5Pos = vec3(1.5,1.4,0.0);
|
||||
const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0);
|
||||
const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0);
|
||||
|
||||
// DELAYS
|
||||
const float STARTDELAY = 9.0;
|
||||
const float glyphPhase = 2.0;
|
||||
|
||||
// COLORS
|
||||
vec3 glyphColor = vec3(0.95, 0.35, 0.06); // glyph color
|
||||
vec3 color1 = vec3(0.44, 0.29, 0.46); // fog color1
|
||||
vec3 color2 = vec3(0.75, 0.45, 0.23); // fog color2
|
||||
vec3 color3 = vec3(0.29, 0.17, 0.35); // indirect light color
|
||||
vec3 color4 = vec3(0.7, 0.27, 0.09); // sky color1
|
||||
vec3 color5 = vec3(0.09, 0.05, 0.66); // sky color2
|
||||
|
||||
vec3 light1Color = vec3(0.91, 0.57, 0.73);
|
||||
vec3 light2Color = vec3(0.83, 0.71, 0.54);
|
||||
|
||||
// with duration d, startTime s and speed up with timeFact
|
||||
float timedSine(float maxCycles, float startTime, float timeFact) {
|
||||
float pi = TWOPI / 2.0;
|
||||
@ -123,31 +139,29 @@ float timedSine(float maxCycles, float startTime, float timeFact) {
|
||||
|
||||
float calcFactor (float startTime)
|
||||
{
|
||||
float factor = 9.0 + 9.0*clamp(sin(timedSine(2.0, startTime, 2.5) * 0.05), -0.9, 0.9);
|
||||
float factor = 9.0 + 9.0*clamp(sin(timedSine(1.5, startTime, 4.0) * 0.06), -0.9, 0.9);
|
||||
return factor;
|
||||
}
|
||||
|
||||
// Animate ring movements
|
||||
vec3 ringAnim( in vec3 p) {
|
||||
const float STARTDELAY = 9.0;
|
||||
const float OTHERDELAY = 15.0;
|
||||
|
||||
// delay start
|
||||
if( u_time >= STARTDELAY ) {
|
||||
p.xy = rot2D(calcFactor(STARTDELAY)) * p.xy;
|
||||
for (float i = 0.0; i<7.0; i++) {
|
||||
float rotateDelay = STARTDELAY + (i * glyphPhase);
|
||||
if(u_time > rotateDelay) {
|
||||
if(mod(i,2.0) >= 1.0) {
|
||||
p.xy = rot2D(calcFactor(rotateDelay) * -1.0) * p.xy;
|
||||
} else {
|
||||
p.xy = rot2D(calcFactor(rotateDelay)) * p.xy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(u_time >= OTHERDELAY) {
|
||||
p.xy = rot2D(calcFactor(OTHERDELAY) * -1.0) * p.xy;
|
||||
}
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
// Animate prism movements
|
||||
float prismAnim(in float x, in float delay) {
|
||||
if(u_time >= delay && u_time <= delay + 1.0) {
|
||||
x += (0.045*clamp(sin((timedSine(3.0, delay, 20.0) * 0.4)),-0.8, 0.8));
|
||||
if(u_time >= delay) {
|
||||
x += (0.045*clamp(sin((timedSine(3.0, delay, 40.0) * 0.4)),-0.8, 0.8));
|
||||
}
|
||||
return x;
|
||||
}
|
||||
@ -201,26 +215,33 @@ vec2 map(in vec3 p)
|
||||
|
||||
q.xy = rot2D(rotationIncrement) * q.xy;
|
||||
|
||||
float rotateDelay = STARTDELAY + ((index - 2.0) * glyphPhase + 1.5);
|
||||
// We can now call each prism by it's index
|
||||
// draw all except the middle bottom prism
|
||||
if (i > 0) {
|
||||
q.x -= 1.95;
|
||||
vec3 q2 = q;
|
||||
q2.x = prismAnim(q2.x, float(i)*13.);
|
||||
vec3 q2 = q; // new point for movable parts
|
||||
|
||||
if(u_time > rotateDelay) {
|
||||
