diff --git a/4k_test.zip b/4k_test.zip new file mode 100644 index 0000000..e69de29 diff --git a/4k_test2.zip b/4k_test2.zip new file mode 100644 index 0000000..762b509 Binary files /dev/null and b/4k_test2.zip differ diff --git a/base.config b/base.config index 3fa7725..1bb12cc 100644 --- a/base.config +++ b/base.config @@ -59,7 +59,7 @@ EXE_LINKER_PROGRAM=Crinkler QUOTE=\" -CRINKLER_ORDERTRIES=4000 +CRINKLER_ORDERTRIES=400 AUDIO_BUFFER_ALLOCATED_LENGTH=5257472 AUDIO_SAMPLING_RATE=44100 diff --git a/minified.config b/minified.config index 6aa77c4..d136c9c 100644 --- a/minified.config +++ b/minified.config @@ -8,7 +8,7 @@ include $(PARENT_CONFIG) # Visuals EXE_LINKER_PROGRAM=Crinkler -CRINKLER_ORDERTRIES=4000 +CRINKLER_ORDERTRIES=400 SHADER_FILE=shader_minified.h TIME_UNIFORM_NAME='v' RESOLUTION_UNIFORM_NAME='m' diff --git a/shader.glsl b/shader.glsl index 5096028..3c3a14f 100644 --- a/shader.glsl +++ b/shader.glsl @@ -3,16 +3,6 @@ uniform vec2 resolution; uniform sampler2D texture_sampler; uniform sampler2D texts; -#define MAX_STEPS 100 -#define MAX_DIST 20. -#define SURF_DIST .001 -#define TAU 6.283185 -#define PI 3.141592 - -#define FOG_DENSITY 0.01 - - - struct Obj { float distance; // distance map int material; // material Id @@ -25,8 +15,7 @@ mat2 Rot(float a) { } vec3 applyFog(in vec3 color, in float distance) { - - float fogAmount = 1.0 - exp(-distance*FOG_DENSITY); + float fogAmount = 1.0 - exp(-distance *0.01); vec3 fogColor = vec3(0.17, 0.16, 0.24); return mix( color, fogColor, fogAmount ); } @@ -95,13 +84,13 @@ Obj castRay(vec3 ro, vec3 rd) { float t = 0.0; Obj res = Obj(-1., -1); - for(int i=0; i MAX_DIST || res.distance < abs(SURF_DIST*t) ) break; + if (t > 20.0 || res.distance < abs(0.001*t) ) break; } - if (t > MAX_DIST) t = -1.0; + if (t > 20.0) t = -1.0; res.distance = t; return res; } @@ -109,7 +98,7 @@ Obj castRay(vec3 ro, vec3 rd) { float castShadow(vec3 ro, vec3 rd) { float res = 1.0; float t = 0.001; - for(int i = 0; i < MAX_STEPS; i++) { + for(int i = 0; i < 100; i++) { vec3 pos = ro + t* rd; float h = mapScene(pos).distance; res = min(res, 10.0*h/t); @@ -191,23 +180,16 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, int material) { float sun_dif = clamp(dot(n, SUN_DIR), 0., 1.); final += outMaterial * vec3(0.0353, 0.2667, 0.4784) * sun_dif; } - // final += texture( iChannel0, ref ).rgb * fresnel( Ks, n, -dir ); - // vec3 col = vec3(0.4)* ref.x; - //vec3 col = vec3(0.0588, 0.0588, 0.1216);// - vec3(0.149, 0.0863, 0.2314) * v.x; - //final += col * fresnel( vec3(.5), ref, -dir ); - return final; + return final; } void main() { - vec2 p = (2.0 * gl_FragCoord.xy - resolution.xy) / resolution.y; + vec2 p = (gl_FragCoord.xy * 2. - resolution.xy) / min(resolution.x, resolution.y); + // vec2 p = (2.0 * gl_FragCoord.xy - resolution.xy) / resolution.y; float angle = time*0.4; - // angle = 2.0; // comment to rotate - // gl_FragColor = vec4(vec3(sdCog2d(p)), 1.); - // return; - // camera vec3 ta = vec3(0.0, 0., 0.0); vec3 ro = ta + vec3(4.*sin(angle), cos(angle), 4.