animaatiot ja värit

This commit is contained in:
Teemu Järvisalo
2024-07-28 19:17:28 +03:00
parent 0f6b4dd3e1
commit 8f7befa8db
2 changed files with 201 additions and 174 deletions

View File

@ -102,8 +102,9 @@ float sdTriPrism( vec3 p, vec2 h, float rot )
// ANIMATION // // ANIMATION //
////////////////// //////////////////
const float TWOPI = 6.28318530718; 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 glyph1Pos = vec3(1.7,-1.1,0.0);
const vec3 glyph2Pos = vec3(2.0,0.0,0.0); const vec3 glyph2Pos = vec3(2.0,0.0,0.0);
const vec3 glyph3Pos = vec3(1.5,1.4,0.0); 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 glyph6Pos = vec3(1.5 * -1.,1.4,0.0);
const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0); 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 // with duration d, startTime s and speed up with timeFact
float timedSine(float maxCycles, float startTime, float timeFact) { float timedSine(float maxCycles, float startTime, float timeFact) {
float pi = TWOPI / 2.0; float pi = TWOPI / 2.0;
@ -123,31 +139,29 @@ float timedSine(float maxCycles, float startTime, float timeFact) {
float calcFactor (float startTime) 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; return factor;
} }
// Animate ring movements // Animate ring movements
vec3 ringAnim( in vec3 p) { vec3 ringAnim( in vec3 p) {
const float STARTDELAY = 9.0; for (float i = 0.0; i<7.0; i++) {
const float OTHERDELAY = 15.0; float rotateDelay = STARTDELAY + (i * glyphPhase);
if(u_time > rotateDelay) {
// delay start if(mod(i,2.0) >= 1.0) {
if( u_time >= STARTDELAY ) { p.xy = rot2D(calcFactor(rotateDelay) * -1.0) * p.xy;
p.xy = rot2D(calcFactor(STARTDELAY)) * 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; return p;
} }
// Animate prism movements // Animate prism movements
float prismAnim(in float x, in float delay) { float prismAnim(in float x, in float delay) {
if(u_time >= delay && u_time <= delay + 1.0) { if(u_time >= delay) {
x += (0.045*clamp(sin((timedSine(3.0, delay, 20.0) * 0.4)),-0.8, 0.8)); x += (0.045*clamp(sin((timedSine(3.0, delay, 40.0) * 0.4)),-0.8, 0.8));
} }
return x; return x;
} }
@ -201,25 +215,32 @@ vec2 map(in vec3 p)
q.xy = rot2D(rotationIncrement) * q.xy; 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 // We can now call each prism by it's index
// draw all except the middle bottom prism // draw all except the middle bottom prism
if (i > 0) { if (i > 0) {
q.x -= 1.95; q.x -= 1.95;
vec3 q2 = q; vec3 q2 = q; // new point for movable parts
q2.x = prismAnim(q2.x, float(i)*13.);
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 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 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 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); float d4 = max(-prismOut, prismIn);
d4 = min(d4, prismTop); d4 = min(d4, prismTop);
d = min(d, d4); d = min(d, d4);
// glyph locking thing material
if (d == d4) { if (d == d4) {
mat = 4.; mat = 4.;
} }
// glyph locking prism material
if(d == prismTop) { if(d == prismTop) {
if(u_time > 13.5 && i == 1) { if(u_time > rotateDelay + 0.2) {
mat = 5.; mat = 5.;
} }
} }
@ -261,10 +282,10 @@ vec2 map(in vec3 p)
float water = 1000.; float water = 1000.;
float cylinder1 = sdCylinder ( p, vec3(0.,0.,0.0), vec3(0.,0.,-0.01), 1.6); 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 cylinder3 = sdCylinder ( p, vec3(0.,0.,1.), vec3(0.,0.,-1.), 1.6);
float disp = 0.; 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; cylinder1 = cylinder1 + disp;
water = max(-cylinder2, cylinder1); water = max(-cylinder2, cylinder1);
water = max(water, cylinder3); water = max(water, cylinder3);
@ -293,11 +314,11 @@ float rayMarch(vec3 ro, vec3 rd) {
float t = 0.; // total distance travelled float t = 0.; // total distance travelled
float d; float d;
// Raymarching // Raymarching
for (int i = 0; i < 200; i++) { for (int i = 0; i < 100; i++) {