q2.x = prismAnim(q2.x, rotateDelay);
|
||||
}
|
||||
|
||||
float prismOut = sdTriPrism(vec3(q2.x - 0.14, q2.y - 0.0 , q2.z), vec2(0.22,0.22), 0.5) - 0.01;
|
||||
float prismIn = sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(0.2,0.12), 0.5) - 0.02;
|
||||
float prismTop = sdTriPrism(vec3(q.x - 0.06, q.y, q.z), vec2(0.10,0.15), 0.5) - 0.01;
|
||||
//float d4 = sdTriPrism(vec3(q.x, q.y - 0.0 , q.z - 0.0), vec2(0.2,0.2), 0.5) - 0.02;
|
||||
float d4 = max(-prismOut, prismIn);
|
||||
d4 = min(d4, prismTop);
|
||||
d = min(d, d4);
|
||||
if (d==d4) {
|
||||
|
||||
// glyph locking thing material
|
||||
if (d == d4) {
|
||||
mat = 4.;
|
||||
}
|
||||
if(d==prismTop) {
|
||||
if(u_time > 13.5 && i == 1) {
|
||||
mat = 5.;
|
||||
|
||||
// glyph locking prism material
|
||||
if(d == prismTop) {
|
||||
if(u_time > rotateDelay + 0.2) {
|
||||
mat = 5.;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -261,10 +282,10 @@ vec2 map(in vec3 p)
|
||||
|
||||
float water = 1000.;
|
||||
float cylinder1 = sdCylinder ( p, vec3(0.,0.,0.0), vec3(0.,0.,-0.01), 1.6);
|
||||
float cylinder2 = sdCylinder ( p, vec3(0.,0.,1.), vec3(0.,0.,-1), clamp((2.0 - (u_time*2.0 - 2.0*13.0)),0.,2.0));
|
||||
float cylinder2 = sdCylinder ( p, vec3(0.,0.,1.), vec3(0.,0.,-1), clamp((2.0 - (u_time*2.0 - 2.0*23.0)),0.,2.0));
|
||||
float cylinder3 = sdCylinder ( p, vec3(0.,0.,1.), vec3(0.,0.,-1.), 1.6);
|
||||
float disp = 0.;
|
||||
disp = displacement(p)*clamp(((u_time-14.0)*0.5), 0., 0.25);
|
||||
disp = displacement(p)*clamp(((u_time-24.0)*0.5), 0., 0.25);
|
||||
cylinder1 = cylinder1 + disp;
|
||||
water = max(-cylinder2, cylinder1);
|
||||
water = max(water, cylinder3);
|
||||
@ -293,11 +314,11 @@ float rayMarch(vec3 ro, vec3 rd) {
|
||||
float t = 0.; // total distance travelled
|
||||
float d;
|
||||
// Raymarching
|
||||
for (int i = 0; i < 200; i++) {
|
||||
for (int i = 0; i < 100; i++) {
|
||||
vec3 p = ro + rd * t; // "cast" rays
|
||||
d = map(p).x; // Get distance to objects
|
||||
t += d; // "march" the ray
|
||||
if (d < .001 || t > 800.) break;
|
||||
if (d < .001 || t > 500.) break;
|
||||
}
|
||||
return t;
|
||||
}
|
||||
@ -326,8 +347,8 @@ float getLight(vec3 p, vec3 lightPos, float intensity, float shadow) {
|
||||
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
|
||||
float fogAmount = 1.0 - exp(-t*b);
|
||||
float sunAmount = max( dot(rd, lightDir), 0.0 );
|
||||
vec3 fogColor = mix( vec3(0.2667, 0.2941, 0.3451), // blue
|
||||
vec3(0.302, 0.3176, 0.3725), // yellow
|
||||
vec3 fogColor = mix( color1, // blue
|
||||
color2, // yellow
|
||||
pow(sunAmount,8.0) );
|
||||
return mix( col, fogColor, fogAmount );
|
||||
}
|
||||
@ -366,9 +387,10 @@ vec3 postProcess(vec3 col) {
|
||||
|
||||
// zoom camera on glyph lock for extra oomph
|
||||
float cameraZoomAnim(float o) {
|
||||
float delay = 13.45;
|
||||
float delay = 11.2;
|
||||
|
||||
if(u_time > delay) {
|
||||
