vähemmän glowia. final size: 4065
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@ -251,9 +251,9 @@ float rayMarch(vec3 ro, vec3 rd, int a) {
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// Raymarching
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for (int i = 0; i < 100; i++) {
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d = map(ro + rd * t, 0).x; // Get distance to objects
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if (a==0) glow += 0.05/(1.0 + 10.*pow(map(ro + rd * t, 0).z, .5));
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t += d; // "march" the ray
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if (a==0) glow += 0.03/(1.0 + 2.*pow(map(ro + rd * t, 0).z, 6.3));
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if (d < 1e-4 || t > 400.) break;
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if (d < 1e-4 || t > 600.) break;
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}
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return t;
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}
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@ -412,11 +412,11 @@ vec3 sceneGate(vec2 uv)
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if(mat==4.)
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col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7);
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if(mat ==5.)
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col = chevronColor * pow(cl(1. -dot(n, -rd), 0., 1.), .4);
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col = chevronColor*0.4;// * pow(cl(1. -dot(n, -rd), 0., 1.), .3);
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if(mat == 6.)
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col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5);
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}
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col += glow * chevronColor;
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col += glow * chevronColor*3.0;
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return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01)));
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}
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@ -64,7 +64,7 @@ const char *__temp_cleaned_shader_glsl =
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"return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);"
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"}"
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"float z=0.;"
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"vec3 d=vec3(1.5,1.4,0),i=vec3(-1.5,1.4,0),a=vec3(.49,.18,.49),p=vec3(.93,.37,.16),c=vec3(.29,.28,.33),l=vec3(.82,.5,.9),r=vec3(.79,.66,.43),k=vec3(.46,0,.9),C=vec3(0,.1,.3),F=vec3(.11,.16,.18);"
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"vec3 d=vec3(1.5,1.4,0),i=vec3(-1.5,1.4,0),a=vec3(.49,.18,.49),p=vec3(.93,.37,.16),c=vec3(.29,.28,.33),l=vec3(.82,.5,.9),r=vec3(.79,.66,.43),C=vec3(.46,0,.9),F=vec3(0,.1,.3),K=vec3(.11,.16,.18);"
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"float s(vec3 v)"
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"{"
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"return min((y-v.y)*v.z,v.x*m);"
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@ -106,17 +106,17 @@ const char *__temp_cleaned_shader_glsl =
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"c=min(c,l);"
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"l=n(abs(length(v.xy)-1.75)-.08,abs(v.z-.1)-.04,.005);"
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"c=n(max(-l,c),abs(v.z)-.1,.02);"
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"vec3 k=x(v),F=k;"
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"vec3 C=x(v),K=C;"
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"r=m/16.;"
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"F.xy=n(floor(atan(k.y,k.x)/r+.5)*r)*F.xy;"
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"l=n(F.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
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"K.xy=n(floor(atan(C.y,C.x)/r+.5)*r)*K.xy;"
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"l=n(K.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
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"c=min(c,l);"
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"if(c==l)"
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"z=6.;"
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"l=1e3;"
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"float C=1.5,e=0.,b,g=4.,E=.6,D=.2;"
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"float F=1.5,e=0.,b,g=4.,E=.6,D=.2;"
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"for(int i=0;i<4;i++)"
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"p=n(vec3(v.x,v.y+C+.05,v.z),vec3(2,.2,C))-.05,l=min(l,p),C+=.2;"
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"p=n(vec3(v.x,v.y+F+.05,v.z),vec3(2,.2,F))-.05,l=min(l,p),F+=.2;"
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"l+=x(v.xz*50.+2e2,.01,0);"
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"c=min(c,l);"
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"if(c==l)"
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@ -170,10 +170,10 @@ const char *__temp_cleaned_shader_glsl =
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"for(int c=0;c<100;c++)"
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"{"
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"m=x(v+y*i,0).x;"
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"i+=m;"
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"if(f==0)"
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"z+=.03/(1.+2.*pow(x(v+y*i,0).z,6.3));"
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"if(m<1e-4||i>4e2)"
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"z+=.05/(1.+10.*pow(x(v+y*i,0).z,.5));"
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"i+=m;"
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"if(m<1e-4||i>6e2)"
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"break;"
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"}"
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"return i;"
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@ -199,7 +199,7 @@ const char *__temp_cleaned_shader_glsl =
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"}"
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"vec3 s(vec3 v,vec3 y,vec3 f,vec3 m)"
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"{"
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"return C+pow(dot(y,f)*.4+.6,60.)*F*.3+vec3(n(y,f,m,60.))*.2;"
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"return F+pow(dot(y,f)*.4+.6,60.)*K*.3+vec3(n(y,f,m,60.))*.2;"
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"}"
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"vec3 t(vec2 v,vec3 y,vec3 i,float m)"
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"{"
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@ -242,7 +242,7 @@ const char *__temp_cleaned_shader_glsl =
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"if(y>10.75)"
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"{"
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"float f=smoothstep(-1.,.8,sin(s(vec3(.8,10.75,8))*2.));"
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"v=mix(v,f*1.4*k,f*.76);"
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"v=mix(v,f*1.4*C,f*.76);"
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"}"
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"return v;"
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"}"
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@ -253,10 +253,10 @@ const char *__temp_cleaned_shader_glsl =
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"vec3 e(vec2 v)"
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"{"
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"vec3 m=f(),i=t(v,m,n(),f((28.-y)*-2.,2.,25.)),d=vec3(0);"
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"float F=t(m,i,0),g=0.;"
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"if(F<2e2)"
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"float K=t(m,i,0),g=0.;"
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"if(K<2e2)"
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"{"
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"vec3 v=m+i*F,y=w(v);"
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"vec3 v=m+i*K,y=w(v);"
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"g=x(v,0).y;"
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"d+=l*f(v,vec3(10,15,25),.2,y);"
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"d+=r*f(v,vec3(4,2,-15),1.,y);"
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@ -272,12 +272,12 @@ const char *__temp_cleaned_shader_glsl =
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"if(g==4.)"
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"d*=vec3(0,.08,.11)+h(y,i,.3,.7);"
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"if(g==5.)"
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"d=k*pow(f(1.-dot(y,-i),0.,1.),.4);"
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"d=C*.4;"
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"if(g==6.)"
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"d*=vec3(.01,.04,.06)+h(y,i,.1,2.5);"
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"}"
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"d+=z*k;"
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"return smoothstep(0.,1.,pow(h(mix(d,mix(a,p,pow(max(dot(i,vec3(0,-.1,-1)),0.),8.)),1.-exp(-F*.01)))*vec3(.9,.8,.7),vec3(.45)))+1.2-vec3(f((32.-y)*.35,0.,1.2));"
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"d+=z*C*3.;"
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"return smoothstep(0.,1.,pow(h(mix(d,mix(a,p,pow(max(dot(i,vec3(0,-.1,-1)),0.),8.)),1.-exp(-K*.01)))*vec3(.9,.8,.7),vec3(.45)))+1.2-vec3(f((32.-y)*.35,0.,1.2));"
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"}"
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"void main()"
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"{"
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