diff --git a/shader.glsl b/shader.glsl index cb30bea..f44c77c 100644 --- a/shader.glsl +++ b/shader.glsl @@ -104,27 +104,33 @@ float sdTriPrism( vec3 p, vec2 h, float rot ) const float TWOPI = 6.28318530718; // Rotate ring with duration d and startTime s -float ringRotateFunc(float d, float s, float timeFact) { - float maxCycles = d; - float startTime = s; +float ringRotateFunc(float maxCycles, float startTime, float timeFact) { float phase = ((u_time * timeFact) - startTime) / TWOPI; phase = min(phase, maxCycles); return TWOPI * phase; } +float calcFactor (float startTime) +{ + const float FACTOR = 9.0; + float factor = FACTOR+FACTOR*clamp(sin(ringRotateFunc(2.0, startTime, 1.0) * 0.05), -0.9, 0.9); + return factor; +} + // Animate ring movements vec3 ringAnim( in vec3 p) { const float STARTDELAY = 9.0; + const float OTHERDELAY = 14.0; - float factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 0.0, 1.0) * 0.05), -0.9, 0.9); + float factor = 0.; + // delay start if( u_time >= STARTDELAY ) { - p.xy = rot2D(factor) * p.xy; + p.xy = rot2D(calcFactor(STARTDELAY)) * p.xy; } - if(u_time >= 14.0) { - factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 14.0, 1.0) * 0.05), -0.9, 0.9); - p.xy = rot2D(factor * -1.0) * p.xy; + if(u_time >= OTHERDELAY) { + p.xy = rot2D(calcFactor(OTHERDELAY) * -1.0) * p.xy; } return p; @@ -231,20 +237,20 @@ vec2 map(in vec3 p) } float sand = (p.y + 4.25) + 1.5*noise((vec2((p.x*0.04),(p.z-40.0)*0.04))+100., 15.); + sand += noise(p.yz, .25); + sand += 0.025*noise(p.xz*50.+100., .05); d = min(d,sand); float water = 1000.; - if (u_time > 2.0){ - 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), (2. - (u_time*2.0 - 2.0*13.0))); - 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); - cylinder1 = cylinder1 + disp; - water = max(-cylinder2, cylinder1); - water = max(water, cylinder3); - d = min(d, water); - } + 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 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); + cylinder1 = cylinder1 + disp; + water = max(-cylinder2, cylinder1); + water = max(water, cylinder3); + d = min(d, water); if (d==water) { @@ -321,17 +327,14 @@ vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z) } vec3 postProcess(vec3 col) { - // float random = noise(gl_FragCoord.xy, 0.01+u_time); - // float random2 = noise(gl_FragCoord.xy, .2+u_time); - //col += 0.075*clamp(vec3(0.5*random, 0.5*random2, 0.5*random), 0.02, 1.); // dither // Normalized pixel coordinates (from 0 to 1) vec2 screenCoord = gl_FragCoord.xy/u_resolution.xy; // Vignette - float radius = 0.9; - float d = smoothstep(radius, radius-0.4, length(screenCoord-vec2(0.5))); - col = mix(col, col * d, .9); + //float radius = 0.9; + //float d = smoothstep(radius, radius-0.4, length(screenCoord-vec2(0.5))); + //col = mix(col, col * d, .9); // Contrast = a col = mix(col, smoothstep(0.0, 1.0, col), 0.9); @@ -340,12 +343,6 @@ vec3 postProcess(vec3 col) { col *= vec3(1.0, 1.0, 1.0); col = pow( col, vec3(1.0/2.2) ); // gamma - // fade in at the beginning - //col*=vec3(clamp((u_time-1.8)*0.5,0., 1.)); - - // fade out at the end - // col*=vec3(clamp((120.