From ba77e88342c988b2a60ef092dfa7120bccb3873e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Petri=20J=C3=A4rvisalo?= Date: Mon, 29 Jul 2024 16:19:22 +0300 Subject: [PATCH] optimize --- 4kdemo.compofiller | 2 +- minified.config | 2 +- shader.glsl | 46 ++++---- shader_minified.h | 286 +++++++++++++++++++++++---------------------- 4 files changed, 171 insertions(+), 165 deletions(-) diff --git a/4kdemo.compofiller b/4kdemo.compofiller index a1db361..baa5bd0 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=base.config +ACTIVE_CONFIG=minified.config # ------- GUI options/preferences -------- # Automatically rebuild DLLs when things have changed? diff --git a/minified.config b/minified.config index e277170..0787922 100644 --- a/minified.config +++ b/minified.config @@ -10,7 +10,7 @@ include $(PARENT_CONFIG) EXE_LINKER_PROGRAM=Crinkler CRINKLER_ORDERTRIES=4000 SHADER_FILE=shader_minified.h -TIME_UNIFORM_NAME='y' +TIME_UNIFORM_NAME='m' RESOLUTION_UNIFORM_NAME='v' TEXTS_UNIFORM_NAME='f' USE_WIDECHAR_TEXTS=1 diff --git a/shader.glsl b/shader.glsl index bd8d1a8..36c5ea2 100644 --- a/shader.glsl +++ b/shader.glsl @@ -1,3 +1,9 @@ +/* uses some snippets from: + * "Seascape" by Alexander Alekseev aka TDM - 2014 + * License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. + * Contact: tdmaav@gmail.com + */ + precision mediump float; uniform vec2 u_resolution; uniform float u_time; @@ -15,33 +21,27 @@ float smax( float a, float b, float k ) return max(a, b) + h*h*0.25/k; } -float hash(vec2 p) -{ - p = 50.*fract( p*0.3183099); +float hash(vec2 p, int algo) +{ + if (algo == 1) { + float h = dot(p,vec2(127.1,311.7)); + return fract(sin(h)*43758.5453123); + } + p = 50.*fract( p*0.3183099); return fract( p.x*p.y*(p.x+p.y) ); } -float noise(vec2 p, float scale ) +float noise(vec2 p, float scale, int a) { vec2 i = floor( p ), f = fract( p ), u = f*f*(3.-2.*f); - return -scale+scale*mix( mix( hash( i + vec2(0.) ), - hash( i + vec2(1.0,0.0) ), u.x), - mix( hash( i + vec2(0.0,1.0) ), - hash( i + vec2(1.) ), u.x), u.y); -} - -float hash2( vec2 p ) { - float h = dot(p,vec2(127.1,311.7)); - return fract(sin(h)*43758.5453123); -} -float noise2( in vec2 p ) { - vec2 i = floor( p ), f = fract( p ), u = f*f*(3.0-2.0*f); - return -1.0+2.0*mix( mix( hash2( i + vec2(0.) ), - hash2( i + vec2(1.0,0.0) ), u.x), - mix( hash2( i + vec2(0.0,1.0) ), - hash2( i + vec2(1.) ), u.x), u.y); + float sc = scale; + if (a == 1) sc = 2.; + return -scale+sc*mix( mix( hash( i + vec2(0.), a), + hash( i + vec2(1.0,0.0), a ), u.x), + mix( hash( i + vec2(0.0,1.0), a), + hash( i + vec2(1.), a), u.x), u.y); } ///////////////// @@ -140,7 +140,7 @@ float prismAnim(vec2 i) { // SCENE // ////////////// float sea_octave(vec2 uv, float choppy) { - uv += noise2(uv); + uv += noise(uv, 1., 1); vec2 wv = 1.0-abs(sin(uv)); vec2 swv = abs(cos(uv)); wv = mix(wv,swv,wv); @@ -220,7 +220,7 @@ vec2 map(vec3 p, int displace) if (d==d2) mat = 2.0; // sand - d2 = (p.y + 4.25) + noise((vec2((p.x*.04),(p.z-40.)*.04))+100., 15.)*1.5; + d2 = (p.y + 4.25) + noise((vec2((p.x*.04),(p.z-40.)*.04))+100., 15., 0)*1.5; d = min(d,d2); if (d==d2) mat = 3.0; @@ -408,7 +408,7 @@ vec3 sceneGate(vec2 uv) else if(mat==2.) col *= vec3(.3, .1, .0); // - 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(.8, .8, .5) + noise(p.xz*500.+100., .3); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1); + col *= vec3(.8, .8, .5) + noise(p.xz*500.