o -= (0.25 - smoothstep(-0.7,0.5,sin((timedSine(1.5, delay, 8.0))))) * 0.2;
|
||||
o += (0.25 - smoothstep(-0.7,0.5,sin((timedSine(1.5, delay, 35.0))))) * 0.1;
|
||||
}
|
||||
|
||||
return o;
|
||||
@ -384,12 +406,12 @@ vec3 cameraPos()
|
||||
}
|
||||
|
||||
// close up shot for 1st glyph lock
|
||||
if (u_time > 12.) {
|
||||
if (u_time > 10.5) {
|
||||
cPos = vec3(2.0,-1.0,1.0);
|
||||
}
|
||||
|
||||
//zoom away for 2nd glyph animation
|
||||
if (u_time > 15.) {
|
||||
if (u_time > 12.) {
|
||||
cPos = vec3(-1.0, -1.0, 4.0);
|
||||
}
|
||||
|
||||
@ -403,11 +425,11 @@ vec3 cameraPos()
|
||||
vec3 cameraPointAt(vec3 p) {
|
||||
|
||||
// look at 1st glyph
|
||||
if(u_time > 12.) {
|
||||
if(u_time > 10.5) {
|
||||
p = glyph1Pos;
|
||||
}
|
||||
|
||||
if(u_time > 15.) {
|
||||
if(u_time > 12.) {
|
||||
p = vec3(0.0,0.1,0.0);
|
||||
}
|
||||
|
||||
@ -416,11 +438,11 @@ vec3 cameraPointAt(vec3 p) {
|
||||
|
||||
// flash screen with glyph color when it is locked
|
||||
vec3 colorFlashesAnim(in vec3 col) {
|
||||
vec3 flashColor = vec3(0.95, 0.35, 0.06);
|
||||
float delay = 13.5;
|
||||
|
||||
float delay = 11.25;
|
||||
if(u_time > delay) {
|
||||
float x = smoothstep(-1.0,0.8,sin((timedSine(0.8, delay, 8.0)*2.0)));
|
||||
col = mix(col, flashColor * (x * 1.4), x * 0.76);
|
||||
col = mix(col, glyphColor * (x * 1.4), x * 0.76);
|
||||
}
|
||||
return col;
|
||||
}
|
||||
@ -455,16 +477,16 @@ void main()
|
||||
// Light 2
|
||||
dif = getLight(p, vec3( -3, 5, 5), 1., 0.2);
|
||||
// Color for light 2
|
||||
col += vec3(dif * vec3(0.502, 0.2824, 0.102));
|
||||
col += vec3(dif * light1Color);
|
||||
|
||||
dif = getLight(p, vec3( 3, -2, 5), 0.75, .8);
|
||||
// Color for light 2
|
||||
col += vec3(dif * vec3(0.2784, 0.3647, 0.6588));
|
||||
col += vec3(dif * light2Color);
|
||||
|
||||
vec3 n = getNormal(p);
|
||||
vec3 dir = vec3(1. , 10., 1.);
|
||||
float ind = clamp( dot( n, normalize(dir )), 0.0, 1.0 );
|
||||
col += vec3(0.1216, 0.1216, 0.1137) * ind;
|
||||
col += color3 * ind;
|
||||
|
||||
if(mat==0.){
|
||||
col *= vec3(.3,0.3,0.3);
|
||||
@ -481,16 +503,14 @@ void main()
|
||||
else if(mat==4.){
|
||||
col *= vec3(.1,0.1,0.1);
|
||||
} else if(mat ==5.) {
|
||||
col *= vec3(0.95, 0.35, 0.06);
|
||||
col *= glyphColor; // activated glyph color
|
||||
}
|
||||
|
||||
float fogAmount = 0.02;
|
||||
col = col*exp(-d*fogAmount) + applyFog(col, d, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-d*fogAmount));
|
||||
|
||||
|
||||
|
||||
} else {
|
||||
col = vec3(0.1529, 0.1765, 0.3922) + rd.y * 0.4;
|
||||
col = mix(color4, color5, rd.y * 1.2);
|
||||
}
|
||||
|
||||
col = colorFlashesAnim(col); // animated color flash
|
||||
|
||||
@ -37,14 +37,14 @@ const char *__temp_cleaned_shader_glsl =
|
||||
"float m(vec3 v,vec3 y,vec3 m,float x)"
|
||||
"{"
|
||||
"vec3 f=m-y,c=v-y;"
|
||||
"float i=dot(f,f),a=dot(c,f),s=length(c*i-f*a)-x*i,l=abs(a-i*.5)-i*.5,d=s*s,z=l*l*i,p=max(s,l)<0.?"
