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/base.config b/base.config index 9005839..fe600ad 100644 --- a/base.config +++ b/base.config @@ -8,8 +8,8 @@ MUSIC_BEATS_PER_BAR=4.0 ########### Visuals ############ SHADER_FILE=shader.glsl -RESOLUTION_X=1920 -RESOLUTION_Y=1080 +RESOLUTION_X=1280 +RESOLUTION_Y=720 USE_TIME_UNIFORM=1 TIME_UNIFORM_NAME='u_time' @@ -23,7 +23,7 @@ FRAME_TO_TEXTURE=0 USE_MIPMAP=0 SECOND_PASS_NEGATIVE_TIME=0 -# Texts +# Texts USE_TEXTS=0 USE_TEXTS_UNIFORM=0 TEXTS_UNIFORM_NAME='texts' diff --git a/shader.glsl b/shader.glsl index 623f066..4ea0133 100644 --- a/shader.glsl +++ b/shader.glsl @@ -170,7 +170,7 @@ vec3 map(vec3 p, int displace) vec3 p2 = ringAnim(p), q2=p2; an = PI/16.; q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy; - d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02; + d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02 + noise(p.xy*100.,1e-3,0); d = min(d, d2); if (d==d2) mat = 6.; diff --git a/shader_minified.h b/shader_minified.h index 7e77dcf..8b5b5e7 100644 --- a/shader_minified.h +++ b/shader_minified.h @@ -24,8 +24,8 @@ const char *__temp_cleaned_shader_glsl = "}" "float n(float v,float y,float m)" "{" - "float f=max(m-abs(v-y),0.);" - "return max(v,y)+f*f*.25/m;" + "float z=max(m-abs(v-y),0.);" + "return max(v,y)+z*z*.25/m;" "}" "float f(vec2 v,int y)" "{" @@ -117,7 +117,7 @@ const char *__temp_cleaned_shader_glsl = "float F=1.5,e=0.,b,g=4.,E=.6,D=.2;" "for(int i=0;i<4;i++)" "p=n(vec3(v.x,v.y+F+.05,v.z),vec3(2,.2,F))-.05,l=min(l,p),F+=.2;" - "l+=x(v.xz*50.+2e2,.01,0);" + "l+=x(v.xz*50.+2e2,.01,0)-x(v.yz*2.+1.5,.15,0);" "c=min(c,l);" "if(c==l)" "z=2.;" @@ -159,21 +159,22 @@ const char *__temp_cleaned_shader_glsl = "z=4.;" "if(c==f)" "if(y>p+.2)" - "z=5.,i=f;" + "z=5.,i=min(l,f);" "}" "}" "return vec3(c,z,i);" "}" "float t(vec3 v,vec3 y,int f)" "{" - "float m,i=0.;" + "vec3 m;" + "float i=0.;" "for(int c=0;c<100;c++)" "{" - "m=x(v+y*i,0).x;" + "m=x(v+y*i,0);" "if(f==0)" - "z+=.05/(1.+10.*pow(x(v+y*i,0).z,.5));" - "i+=m;" - "if(m<1e-4||i>6e2)" + "z+=.05/(1.+10.*pow(m.z,.5));" + "i+=m.x;" + "if(m.x<.001||i>4e2)" "break;" "}" "return i;" @@ -183,13 +184,13 @@ const char *__temp_cleaned_shader_glsl = "vec2 y=vec2(.01,0);" "return f(x(v,1).x-vec3(x(v-y.xyy,1).x,x(v-y.yxy,1).x,x(v-y.yyx,1)));" "}" - "float f(vec3 v,vec3 y,float m,vec3 c)" + "float f(vec3 v,vec3 y,float m,vec3 z)" "{" "float i=1.;" "vec3 l=f(y-v);" - "i=f(dot(c,l),0.,i);" - "float d=t(v+c*.0025,l,1);" - "if(d