-u_time)*.35, 0., 1.)); - return col; } @@ -404,13 +401,13 @@ void main() col *= vec3(.3,0.3,0.3); } else if(mat==1.){ - col *= (noise(5.*(p.xy+2.)+u_time, -1.0) * noise(50.*(p.xy+2.), -0.4) + 0.5*noise(20.*(p.xy+2.0)-u_time, -0.5) * noise(5.*(p.xy+2.0), -0.75))*smoothstep(0.,0.75,(u_time-5.0)*0.1) + vec3(0.,0.,0.5*noise(10.*(p.xy+4.0)-u_time, -0.5)) + vec3(0.,0.,0.5); + col *= vec3(0.,0.,0.5); // + (noise(5.*(p.xy+2.)+u_time, -1.0) * noise(50.*(p.xy+2.), -0.4) + 0.5*noise(20.*(p.xy+2.0)-u_time, -0.5) * noise(5.*(p.xy+2.0), -0.75))*smoothstep(0.,0.75,(u_time-5.0)*0.1) + vec3(0.,0.,0.5*noise(10.*(p.xy+4.0)-u_time, -0.5)); } else if(mat==2.){ - 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); + 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); } else if(mat==3.){ - col *= vec3(0.8471, 0.8549, 0.4667) + noise(p.yz*1000.+5000., 0.1) + noise(p.xy*1000.+5000., 0.1); + col *= vec3(0.8471, 0.8549, 0.4667); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1); } else if(mat==4.){ col *= vec3(.1,0.1,0.1); diff --git a/shader_minified.h b/shader_minified.h index 0a05c3c..05a632d 100644 --- a/shader_minified.h +++ b/shader_minified.h @@ -32,19 +32,19 @@ const char *__temp_cleaned_shader_glsl = "}" "float m(vec3 y)" "{" - "return n(10.*y.xy+v+999.,.4)+.5*n(10.*(y.xz+2.)-v+999.,.4);" + "return n(10.*y.xy+v+999.,.2)+.5*n(10.*(y.xy+2.)-v+999.,.2);" "}" - "float m(vec3 v,vec3 m,float y)" + "float m(vec3 v,vec3 y,vec3 m,float x)" "{" - "vec3 x=vec3(0),f=m-x,a=v-x;" - "float s=dot(f,f),c=dot(a,f),n=length(a*s-f*c)-y*s,z=abs(c-s*.5)-s*.5,i=n*n,l=z*z*s,d=max(n,z)<0.?" - "-min(i,l):" - "(n>0.?" - "i:" - "0.)+(z>0.?" - "l:" + "vec3 f=m-y,a=v-y;" + "float i=dot(f,f),c=dot(a,f),s=length(a*i-f*c)-x*i,n=abs(c-i*.5)-i*.5,d=s*s,z=n*n*i,l=max(s,n)<0.?" + "-min(d,z):" + "(s>0.?" + "d:" + "0.)+(n>0.?" + "z:" "0.);" - "return sign(d)*sqrt(abs(d))/s;" + "return sign(l)*sqrt(abs(l))/i;" "}" "float m(vec3 v,vec3 y)" "{" @@ -66,171 +66,174 @@ const char *__temp_cleaned_shader_glsl = "float m=length(v.xy)*sign(-v.y)*f.x,a=abs(v.z)-f.y;" "return length(max(vec2(m,a),0.))+min(max(m,a),0.);" "}" - "float p(float y,float x,float a)" + "float m(float y,float x,float a)" "{" "float f=(v*a-x)/(2.*acos(-1.));" "f=min(f,y);" "return 2.*acos(-1.)*f;" "}" - "vec3 t(vec3 y)" + "float t(float v)" + "{" + "return 9.+9.*clamp(sin(m(2.,v,1.)*.05),-.9,.9);" + "}" + "vec3 h(vec3 y)" "{" - "float f=9.+9.*clamp(sin(p(2.,0.,1.)*.05),-.9,.9);" "if(v>=9.)" - "y.xy=n(f)*y.xy;" + "y.xy=n(t(9.))*y.xy;" "if(v>=14.)" - "f=9.+9.*clamp(sin(p(2.,14.,1.)*.05),-.9,.9),y.xy=n(f*-1.)*y.xy;" + "y.xy=n(t(14.)*-1.)*y.xy;" "return y;" "}" - "float p(float y,float f)" + "float h(float y,float f)" "{" "if(v>=f)" - "y+=.045*clamp(sin(p(2.4,f*10.,10.)