|
||||
"-min(d,z):"
|
||||
"float i=dot(f,f),a=dot(c,f),s=length(c*i-f*a)-x*i,z=abs(a-i*.5)-i*.5,d=s*s,F=z*z*i,g=max(s,z)<0.?"
|
||||
"-min(d,F):"
|
||||
"(s>0.?"
|
||||
"d:"
|
||||
"0.)+(l>0.?"
|
||||
"z:"
|
||||
"0.)+(z>0.?"
|
||||
"F:"
|
||||
"0.);"
|
||||
"return sign(p)*sqrt(abs(p))/i;"
|
||||
"return sign(g)*sqrt(abs(g))/i;"
|
||||
"}"
|
||||
"float m(vec3 v,vec3 y)"
|
||||
"{"
|
||||
@ -67,6 +67,7 @@ const char *__temp_cleaned_shader_glsl =
|
||||
"}"
|
||||
"vec3 y=vec3(0,-.5,0);"
|
||||
"const vec3 a=vec3(1.7,-1.1,0),c=vec3(2,0,0),p=vec3(1.5,1.4,0),r=vec3(0,2,0),z=vec3(1.5,1.4,0),C=vec3(-1.5,1.4,0),D=vec3(-1.7,-1.1,0);"
|
||||
"vec3 l=vec3(.95,.35,.06),d=vec3(.44,.29,.46),F=vec3(.75,.45,.23),L=vec3(.29,.17,.35),g=vec3(.7,.27,.09),J=vec3(.09,.05,.66),e=vec3(.91,.57,.73),H=vec3(.83,.71,.54);"
|
||||
"float m(float y,float f,float m)"
|
||||
"{"
|
||||
"float i=2.*acos(-1.)/2.;"
|
||||
@ -77,203 +78,209 @@ const char *__temp_cleaned_shader_glsl =
|
||||
"}"
|
||||
"float t(float v)"
|
||||
"{"
|
||||
"return 9.+9.*clamp(sin(m(2.,v,2.5)*.05),-.9,.9);"
|
||||
"return 9.+9.*clamp(sin(m(1.5,v,4.)*.06),-.9,.9);"
|
||||
"}"
|
||||
"vec3 h(vec3 y)"
|
||||
"{"
|
||||
"if(v>=9.)"
|
||||
"y.xy=n(t(9.))*y.xy;"
|
||||
"if(v>=15.)"
|
||||
"y.xy=n(t(15.)*-1.)*y.xy;"
|
||||
"for(float f=0.;f<7.;f++)"
|
||||
"{"
|
||||
"float i=9.+f*2.;"
|
||||
"if(v>i)"
|
||||
"if(mod(f,2.)>=1.)"
|
||||
"y.xy=n(t(i)*-1.)*y.xy;"
|
||||
"else"
|
||||
" y.xy=n(t(i))*y.xy;"
|
||||
"}"
|
||||
"return y;"
|
||||
"}"
|
||||
"float h(float y,float f)"
|
||||
"{"
|
||||
"if(v>=f&&v<=f+1.)"