vec3 p = ro + rd * t; // "cast" rays vec3 p = ro + rd * t; // "cast" rays
d = map(p).x; // Get distance to objects d = map(p).x; // Get distance to objects
t += d; // "march" the ray t += d; // "march" the ray
if (d < .001 || t > 800.) break; if (d < .001 || t > 500.) break;
} }
return t; 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 ) { vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
float fogAmount = 1.0 - exp(-t*b); float fogAmount = 1.0 - exp(-t*b);
float sunAmount = max( dot(rd, lightDir), 0.0 ); float sunAmount = max( dot(rd, lightDir), 0.0 );
vec3 fogColor = mix( vec3(0.2667, 0.2941, 0.3451), // blue vec3 fogColor = mix( color1, // blue
vec3(0.302, 0.3176, 0.3725), // yellow color2, // yellow
pow(sunAmount,8.0) ); pow(sunAmount,8.0) );
return mix( col, fogColor, fogAmount ); return mix( col, fogColor, fogAmount );
} }
@ -366,9 +387,10 @@ vec3 postProcess(vec3 col) {
// zoom camera on glyph lock for extra oomph // zoom camera on glyph lock for extra oomph
float cameraZoomAnim(float o) { float cameraZoomAnim(float o) {
float delay = 13.45; float delay = 11.2;
if(u_time > delay) { 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; return o;
@ -384,12 +406,12 @@ vec3 cameraPos()
} }
// close up shot for 1st glyph lock // close up shot for 1st glyph lock
if (u_time > 12.) { if (u_time > 10.5) {
cPos = vec3(2.0,-1.0,1.0); cPos = vec3(2.0,-1.0,1.0);
} }
//zoom away for 2nd glyph animation //zoom away for 2nd glyph animation
if (u_time > 15.) { if (u_time > 12.) {
cPos = vec3(-1.0, -1.0, 4.0); cPos = vec3(-1.0, -1.0, 4.0);
} }
@ -403,11 +425,11 @@ vec3 cameraPos()
vec3 cameraPointAt(vec3 p) { vec3 cameraPointAt(vec3 p) {
// look at 1st glyph // look at 1st glyph
if(u_time > 12.) { if(u_time > 10.5) {
p = glyph1Pos; p = glyph1Pos;
} }
if(u_time > 15.) { if(u_time > 12.) {
p = vec3(0.0,0.1,0.0); 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 // flash screen with glyph color when it is locked
vec3 colorFlashesAnim(in vec3 col) { 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) { if(u_time > delay) {
float x = smoothstep(-1.0,0.8,sin((timedSine(0.8, delay, 8.0)*2.0))); 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; return col;
} }
@ -455,16 +477,16 @@ void main()
// Light 2 // Light 2
dif = getLight(p, vec3( -3, 5, 5), 1., 0.2); dif = getLight(p, vec3( -3, 5, 5), 1., 0.2);
// Color for light 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); dif = getLight(p, vec3( 3, -2, 5), 0.75, .8);
// Color for light 2 // Color for light 2
col += vec3(dif * vec3(0.2784, 0.3647, 0.6588)); col += vec3(dif * light2Color);
vec3 n = getNormal(p); vec3 n = getNormal(p);
vec3 dir = vec3(1. , 10., 1.); vec3 dir = vec3(1. , 10., 1.);
float ind = clamp( dot( n, normalize(dir )), 0.0, 1.0 ); 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.){ if(mat==0.){
col *= vec3(.3,0.3,0.3); col *= vec3(.3,0.3,0.3);
@ -481,16 +503,14 @@ void main()
else if(mat==4.){ else if(mat==4.){
col *= vec3(.1,0.1,0.1); col *= vec3(.1,0.1,0.1);
} else if(mat ==5.) { } else if(mat ==5.) {
col *= vec3(0.95, 0.35, 0.06); col *= glyphColor; // activated glyph color
} }
float fogAmount = 0.02; float fogAmount = 0.02;
col = col*exp(-d*fogAmount) + applyFog(col, d, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-d*fogAmount)); col = col*exp(-d*fogAmount) + applyFog(col, d, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-d*fogAmount));
} else { } 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 col = colorFlashesAnim(col); // animated color flash

View File

@ -37,14 +37,14 @@ const char *__temp_cleaned_shader_glsl =
"float m(vec3 v,vec3 y,vec3 m,float x)" "float m(vec3 v,vec3 y,vec3 m,float x)"
"{" "{"
"vec3 f=m-y,c=v-y;" "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.?" "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,z):" "-min(d,F):"
"(s>0.?" "(s>0.?"