*.4),-.9,.9);" + "y+=.045*clamp(sin(m(2.4,f*10.,10.)*.4),-.9,.9);" "return y;" "}" - "vec2 a(vec3 f)" + "vec2 a(vec3 y)" "{" - "float y=0.;" - "const float x=2.*acos(-1.)/24.;" - "float a=floor(atan(f.y,f.x)/x+.5)*x;" - "vec3 i=f;" - "i.xy=mat2(cos(a),-sin(a),sin(a),cos(a))*i.xy;" - "float s=length(max(abs(i.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;" - "s=min(s,abs(length(f.xy)-1.8)-.2);" - "float r=abs(length(f.xy)-1.75)-.08;" - "r=n(r,abs(f.z-.1)-.04,.005);" - "s=max(-r,s);" - "s=n(s,abs(f.z)-.1,.02);" - "float z=1.;" + "float f=0.;" + "const float a=2.*acos(-1.)/24.;" + "float x=floor(atan(y.y,y.x)/a+.5)*a;" + "vec3 i=y;" + "i.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*i.xy;" + "float r=length(max(abs(i.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;" + "r=min(r,abs(length(y.xy)-1.8)-.2);" + "float s=abs(length(y.xy)-1.75)-.08;" + "s=n(s,abs(y.z-.1)-.04,.005);" + "r=max(-s,r);" + "r=n(r,abs(y.z)-.1,.02);" + "float l=1.;" "for(int c=0;c<8;c++)" "{" - "vec3 d=f;" - "float l=24.67/(2.*acos(-1.))+z*(2.*acos(-1.)/8.);" + "vec3 e=y;" + "float z=24.67/(2.*acos(-1.))+l*(2.*acos(-1.)/8.);" "if(c==1)" - "l+=.2;" + "z+=.2;" "if(c==7)" - "l-=.2;" - "d.xy=n(l)*d.xy;" + "z-=.2;" + "e.xy=n(z)*e.xy;" "if(c>0)" "{" - "d.x-=1.95;" - "d.x=p(d.x,float(c));" - "float h=p(vec3(d))-.02;" - "s=min(s,h);" - "if(s==h)" - "y=4.;" + "e.x-=1.95;" + "e.x=h(e.x,float(c)*13.);" + "float d=p(vec3(e))-.02;" + "r=min(r,d);" + "if(r==d)" + "f=4.;" "}" - "z+=1.;" + "l+=1.;" "}" - "vec3 d=t(f);" - "float c=2.*acos(-1.)/32.;" - "vec3 l=d;" - "l.xy=n(floor(atan(d.y,d.x)/c+.5)*c)*l.xy;" - "float h=m(l.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" - "s=min(s,h);" - "if(s==h)" - "y=4.;" - "float e=1.5,g=1e3;" - "for(int u=0;u<4;u++)" + "vec3 c=h(y);" + "float z=2.*acos(-1.)/32.;" + "vec3 e=c;" + "e.xy=n(floor(atan(c.y,c.x)/z+.5)*z)*e.xy;" + "float d=m(e.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" + "r=min(r,d);" + "if(r==d)" + "f=4.;" + "float u=1.5,g=1e3;" + "for(int t=0;t<4;t++)" "{" - "float C=m(vec3(f.x,f.y+e,f.z),vec3(2,.1,e))-.05;" + "float C=m(vec3(y.x,y.y+u,y.z),vec3(2,.1,u))-.05;" "g=min(g,C);" - "s=min(s,C);" - "e+=.2;" + "r=min(r,C);" + "u+=.2;" "}" - "float C=1e3;" - "if(v>2.)" - "{" - "float u=m(f,vec3(0,0,-.01),1.6),D=m(f,vec3(0,0,-1),2.-v*2.+26.),b=0.;" - "if(v>2.)" - "b=m(f)*min((v-14.)*.5,.25);" - "u+=b;" - "C=max(-D+b,u);" - "s=min(s,C);" - "}" - "float u=f.y+4.25+n(f.xz*.04+1e2,9.);" - "s=min(s,u);" - "if(s==C)" - "y=1.;" - "else if(s==min(g,.1))" - "y=2.;" - "else if(s==u)" - "y=3.;" - "return vec2(s,y);" + "float C=y.y+4.25+1.5*n(vec2(y.x*.04,(y.z-40.)*.04)+1e2,15.);" + "C+=n(y.yz,.25);" + "C+=.025*n(y.xz*50.