|
||||
"y+=.045*clamp(sin(m(3.,f,20.)*.4),-.8,.8);"
|
||||
"if(v>=f)"
|
||||
"y+=.045*clamp(sin(m(3.,f,40.)*.4),-.8,.8);"
|
||||
"return y;"
|
||||
"}"
|
||||
"vec2 l(vec3 y)"
|
||||
"vec2 w(vec3 f)"
|
||||
"{"
|
||||
"float f=0.;"
|
||||
"float y=0.;"
|
||||
"const float i=2.*acos(-1.)/24.;"
|
||||
"float x=floor(atan(y.y,y.x)/i+.5)*i;"
|
||||
"vec3 r=y;"
|
||||
"float x=floor(atan(f.y,f.x)/i+.5)*i;"
|
||||
"vec3 r=f;"
|
||||
"r.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*r.xy;"
|
||||
"float c=length(max(abs(r.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;"
|
||||
"c=min(c,abs(length(y.xy)-1.8)-.2);"
|
||||
"float e=abs(length(y.xy)-1.75)-.08;"
|
||||
"e=n(e,abs(y.z-.1)-.04,.005);"
|
||||
"c=min(c,abs(length(f.xy)-1.8)-.2);"
|
||||
"float e=abs(length(f.xy)-1.75)-.08;"
|
||||
"e=n(e,abs(f.z-.1)-.04,.005);"
|
||||
"c=max(-e,c);"
|
||||
"c=n(c,abs(y.z)-.1,.02);"
|
||||
"float l=1.;"
|
||||
"for(int z=0;z<8;z++)"
|
||||
"c=n(c,abs(f.z)-.1,.02);"
|
||||
"float z=1.;"
|
||||
"for(int a=0;a<8;a++)"
|
||||
"{"
|
||||
"vec3 a=y;"
|
||||
"float d=24.67/(2.*acos(-1.))+l*(2.*acos(-1.)/8.);"
|
||||
"if(z==1)"
|
||||
"d+=.2;"
|
||||
"if(z==7)"
|
||||
"d-=.2;"
|
||||
"a.xy=n(d)*a.xy;"
|
||||
"if(z>0)"
|
||||
"vec3 d=f;"
|
||||
"float g=24.67/(2.*acos(-1.))+z*(2.*acos(-1.)/8.);"
|
||||
"if(a==1)"
|
||||
"g+=.2;"
|
||||
"if(a==7)"
|
||||
"g-=.2;"
|
||||
"d.xy=n(g)*d.xy;"
|
||||
"float F=(z-2.)*2.+1.5+9.;"
|
||||
"if(a>0)"
|
||||
"{"
|
||||
"a.x-=1.95;"
|
||||
"vec3 p=a;"
|
||||
"p.x=h(p.x,float(z)*13.);"
|
||||
"float C=s(vec3(p.x-.14,p.yz),vec2(.22))-.01,D=s(vec3(p),vec2(.2,.12))-.02,F=s(vec3(a.x-.06,a.yz),vec2(.1,.15))-.01,g=max(-C,D);"
|
||||
"g=min(g,F);"
|
||||
"c=min(c,g);"
|
||||
"if(c==g)"
|
||||
"f=4.;"
|
||||
"if(c==F)"
|
||||
"if(v>13.5&&z==1)"
|
||||
"f=5.;"
|
||||
"d.x-=1.95;"
|
||||
"vec3 l=d;"
|
||||
"if(v>F)"
|
||||
"l.x=h(l.x,F);"
|
||||
"float J=s(vec3(l.x-.14,l.yz),vec2(.22))-.01,H=s(vec3(l),vec2(.2,.12))-.02,w=s(vec3(d.x-.06,d.yz),vec2(.1,.15))-.01,L=max(-J,H);"
|
||||
"L=min(L,w);"
|
||||
"c=min(c,L);"
|
||||
"if(c==L)"
|
||||
"y=4.;"
|
||||
"if(c==w)"
|
||||
"if(v>F+.2)"
|
||||
"y=5.;"
|
||||
"}"
|
||||
"l+=1.;"
|
||||
"z+=1.;"
|
||||
"}"
|
||||
"vec3 a=h(y);"
|
||||
"float z=2.*acos(-1.)/32.;"