"d:" "d:"
"0.)+(l>0.?" "0.)+(z>0.?"
"z:" "F:"
"0.);" "0.);"
"return sign(p)*sqrt(abs(p))/i;" "return sign(g)*sqrt(abs(g))/i;"
"}" "}"
"float m(vec3 v,vec3 y)" "float m(vec3 v,vec3 y)"
"{" "{"
@ -67,6 +67,7 @@ const char *__temp_cleaned_shader_glsl =
"}" "}"
"vec3 y=vec3(0,-.5,0);" "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);" "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 m(float y,float f,float m)"
"{" "{"
"float i=2.*acos(-1.)/2.;" "float i=2.*acos(-1.)/2.;"
@ -77,203 +78,209 @@ const char *__temp_cleaned_shader_glsl =
"}" "}"
"float t(float v)" "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)" "vec3 h(vec3 y)"
"{" "{"
"if(v>=9.)" "for(float f=0.;f<7.;f++)"
"y.xy=n(t(9.))*y.xy;" "{"
"if(v>=15.)" "float i=9.+f*2.;"
"y.xy=n(t(15.)*-1.)*y.xy;" "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;" "return y;"
"}" "}"
"float h(float y,float f)" "float h(float y,float f)"
"{" "{"
"if(v>=f&&v<=f+1.)" "if(v>=f)"
"y+=.045*clamp(sin(m(3.,f,20.)*.4),-.8,.8);" "y+=.045*clamp(sin(m(3.,f,40.)*.4),-.8,.8);"
"return y;" "return y;"
"}" "}"
"vec2 l(vec3 y)" "vec2 w(vec3 f)"
"{" "{"
"float f=0.;" "float y=0.;"
"const float i=2.*acos(-1.)/24.;" "const float i=2.*acos(-1.)/24.;"
"float x=floor(atan(y.y,y.x)/i+.5)*i;" "float x=floor(atan(f.y,f.x)/i+.5)*i;"
"vec3 r=y;" "vec3 r=f;"
"r.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*r.xy;" "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;" "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);" "c=min(c,abs(length(f.xy)-1.8)-.2);"
"float e=abs(length(y.xy)-1.75)-.08;" "float e=abs(length(f.xy)-1.75)-.08;"
"e=n(e,abs(y.z-.1)-.04,.005);" "e=n(e,abs(f.z-.1)-.04,.005);"
"c=max(-e,c);" "c=max(-e,c);"
"c=n(c,abs(y.z)-.1,.02);" "c=n(c,abs(f.z)-.1,.02);"
"float l=1.;" "float z=1.;"
"for(int z=0;z<8;z++)" "for(int a=0;a<8;a++)"
"{" "{"
"vec3 a=y;" "vec3 d=f;"
"float d=24.67/(2.*acos(-1.))+l*(2.*acos(-1.)/8.);" "float g=24.67/(2.*acos(-1.))+z*(2.*acos(-1.)/8.);"
"if(z==1)" "if(a==1)"
"d+=.2;" "g+=.2;"
"if(z==7)" "if(a==7)"
"d-=.2;" "g-=.2;"
"a.xy=n(d)*a.xy;" "d.xy=n(g)*d.xy;"
"if(z>0)" "float F=(z-2.)*2.+1.5+9.;"
"if(a>0)"
"{" "{"
"a.x-=1.95;" "d.x-=1.95;"
"vec3 p=a;" "vec3 l=d;"
"p.x=h(p.x,float(z)*13.);" "if(v>F)"
"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);" "l.x=h(l.x,F);"
"g=min(g,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);"
"c=min(c,g);" "L=min(L,w);"
"if(c==g)" "c=min(c,L);"
"f=4.;" "if(c==L)"
"if(c==F)" "y=4.;"
"if(v>13.5&&z==1)" "if(c==w)"
"f=5.;" "if(v>F+.2)"
"y=5.;"
"}" "}"
"l+=1.;" "z+=1.;"
"}" "}"
"vec3 a=h(y);" "vec3 a=h(f);"
"float z=2.*acos(-1.)/32.;" "float F=2.*acos(-1.)/32.;"
"vec3 p=a;" "vec3 d=a;"
"p.xy=n(floor(atan(a.y,a.x)/z+.5)*z)*p.xy;" "d.xy=n(floor(atan(a.y,a.x)/F+.5)*F)*d.xy;"