+1e2,.05);" + "r=min(r,C);" + "float t=1e3,D=m(y,vec3(0),vec3(0,0,-.01),1.6),F=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);" + "D+=k;" + "t=max(-F,D);" + "t=max(t,G);" + "r=min(r,t);" + "if(r==t)" + "f=1.;" + "else if(r==g)" + "f=2.;" + "else if(r==C)" + "f=3.;" + "return vec2(r,f);" "}" "float a(vec3 v,vec3 y)" "{" - "float f=0.,s;" + "float f=0.,r;" "for(int i=0;i<200;i++)" "{" - "vec3 m=v+y*f;" - "s=a(m).x;" - "f+=s;" - "if(abs(s)<.001||f>8e2)" + "vec3 x=v+y*f;" + "r=a(x).x;" + "f+=r;" + "if(r<.001||f>8e2)" "break;" "}" "return f;" "}" - "vec3 h(vec3 v)" + "vec3 e(vec3 v)" "{" - "float m=a(v).x;" - "vec2 f=vec2(.01,0);" - "vec3 y=m-vec3(a(v-f.xyy).x,a(v-f.yxy).x,a(v-f.yyx));" - "return normalize(y);" + "float f=a(v).x;" + "vec2 y=vec2(.01,0);" + "vec3 r=f-vec3(a(v-y.xyy).x,a(v-y.yxy).x,a(v-y.yyx));" + "return normalize(r);" "}" - "float a(vec3 v,vec3 f,float y,float m)" + "float a(vec3 v,vec3 y,float f,float m)" "{" - "vec3 s=normalize(f-v),x=h(v);" - "float i=clamp(dot(x,s),0.,y),c=a(v+x*.0025,s);" - "if(c7.5)" + "y+=vec3(0,clamp(7.5-v,-1.,0.),0);" + "return y;" + "}" "void main()" "{" - "vec2 f=(gl_FragCoord.xy*2.-y.xy)/y.y;" - "vec3 s=vec3(0,2,6);" - "s.yz*=n(sin(v)*.5);" - "s.xz*=n(cos(v)*.5);" - "vec3 m=h(f,s),x=vec3(0);" - "float c=a(s,m);" - "if(c<5e2)" + "vec2 v=(gl_FragCoord.xy*2.-y.xy)/y.y;" + "vec3 f=a(),r=e(v,f),m=vec3(0);" + "float x=a(f,r);" + "if(x<5e2)" "{" - "vec3 d=s+m*c;" - "float l=a(d).y,r=0.;" - "r=a(d,vec3(-3,5,5),1.,.2);" - "x+=vec3(r*vec3(.502,.2824,.102));" - "r=a(d,vec3(3,-2,5),.75,.8);" - "x+=vec3(r*vec3(.2784,.3647,.6588));" - "vec3 g=h(d);" - "x+=vec3(.1216,.1216,.1137)*clamp(dot(g,normalize(vec3(1,10,1))),0.,1.);" - "if(l==0.)" - "x*=vec3(.3);" - "else if(l==1.)" - "x*=(n(5.*(d.xy+2.)+v,-1.)*n(50.*(d.xy+2.),-.4)+.5*n(20.*(d.xy+2.)-v,-.5)*n(5.*(d.xy+2.),-.75))*smoothstep(0.,.75,(v-5.)*.1)+vec3(0,0,.5*n(10.*(d.xy+4.)-v,-.5))+vec3(0,0,.5);" - "else if(l==2.)" - "x*=vec3(.3608,.1765,.0471)-.2*n(vec2(1e2*d.x+3e2,75.*d.z+150.),-2.2)*n(vec2(15.*d.x+2.,3.*d.z+2.),-1.)+n(vec2(15.*d.x+2.4,3.*d.z+2.),-.25);" - "else if(l==3.)" - "x*=vec3(.8471,.8549,.4667)+n(d.yz*1e3,.1)+n(d.xy*1e3,.1);" - "else if(l==4.)" - "x*=vec3(.1);" - "x=x*exp(-c*.02)+mix(x,mix(vec3(.2667,.2941,.3451),vec3(.302,.3176,.3725),pow(max(dot(m,vec3(0,.3,-1)),0.),8.)),1.-exp(-c*.02))*(1.-exp(-c*.02));" + "vec3 c=f+r*x;" + "float s=a(c).y,t=0.;" + "t=a(c,vec3(-3,5,5),1.,.2);" + "m+=vec3(t*vec3(.502,.2824,.102));" + "t=a(c,vec3(3,-2,5),.75,.8);" + "m+=vec3(t*vec3(.2784,.3647,.6588));" + "vec3 d=e(c);" + "m+=vec3(.1216,.1216,.1137)*clamp(dot(d,normalize(vec3(1,10,1))),0.,1.);" + "if(s==0.)" + "m*=vec3(.3);" + "else if(s==1.)" + "m*=vec3(0,0,.5);" + "else if(s==2.)" + "m*=vec3(.3608,.1765,.0471);" + "else if(s==3.)" + "m*=vec3(.8471,.8549,.4667);" + "else if(s==4.)" + "m*=vec3(.1);" + "m=m*exp(-x*.02)+mix(m,mix(vec3(.2667,.2941,.3451),vec3(.302,.3176,.3725),pow(max(dot(r,vec3(0,.3,-1)),0.),8.)),1.-exp(-x*.02))*(1.-exp(-x*.02));" "}" "else" - " x=vec3(.1529,.1765,.3922)+m.y*.4;" - "gl_FragColor=vec4(i(x),1);" + " m=vec3(.1529,.1765,.3922)+r.y*.4;" + "gl_FragColor=vec4(i(m),1);" "}"; #endif // SHADER_MINIFIED_H_