|
||||
"vec3 p=a;"
|
||||
"p.xy=n(floor(atan(a.y,a.x)/z+.5)*z)*p.xy;"
|
||||
"float F=m(p.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
|
||||
"c=min(c,F);"
|
||||
"if(c==F)"
|
||||
"f=4.;"
|
||||
"float g=1.5,d=1e3;"
|
||||
"for(int C=0;C<4;C++)"
|
||||
"vec3 a=h(f);"
|
||||
"float F=2.*acos(-1.)/32.;"
|
||||
"vec3 d=a;"
|
||||
"d.xy=n(floor(atan(a.y,a.x)/F+.5)*F)*d.xy;"
|
||||
"float l=m(d.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
|
||||
"c=min(c,l);"
|
||||
"if(c==l)"
|
||||
"y=4.;"
|
||||
"float g=1.5,L=1e3;"
|
||||
"for(int J=0;J<4;J++)"
|
||||
"{"
|
||||
"float D=m(vec3(y.x,y.y+g,y.z),vec3(2,.1,g))-.05;"
|
||||
"d=min(d,D);"
|
||||
"c=min(c,D);"
|
||||
"float w=m(vec3(f.x,f.y+g,f.z),vec3(2,.1,g))-.05;"
|
||||
"L=min(L,w);"
|
||||
"c=min(c,w);"
|
||||
"g+=.2;"
|
||||
"}"
|
||||
"float D=y.y+4.25+1.5*n(vec2(y.x*.04,(y.z-40.)*.04)+1e2,15.);"
|
||||
"D+=n(y.yz,.25);"
|
||||
"D+=.025*n(y.xz*50.+1e2,.05);"
|
||||
"c=min(c,D);"
|
||||
"float C=1e3,u=m(y,vec3(0),vec3(0,0,-.01),1.6),H=m(y,vec3(0,0,1),vec3(0,0,-1),clamp(2.-v*2.+26.,0.,2.)),G=m(y,vec3(0,0,1),vec3(0,0,-1),1.6),k=0.;"
|
||||
"k=m(y)*clamp((v-14.)*.5,0.,.25);"
|
||||
"u+=k;"
|
||||
"C=max(-H,u);"
|
||||
"C=max(C,G);"
|
||||
"c=min(c,C);"
|
||||
"if(c==C)"
|
||||
"f=1.;"
|
||||
"else if(c==d)"
|
||||
"f=2.;"
|
||||
"else if(c==D)"
|
||||
"f=3.;"
|
||||
"return vec2(c,f);"
|
||||
"float w=f.y+4.25+1.5*n(vec2(f.x*.04,(f.z-40.)*.04)+1e2,15.);"
|
||||
"w+=n(f.yz,.25);"
|
||||
"w+=.025*n(f.xz*50.+1e2,.05);"
|
||||
"c=min(c,w);"
|
||||
"float J=1e3,H=m(f,vec3(0),vec3(0,0,-.01),1.6),p=m(f,vec3(0,0,1),vec3(0,0,-1),clamp(2.-v*2.+46.,0.,2.)),C=m(f,vec3(0,0,1),vec3(0,0,-1),1.6),A=0.;"
|
||||
"A=m(f)*clamp((v-24.)*.5,0.,.25);"
|
||||
"H+=A;"
|
||||
"J=max(-p,H);"
|
||||
"J=max(J,C);"
|
||||
"c=min(c,J);"
|
||||
"if(c==J)"
|
||||
"y=1.;"
|
||||
"else if(c==L)"
|
||||
"y=2.;"
|
||||
"else if(c==w)"
|
||||
"y=3.;"
|
||||
"return vec2(c,y);"
|
||||
"}"
|
||||
"float l(vec3 v,vec3 y)"
|
||||
"float t(vec3 v,vec3 y)"
|
||||
"{"
|
||||
"float f=0.,c;"
|
||||
"for(int i=0;i<200;i++)"
|
||||
"for(int i=0;i<100;i++)"
|
||||
"{"
|
||||
"vec3 x=v+y*f;"
|
||||
"c=l(x).x;"
|
||||
"c=w(x).x;"
|
||||
"f+=c;"
|
||||
"if(c<.001||f>8e2)"
|
||||
"if(c<.001||f>5e2)"
|
||||