"float F=m(p.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" "float l=m(d.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
"c=min(c,F);" "c=min(c,l);"
"if(c==F)" "if(c==l)"
"f=4.;" "y=4.;"
"float g=1.5,d=1e3;" "float g=1.5,L=1e3;"
"for(int C=0;C<4;C++)" "for(int J=0;J<4;J++)"
"{" "{"
"float D=m(vec3(y.x,y.y+g,y.z),vec3(2,.1,g))-.05;" "float w=m(vec3(f.x,f.y+g,f.z),vec3(2,.1,g))-.05;"
"d=min(d,D);" "L=min(L,w);"
"c=min(c,D);" "c=min(c,w);"
"g+=.2;" "g+=.2;"
"}" "}"
"float D=y.y+4.25+1.5*n(vec2(y.x*.04,(y.z-40.)*.04)+1e2,15.);" "float w=f.y+4.25+1.5*n(vec2(f.x*.04,(f.z-40.)*.04)+1e2,15.);"
"D+=n(y.yz,.25);" "w+=n(f.yz,.25);"
"D+=.025*n(y.xz*50.+1e2,.05);" "w+=.025*n(f.xz*50.+1e2,.05);"
"c=min(c,D);" "c=min(c,w);"
"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.;" "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.;"
"k=m(y)*clamp((v-14.)*.5,0.,.25);" "A=m(f)*clamp((v-24.)*.5,0.,.25);"
"u+=k;" "H+=A;"
"C=max(-H,u);" "J=max(-p,H);"
"C=max(C,G);" "J=max(J,C);"
"c=min(c,C);" "c=min(c,J);"
"if(c==C)" "if(c==J)"
"f=1.;" "y=1.;"
"else if(c==d)" "else if(c==L)"
"f=2.;" "y=2.;"
"else if(c==D)" "else if(c==w)"
"f=3.;" "y=3.;"
"return vec2(c,f);" "return vec2(c,y);"
"}" "}"
"float l(vec3 v,vec3 y)" "float t(vec3 v,vec3 y)"
"{" "{"
"float f=0.,c;" "float f=0.,c;"
"for(int i=0;i<200;i++)" "for(int i=0;i<100;i++)"
"{" "{"
"vec3 x=v+y*f;" "vec3 x=v+y*f;"
"c=l(x).x;" "c=w(x).x;"
"f+=c;" "f+=c;"
"if(c<.001||f>8e2)" "if(c<.001||f>5e2)"
"break;" "break;"
"}" "}"
"return f;" "return f;"
"}" "}"
"vec3 e(vec3 v)" "vec3 A(vec3 v)"
"{" "{"
"float f=l(v).x;" "float y=w(v).x;"
"vec2 y=vec2(.01,0);" "vec2 f=vec2(.01,0);"
"vec3 c=f-vec3(l(v-y.xyy).x,l(v-y.yxy).x,l(v-y.yyx));" "vec3 c=y-vec3(w(v-f.xyy).x,w(v-f.yxy).x,w(v-f.yyx));"
"return normalize(c);" "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);" "vec3 c=normalize(f-v),i=A(v);"
"float i=clamp(dot(x,c),0.,f),a=l(v+x*.0025,c);" "float x=clamp(dot(i,c),0.,y),a=t(v+i*.0025,c);"
"if(a<length(y-v))" "if(a<length(f-v))"
"i*=m;" "x*=m;"
"return i;" "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));" "vec3 c=normalize(f-y),a=normalize(cross(vec3(0,1,0),c));"
"return normalize(c*2.+y.x*z+y.y*cross(c,z));" "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=mix(v,smoothstep(0.,1.,v),.9);"
"v*=vec3(1);" "v*=vec3(1);"
"return pow(v,vec3(1./2.2));" "return pow(v,vec3(1./2.2));"
"}" "}"
"float w(float y)" "float E(float y)"
"{" "{"
"if(v>13.45)" "if(v>11.2)"
"y-=(.25-smoothstep(-.7,.5,sin(m(1.5,13.45,8.))))*.2;" "y+=(.25-smoothstep(-.7,.5,sin(m(1.5,11.2,35.))))*.1;"
"return y;" "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)" "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.)" "if(v>12.)"
