Maastoa ja kameraa
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48
shader.glsl
48
shader.glsl
@ -1,4 +1,3 @@
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//precision mediump float;
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform sampler2D texture_sampler;
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@ -45,7 +44,7 @@ float noise( in vec2 p, float scale )
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float displacement( vec3 p )
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{
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return noise(10.*p.xy+u_time+999., 0.4) + 0.5*noise(10.*(p.xz+2.0)-u_time+999., 0.4);
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return noise(10.*p.xy+u_time+999., 0.2) + 0.5*noise(10.*(p.xy+2.0)-u_time+999., 0.2);
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}
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/////////////////
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@ -187,14 +186,13 @@ vec2 map(in vec3 p)
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rotationIncrement = rotationIncrement - 0.2;
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}
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// float prismSector = floor(atan(p.y,p.x)/(rotationIncrement) + 0.5);
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q.xy = rot2D(rotationIncrement) * q.xy;
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// We can now call each prism by it's index
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// draw all except the middle bottom prism
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if (i > 0) {
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q.x -= 1.95;
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q.x = prismAnim(q.x, float(i)*1.);
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q.x = prismAnim(q.x, float(i)*13.);
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float d4 = sdTriPrism(vec3(q.x, q.y - 0.0 , q.z - 0.0), vec2(0.2,0.2), 0.5) - 0.02;
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d = min(d, d4);
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@ -232,29 +230,27 @@ vec2 map(in vec3 p)
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stepDist += stepHeight * 2.0;
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}
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float sand = (p.y + 4.25) + 1.5*noise((vec2((p.x*0.04),(p.z-40.0)*0.04))+100., 15.);
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d = min(d,sand);
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float water = 1000.;
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if (u_time > 2.0){
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float cylinder1 = sdCylinder ( p, vec3(0.,0.,0.0), vec3(0.,0.,-0.01), 1.6);
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float cylinder2 = sdCylinder ( p, vec3(0.,0.,0.), vec3(0.,0.,-1), (2. - (u_time*2.0 - 2.0*13.0)));
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float cylinder2 = sdCylinder ( p, vec3(0.,0.,1.), vec3(0.,0.,-1), (2. - (u_time*2.0 - 2.0*13.0)));
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float cylinder3 = sdCylinder ( p, vec3(0.,0.,1.), vec3(0.,0.,-1.), 1.6);
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float disp = 0.;
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if (u_time > 2.0){
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disp = displacement(p)*min(((u_time-14.0)*0.5), 0.25);
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}
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disp = displacement(p)*clamp(((u_time-14.0)*0.5), 0., 0.25);
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cylinder1 = cylinder1 + disp;
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water = max(-cylinder2+disp, cylinder1);
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//water = max(water, cylinder3);
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water = max(-cylinder2, cylinder1);
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water = max(water, cylinder3);
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d = min(d, water);
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}
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float sand = (p.y + 4.25) + noise((p.xz*0.04)+100., 9.);
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d = min(d,sand);
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if (d==water)
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{
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mat = 1.0;
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}
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else if (d==min(steps, 0.1))
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else if (d==steps)
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{
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mat = 2.0;
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}
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@ -277,11 +273,10 @@ float rayMarch(vec3 ro, vec3 rd) {
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vec3 p = ro + rd * t; // "cast" rays
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d = map(p).x; // Get distance to objects
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t += d; // "march" the ray
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if (abs(d) < .001 || t > 800.) break;
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if (d < .001 || t > 800.) break;
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}
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return t;
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}
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vec3 getNormal(vec3 p) {
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float d = map(p).x;
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vec2 e = vec2(.01, 0);
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@ -300,7 +295,7 @@ float getLight(vec3 p, vec3 lightPos, float intensity, float shadow) {
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// Shadows
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float d = rayMarch(p+n*.0025, l);
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if( d<length(lightPos-p)) dif *= shadow;
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if(d<length(lightPos-p)) dif *= shadow;
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return dif;
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}
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@ -354,17 +349,22 @@ vec3 postProcess(vec3 col) {
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return col;
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}
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vec3 cameraPos()
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{
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vec3 cPos = vec3(0, clamp(6.-u_time,2.,6.), clamp((75.-u_time*8.0),6.,75.));
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if (u_time > 7.5)
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{
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cPos += vec3(0, clamp(7.5-u_time,-1.,0.), 0.);
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}
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return cPos;
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}
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void main()
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{
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// Initialization
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vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y;
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//vec2 m = iMouse.xy/u_resolution.xy;
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vec3 ro = vec3(0, 2, 6);
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ro.yz *= rot2D(sin(u_time)*0.5);
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ro.xz *= rot2D(cos(u_time)*0.5);
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//vec3 ro = vec3(0,0,-3); // ray origin
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vec3 ro = cameraPos();
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vec3 rd = getCameraRayDir(uv, ro, vec3(0, -1., 0.), 1.); // ray direction
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vec3 col = vec3(0); // color
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@ -410,7 +410,7 @@ void main()
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col *= vec3(0.3608, 0.1765, 0.0471) - 0.2*noise((vec2(100.*p.x+300.,75.*p.z+150.0)), -2.2) * noise((vec2(15.*p.x+2.0,3.*p.z+2.)), -1.) + noise((vec2(15.*p.x+2.4,3.*p.z+2.)), -0.25);
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}
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else if(mat==3.){
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col *= vec3(0.8471, 0.8549, 0.4667) + noise(p.yz*1000., 0.1) + noise(p.xy*1000., 0.1);
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col *= vec3(0.8471, 0.8549, 0.4667) + noise(p.yz*1000.+5000., 0.1) + noise(p.xy*1000.+5000., 0.1);
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}
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else if(mat==4.){
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col *= vec3(.1,0.1,0.1);
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