"break;"
|
||||
"}"
|
||||
"return f;"
|
||||
"}"
|
||||
"vec3 e(vec3 v)"
|
||||
"vec3 A(vec3 v)"
|
||||
"{"
|
||||
"float f=l(v).x;"
|
||||
"vec2 y=vec2(.01,0);"
|
||||
"vec3 c=f-vec3(l(v-y.xyy).x,l(v-y.yxy).x,l(v-y.yyx));"
|
||||
"float y=w(v).x;"
|
||||
"vec2 f=vec2(.01,0);"
|
||||
"vec3 c=y-vec3(w(v-f.xyy).x,w(v-f.yxy).x,w(v-f.yyx));"
|
||||
"return normalize(c);"
|
||||
"}"
|
||||
"float e(vec3 v,vec3 y,float f,float m)"
|
||||
"float A(vec3 v,vec3 f,float y,float m)"
|
||||
"{"
|
||||
"vec3 c=normalize(y-v),x=e(v);"
|
||||
"float i=clamp(dot(x,c),0.,f),a=l(v+x*.0025,c);"
|
||||
"if(a<length(y-v))"
|
||||
"i*=m;"
|
||||
"return i;"
|
||||
"vec3 c=normalize(f-v),i=A(v);"
|
||||
"float x=clamp(dot(i,c),0.,y),a=t(v+i*.0025,c);"
|
||||
"if(a<length(f-v))"
|
||||
"x*=m;"
|
||||
"return x;"
|
||||
"}"
|
||||
"vec3 e(vec2 y,vec3 v,vec3 f)"
|
||||
"vec3 A(vec2 v,vec3 y,vec3 f)"
|
||||
"{"
|
||||
"vec3 c=normalize(f-v),z=normalize(cross(vec3(0,1,0),c));"
|
||||
"return normalize(c*2.+y.x*z+y.y*cross(c,z));"
|
||||
"vec3 c=normalize(f-y),a=normalize(cross(vec3(0,1,0),c));"
|
||||
"return normalize(c*2.+v.x*a+v.y*cross(c,a));"
|
||||
"}"
|
||||
"vec3 d(vec3 v)"
|
||||
"vec3 B(vec3 v)"
|
||||
"{"
|
||||
"v=mix(v,smoothstep(0.,1.,v),.9);"
|
||||
"v*=vec3(1);"
|
||||
"return pow(v,vec3(1./2.2));"
|
||||
"}"
|
||||
"float w(float y)"
|
||||
"float E(float y)"
|
||||
"{"
|
||||
"if(v>13.45)"
|
||||
"y-=(.25-smoothstep(-.7,.5,sin(m(1.5,13.45,8.))))*.2;"
|
||||
"if(v>11.2)"
|
||||
"y+=(.25-smoothstep(-.7,.5,sin(m(1.5,11.2,35.))))*.1;"
|
||||
"return y;"
|
||||
"}"
|
||||
"vec3 d()"
|
||||
"vec3 A()"
|
||||
"{"
|
||||
"vec3 y=vec3(0,clamp(6.-v,2.,6.),clamp(75.-v*8.,6.,75.));"
|
||||
"vec3 f=vec3(0,clamp(6.-v,2.,6.),clamp(75.-v*8.,6.,75.));"
|
||||
"if(v>7.5)"
|
||||
"y+=vec3(0,clamp(7.5-v,-1.,0.),0);"
|
||||
"f+=vec3(0,clamp(7.5-v,-1.,0.),0);"
|
||||
"if(v>10.5)"
|
||||
"f=vec3(2,-1,1);"
|
||||
"if(v>12.)"
|
||||
"y=vec3(2,-1,1);"
|
||||
"if(v>15.)"
|
||||
"y=vec3(-1,-1,4);"
|
||||
"y.z=w(y.z);"
|
||||
"return y;"
|
||||
"f=vec3(-1,-1,4);"
|
||||
"f.z=E(f.z);"
|
||||
"return f;"
|
||||
"}"
|
||||
"vec3 F(vec3 y)"
|
||||
"vec3 G(vec3 y)"
|
||||
"{"
|
||||
"if(v>12.)"
|
||||
"if(v>10.5)"
|
||||
"y=a;"
|
||||
"if(v>15.)"
|
||||
"if(v>12.)"