*cos(angle)); // *cos(angle)) @@ -227,7 +209,6 @@ void main() col = shading(pos, nor, rd , t.material); // apply fog col = applyFog(col, t.distance); - } - - gl_FragColor = vec4( pow( col, vec3(1.0/1.3) ), 1.0 ); + } + gl_FragColor = vec4( pow(col, vec3(1.0/1.3) ), 1.0 ); } \ No newline at end of file diff --git a/shader_minified.h b/shader_minified.h index 5c807f7..f2d7e3b 100644 --- a/shader_minified.h +++ b/shader_minified.h @@ -9,152 +9,141 @@ const char *__temp_cleaned_shader_glsl = "uniform float v;" "uniform vec2 m;" - "uniform sampler2D e,d;\n" - "#define MAX_STEPS 100\n" - "#define MAX_DIST 20.\n" - "#define SURF_DIST.001\n" - "#define TAU 6.283185\n" - "#define PI 3.141592\n" - "#define FOG_DENSITY 0.01\nstruct Obj{float distance;int material;};" + "uniform sampler2D e,d;struct Obj{float distance;int material;};" "mat2 n(float v)" "{" - "float m=sin(v),d=cos(v);" - "return mat2(d,-m,m,d);" + "float f=sin(v),y=cos(v);" + "return mat2(y,-f,f,y);" "}" - "vec3 n(vec3 v,float m)" + "float n(vec3 v,float m)" "{" - "float d=1.-exp(-m*FOG_DENSITY);" - "return mix(v,vec3(.17,.16,.24),d);" - "}" - "float s(vec3 v,float m)" - "{" - "vec2 d=vec2(m,abs(v.z)-.15);" - "return min(max(d.x,d.y),0.)+length(max(d,0.));" + "vec2 f=vec2(m,abs(v.z)-.15);" + "return min(max(f.x,f.y),0.)+length(max(f,0.));" "}" "float s(vec2 v)" "{" - "float d=1.-smoothstep(-.2,.8,sin(atan(v.y,v.x)*12.))*.14;" - "return smoothstep(d,d+2.,length(v)*2.);" + "float f=1.-smoothstep(-.2,.8,sin(atan(v.y,v.x)*12.))*.14;" + "return smoothstep(f,f+2.,length(v)*2.);" "}" - "float x(float m,float v)" + "float s(float f,float v)" "{" - "float d=max(.02-abs(-m-v),0.);" - "return max(-m,v)+d*d*.25/.02;" + "float m=max(.02-abs(-f-v),0.);" + "return max(-f,v)+m*m*.25/.02;" "}" "float x(vec3 v)" "{" - "vec3 m=vec3(0),d=v-m,y=vec3(0,0,1)-m;" - "return length(d-y*clamp(dot(d,y)/dot(y,y),0.,1.))-.2;" + "vec3 f=vec3(0),m=v-f,y=vec3(0,0,1)-f;" + "return length(m-y*clamp(dot(m,y)/dot(y,y),0.,1.))-.2;" "}" - "float p(vec3 v,float m)" + "float x(vec3 v,float m)" "{" "v.xy*=n(m);" - "float d=s(v,s(v.xy)),y=x(v-vec3(0,0,-.5));" - "return.8*x(y,d)-.001;" + "float f=n(v,s(v.xy)),y=x(v-vec3(0,0,-.5));" + "return.8*s(y,f)-.001;" "}" - "Obj p(vec3 m)" + "Obj f(vec3 m)" "{" - "float d=1e10;" + "float f=1e10;" "Obj e=Obj(m.y+1.5+sin(m.z*.6)*.2+sin(m.x*1.3)*.1,0);" "{" - "float y=p(m+vec3(1,0,0),v);" - "d=min(d,y);" + "float y=x(m+vec3(1,0,0),v);" + "f=min(f,y);" "}" "{" - "float y=p(m+vec3(.5,-.87,0),-v);" - "d=min(d,y);" + "float y=x(m+vec3(.5,-.87,0),-v);" + "f=min(f,y);" "}" "{" - "float y=p(m+vec3(.5,.87,0),-v);" - "d=min(d,y);" + "float y=x(m+vec3(.5,.87,0),-v);" + "f=min(f,y);" "}" - "Obj y=Obj(d,1);" + "Obj y=Obj(f,1);" "return e.distance>y.distance?" "y:" "e;" "}" - "Obj t(vec3 v,vec3 m)" + "Obj f(vec3 v,vec3 y)" "{" - "float d=0.;" + "float m=0.;" "Obj r=Obj(-1.,-1);" - "for(int y=0;yMAX_DIST||r.distance20.