"y=vec3(2,-1,1);" "f=vec3(-1,-1,4);"
"if(v>15.)" "f.z=E(f.z);"
"y=vec3(-1,-1,4);" "return f;"
"y.z=w(y.z);"
"return y;"
"}" "}"
"vec3 F(vec3 y)" "vec3 G(vec3 y)"
"{" "{"
"if(v>12.)" "if(v>10.5)"
"y=a;" "y=a;"
"if(v>15.)" "if(v>12.)"
"y=vec3(0,.1,0);" "y=vec3(0,.1,0);"
"return y;" "return y;"
"}" "}"
"vec3 H(vec3 y)" "vec3 I(vec3 f)"
"{" "{"
"vec3 c=vec3(.95,.35,.06);" "if(v>11.25)"
"if(v>13.5)"
"{" "{"
"float f=smoothstep(-1.,.8,sin(m(.8,13.5,8.)*2.));" "float y=smoothstep(-1.,.8,sin(m(.8,11.25,8.)*2.));"
"y=mix(y,f*1.4*c,f*.76);" "f=mix(f,y*1.4*l,y*.76);"
"}" "}"
"return y;" "return f;"
"}" "}"
"void main()" "void main()"
"{" "{"
"vec2 v=(gl_FragCoord.xy*2.-i.xy)/i.y;" "vec2 v=(gl_FragCoord.xy*2.-i.xy)/i.y;"
"vec3 f=d(),c=e(v,f,F(y)),m=vec3(0);" "vec3 f=A(),c=A(v,f,G(y)),m=vec3(0);"
"float a=l(f,c);" "float a=t(f,c);"
"if(a<5e2)" "if(a<5e2)"
"{" "{"
"vec3 x=f+c*a;" "vec3 x=f+c*a;"
"float z=l(x).y,r=0.;" "float s=w(x).y,r=0.;"
"r=e(x,vec3(-3,5,5),1.,.2);" "r=A(x,vec3(-3,5,5),1.,.2);"
"m+=vec3(r*vec3(.502,.2824,.102));" "m+=vec3(r*e);"
"r=e(x,vec3(3,-2,5),.75,.8);" "r=A(x,vec3(3,-2,5),.75,.8);"
"m+=vec3(r*vec3(.2784,.3647,.6588));" "m+=vec3(r*H);"
"vec3 p=e(x);" "vec3 z=A(x);"
"m+=vec3(.1216,.1216,.1137)*clamp(dot(p,normalize(vec3(1,10,1))),0.,1.);" "m+=L*clamp(dot(z,normalize(vec3(1,10,1))),0.,1.);"
"if(z==0.)" "if(s==0.)"
"m*=vec3(.3);" "m*=vec3(.3);"
"else if(z==1.)" "else if(s==1.)"
"m*=vec3(0,0,.5);" "m*=vec3(0,0,.5);"
"else if(z==2.)" "else if(s==2.)"
"m*=vec3(.3608,.1765,.0471);" "m*=vec3(.3608,.1765,.0471);"
"else if(z==3.)" "else if(s==3.)"
"m*=vec3(.8471,.8549,.4667);" "m*=vec3(.8471,.8549,.4667);"
"else if(z==4.)" "else if(s==4.)"
"m*=vec3(.1);" "m*=vec3(.1);"
"else if(z==5.)" "else if(s==5.)"
"m*=vec3(.95,.35,.06);" "m*=l;"
"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));" "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" "else"
" m=vec3(.1529,.1765,.3922)+c.y*.4;" " m=mix(g,J,c.y*1.2);"
"m=H(m);" "m=I(m);"
"gl_FragColor=vec4(d(m),1);" "gl_FragColor=vec4(B(m),1);"
"}"; "}";
#endif // SHADER_MINIFIED_H_ #endif // SHADER_MINIFIED_H_