|
||||
"y=vec3(0,.1,0);"
|
||||
"return y;"
|
||||
"}"
|
||||
"vec3 H(vec3 y)"
|
||||
"vec3 I(vec3 f)"
|
||||
"{"
|
||||
"vec3 c=vec3(.95,.35,.06);"
|
||||
"if(v>13.5)"
|
||||
"if(v>11.25)"
|
||||
"{"
|
||||
"float f=smoothstep(-1.,.8,sin(m(.8,13.5,8.)*2.));"
|
||||
"y=mix(y,f*1.4*c,f*.76);"
|
||||
"float y=smoothstep(-1.,.8,sin(m(.8,11.25,8.)*2.));"
|
||||
"f=mix(f,y*1.4*l,y*.76);"
|
||||
"}"
|
||||
"return y;"
|
||||
"return f;"
|
||||
"}"
|
||||
"void main()"
|
||||
"{"
|
||||
"vec2 v=(gl_FragCoord.xy*2.-i.xy)/i.y;"
|
||||
"vec3 f=d(),c=e(v,f,F(y)),m=vec3(0);"
|
||||
"float a=l(f,c);"
|
||||
"vec3 f=A(),c=A(v,f,G(y)),m=vec3(0);"
|
||||
"float a=t(f,c);"
|
||||
"if(a<5e2)"
|
||||
"{"
|
||||
"vec3 x=f+c*a;"
|
||||
"float z=l(x).y,r=0.;"
|
||||
"r=e(x,vec3(-3,5,5),1.,.2);"
|
||||
"m+=vec3(r*vec3(.502,.2824,.102));"
|
||||
"r=e(x,vec3(3,-2,5),.75,.8);"
|
||||
"m+=vec3(r*vec3(.2784,.3647,.6588));"
|
||||
"vec3 p=e(x);"
|
||||
"m+=vec3(.1216,.1216,.1137)*clamp(dot(p,normalize(vec3(1,10,1))),0.,1.);"
|
||||
"if(z==0.)"
|
||||
"float s=w(x).y,r=0.;"
|
||||
"r=A(x,vec3(-3,5,5),1.,.2);"
|
||||
"m+=vec3(r*e);"
|
||||
"r=A(x,vec3(3,-2,5),.75,.8);"
|
||||
"m+=vec3(r*H);"
|
||||
"vec3 z=A(x);"
|
||||
"m+=L*clamp(dot(z,normalize(vec3(1,10,1))),0.,1.);"
|
||||
"if(s==0.)"
|
||||
"m*=vec3(.3);"
|
||||
"else if(z==1.)"
|
||||
"else if(s==1.)"
|
||||
"m*=vec3(0,0,.5);"
|
||||
"else if(z==2.)"
|
||||
"else if(s==2.)"
|
||||
"m*=vec3(.3608,.1765,.0471);"
|
||||
"else if(z==3.)"
|
||||
"else if(s==3.)"
|
||||
"m*=vec3(.8471,.8549,.4667);"
|
||||
"else if(z==4.)"
|
||||
"else if(s==4.)"
|
||||
"m*=vec3(.1);"
|
||||
"else if(z==5.)"
|
||||
"m*=vec3(.95,.35,.06);"
|
||||
"m=m*exp(-a*.02)+mix(m,mix(vec3(.2667,.2941,.3451),vec3(.302,.3176,.3725),pow(max(dot(c,vec3(0,.3,-1)),0.),8.)),1.-exp(-a*.02))*(1.-exp(-a*.02));"
|
||||
"else if(s==5.)"
|
||||
"m*=l;"
|
||||
"m=m*exp(-a*.02)+mix(m,mix(d,F,pow(max(dot(c,vec3(0,.3,-1)),0.),8.)),1.-exp(-a*.02))*(1.-exp(-a*.02));"
|
||||
"}"
|
||||
"else"
|
||||
" m=vec3(.1529,.1765,.3922)+c.y*.4;"
|
||||
"m=H(m);"
|
||||
"gl_FragColor=vec4(d(m),1);"
|
||||
" m=mix(g,J,c.y*1.2);"
|
||||
"m=I(m);"
|
||||
"gl_FragColor=vec4(B(m),1);"
|
||||
"}";
|
||||
|
||||
#endif // SHADER_MINIFIED_H_
|
||||
|
||||
Reference in New Issue
Block a user