||r.distanceMAX_DIST)" - "d=-1.;" - "r.distance=d;" + "if(m>20.)" + "m=-1.;" + "r.distance=m;" "return r;" "}" - "float f(vec3 v,vec3 m)" + "float p(vec3 v,vec3 m)" "{" - "float d=1.,y=.001;" - "for(int r=0;r20.)" + "r+=n;" + "if(r>20.)" "break;" "}" - "return clamp(d,0.,1.);" + "return clamp(y,0.,1.);" "}" - "vec3 f(vec3 v)" + "vec3 p(vec3 v)" "{" "vec2 m=vec2(.001,0);" - "vec3 d=vec3(p(v+m.xyy).distance-p(v-m.xyy).distance,p(v+m.yxy).distance-p(v-m.yxy).distance,p(v+m.yyx).distance-p(v-m.yyx).distance);" - "return normalize(d);" + "vec3 y=vec3(f(v+m.xyy).distance-f(v-m.xyy).distance,f(v+m.yxy).distance-f(v-m.yxy).distance,f(v+m.yyx).distance-f(v-m.yyx).distance);" + "return normalize(y);" "}" - "vec3 f(vec3 m,vec3 v,vec3 d)" + "vec3 f(vec3 v,vec3 m,vec3 y)" "{" - "return m+(1.-m)*pow(clamp(1.-dot(v,d),0.,1.),5.);" + "return v+(1.-v)*pow(clamp(1.-dot(m,y),0.,1.),5.);" "}" - "vec3 f(vec3 v,vec3 d,vec3 m,int y)" + "vec3 f(vec3 v,vec3 y,vec3 m,int c)" "{" "float e=1.;" - "vec3 r=vec3(0),c=reflect(m,d),a=vec3(.5),i=vec3(1),n=vec3(.1255);" - "if(y==0)" - "n=vec3(.1412),e=3.1;" - "else if(y==1)" - "n=vec3(.1765,.1961,.2275),e=21.;" + "vec3 r=vec3(0),d=reflect(m,y),n=vec3(.5),a=vec3(1),O=vec3(.1255);" + "if(c==0)" + "O=vec3(.1412),e=3.1;" + "else if(c==1)" + "O=vec3(.1765,.1961,.2275),e=21.;" "{" - "vec3 x=normalize(vec3(-2,.3,10)-v),O=vec3(max(0.,dot(x,c))),l=f(a,normalize(x-m),x);" - "O=pow(O,vec3(e));" - "r+=n*O*(vec3(.71,.51,.72)*5.)*mix(i*vec3(max(0.,dot(x,d))),O,l);" + "vec3 x=normalize(vec3(-2,.3,10)-v),i=vec3(max(0.,dot(x,d))),l=f(n,normalize(x-m),x);" + "i=pow(i,vec3(e));" + "r+=O*i*(vec3(.71,.51,.72)*5.)*mix(a*vec3(max(0.,dot(x,y))),i,l);" "}" "{" - "vec3 x=normalize(vec3(5,5,-20)-v),O=vec3(max(0.,dot(x,c))),l=f(a,normalize(x-m),x);" - "O=pow(O,vec3(e));" - "r+=n*O*(vec3(.14,.36,.83)*7.)*mix(i*vec3(max(0.,dot(x,d))),O,l);" + "vec3 x=normalize(vec3(5,5,-20)-v),i=vec3(max(0.,dot(x,d))),l=f(n,normalize(x-m),x);" + "i=pow(i,vec3(e));" + "r+=O*i*(vec3(.14,.36,.83)*7.)*mix(a*vec3(max(0.,dot(x,y))),i,l);" "}" "{" "vec3 x=vec3(0,.4,1);" - "float O=clamp(dot(d,x),0.,1.),l=f(v+d*.02,x);" - "r+=n*vec3(1.1,1.2,1.5)*O*O*l;" + "float i=clamp(dot(y,x),0.,1.),l=p(v+y*.02,x);" + "r+=O*vec3(1.1,1.2,1.5)*i*i*l;" "}" - "r+=n*vec3(.0353,.2667,.4784)*clamp(dot(d,vec3(0,.6,-1)),0.,1.);" + "r+=O*vec3(.0353,.2667,.4784)*clamp(dot(y,vec3(0,.6,-1)),0.,1.);" "return r;" "}" "void main()" "{" - "vec2 d=(2.*gl_FragCoord.xy-m.xy)/m.y;" - "float y=v*.4;" - "vec3 e=vec3(0),x=e+vec3(4.*sin(y),cos(y),4.*cos(y)),O=normalize(e-x),c=normalize(cross(O,vec3(0,1,0))),l=normalize(d.x*c+d.y*normalize(cross(c,O))+1.4*O),r=vec3(.1451,.1098,.1608)-vec3(.9725,.5176,0)*l.y;" - "Obj i=t(x,l);" - "if(i.distance>0.)" + "vec2 y=(gl_FragCoord.xy*2.-m.xy)/min(m.x,m.y);" + "float x=v*.4;" + "vec3 e=vec3(0),i=e+vec3(4.*sin(x),cos(x),4.*cos(x)),c=normalize(e-i),r=normalize(cross(c,vec3(0,1,0))),l=normalize(y.x*r+y.y*normalize(cross(r,c))+1.4*c),d=vec3(.1451,.1098,.1608)-vec3(.9725,.5176,0)*l.y;" + "Obj n=f(i,l);" + "if(n.distance>0.)" "{" - "vec3 a=x+l*i.distance,s=f(a);" - "r=f(a,s,l,i.material);" - "r=n(r,i.distance);" + "vec3 a=i+l*n.distance,O=p(a);" + "d=f(a,O,l,n.material);" + "d=mix(d,vec3(.17,.16,.24),1.-exp(-n.distance*.01));" "}" - "gl_FragColor=vec4(pow(r,vec3(1./1.3)),1);" + "gl_FragColor=vec4(pow(d,vec3(1./1.3)),1);" "}"; #endif // SHADER_MINIFIED_H_