+100., .3,0); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1); else if(mat==4.) col *= vec3(.1); else if(mat ==5.) diff --git a/shader_minified.h b/shader_minified.h index bd8979a..cde9b0c 100644 --- a/shader_minified.h +++ b/shader_minified.h @@ -2,174 +2,180 @@ #ifndef SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_ # define VAR_u_resolution "v" -# define VAR_u_time "y" +# define VAR_u_time "m" const char *__temp_cleaned_shader_glsl = "uniform vec2 v;" - "uniform float y;" - "const float m=22./7.;" + "uniform float m;" + "const float y=22./7.;" "mat2 f(float v)" "{" - "float y=sin(v),x=cos(v);" - "return mat2(x,-y,y,x);" + "float m=sin(v),y=cos(v);" + "return mat2(y,-m,m,y);" "}" "float f(float v,float y,float m)" "{" "float x=max(m-abs(v-y),0.);" "return max(v,y)+x*x*.25/m;" "}" - "float x(vec2 v)" + "float f(vec2 v,int m)" "{" + "if(m==1)" + "{" + "float y=dot(v,vec2(127.1,311.7));" + "return fract(sin(y)*43758.5453123);" + "}" "v=50.*fract(v*.3183099);" "return fract(v.x*v.y*(v.x+v.y));" "}" - "float f(vec2 v,float y)" + "float n(vec2 v,float m,int y)" "{" - "vec2 m=floor(v),f=fract(v),c=f*f*(3.-2.*f);" - "return-y+y*mix(mix(x(m+vec2(0)),x(m+vec2(1,0)),c.x),mix(x(m+vec2(0,1)),x(m+vec2(1)),c.x),c.y);" + "vec2 i=floor(v),x=fract(v),c=x*x*(3.-2.*x);" + "float n=m;" + "if(y==1)" + "n=2.;" + "return-m+n*mix(mix(f(i+vec2(0),y),f(i+vec2(1,0),y),c.x),mix(f(i+vec2(0,1),y),f(i+vec2(1),y),c.x),c.y);" "}" - "float n(vec2 v)" + "float s(vec3 v,float y,float m)" "{" - "vec2 m=floor(v),y=fract(v),c=y*y*(3.-2.*y);" - "return-1.+2.*mix(mix(x(m+vec2(0)),x(m+vec2(1,0)),c.x),mix(x(m+vec2(0,1)),x(m+vec2(1)),c.x),c.y);" - "}" - "float n(vec3 v,float y,float m)" - "{" - "vec2 c=abs(vec2(length(v.xy),v.z))-vec2(m,y);" - "return min(max(c.x,c.y),0.)+length(max(c,0.));" + "vec2 i=abs(vec2(length(v.xy),v.z))-vec2(m,y);" + "return min(max(i.x,i.y),0.)+length(max(i,0.));" "}" "float n(vec3 v,vec3 y)" "{" "vec3 m=abs(v)-y;" "return length(max(m,0.))+min(max(m.x,max(m.y,m.z)),0.);" "}" - "float x(vec3 v,vec2 y)" + "float s(vec3 v,vec2 y)" "{" "v.xy*=f(.5);" "vec3 m=abs(v);" "return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);" "}" - "vec3 i=vec3(.4,.2,.4),c=vec3(.7,.4,.2),a=vec3(.2,.1,.3),s=vec3(.9,.5,.7),k=vec3(.8,.7,.5),l=vec3(.9,.3,0),d=vec3(0,.1,.2),p=vec3(.8,.9,.6)*.6;" - "float t(vec3 v)" + "vec3 i=vec3(.4,.2,.4),x=vec3(.7,.4,.2),a=vec3(.2,.1,.3),c=vec3(.9,.5,.7),k=vec3(.8,.7,.5),l=vec3(.9,.3,0),d=vec3(0,.1,.2),p=vec3(.8,.9,.6)*.6;" + "float n(vec3 v)" "{" "v.y*=v.z;" - "return m*min((y*v.z-v.y)/m,v.x);" + "return y*min((m*v.z-v.y)/y,v.x);" "}" - "vec3 r(vec3 v)" + "vec3 s(vec3 v)" "{" - "for(float m=0.;m<7.;m++)" + "for(float i=0.;i<7.;i++)" "{" - "float x=9.+m*2.,c=1.;" - "if(y>x)" + "float y=9.+i*2.,c=1.;" + "if(m>y)" "{" - "if(mod(m,2.)>=1.)" + "if(mod(i,2.)>=1.)" "c=-1.;" - "v.xy*=f((9.+9.*clamp(sin(t(vec3(1.5,x,4))*.06),-.9,.9))*c);" + "v.xy*=f((9.+9.*clamp(sin(n(vec3(1.5,y,4))*.06),-.9,.9))*c);" "}" "}" "return v;" "}" - "float e(vec2 v)" + "float t(vec2 v)" "{" - "if(y>=v.y)" - "v.x+=.045*clamp(sin(t(vec3(3,v.y,40))*.4),-.8,.8);" + "if(m>=v.y)" + "v.x+=.045*clamp(sin(n(vec3(3,v.y,40))*.4),-.8,.8);" "return v.x;" "}" - "float e(vec2 v,float y)" + "float t(vec2 v,float y)" "{" - "v+=n(v);" + "v+=n(v,1.,1);" "vec2 m=1.-abs(sin(v)),c=abs(cos(v));" "m=mix(m,c,m);" "return pow(1.-pow(m.x*m.y,.65),y);" "}" - "vec2 r(vec3 v,int c)" + "vec2 r(vec3 v,int i)" "{" - "float i=0.,a=m/12.,z=floor(atan(v.y,v.x)/a+.5)*a;" - "vec3 s=v;" - "s.xy=mat2(cos(z),-sin(z),sin(z),cos(z))*s.xy;" - "float d=length(max(abs(s.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,l=abs(length(v.xy)-1.8)-.2;" + "float c=0.,r=y/12.,x=floor(atan(v.y,v.x)/r+.5)*r;" + "vec3 a=v;" + "a.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*a.xy;" + "float d=length(max(abs(a.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,l=abs(length(v.xy)-1.8)-.2;" "d=min(d,l);" "l=abs(length(v.xy)-1.75)-.08;" "l=f(l,abs(v.z-.1)-.04,.005);" "d=max(-l,d);" "d=f(d,abs(v.z)-.1,.02);" - "for(float g=0.;g<8.;g++)" + "for(float e=0.;e<8.;e++)" "{" - "a=24.67/(m*2.);" - "s=v;" - "z=a+(g+1.)*m/4.;" - "if(g==1.)" - "z+=.2;" - "if(g==7.)" - "z-=.2;" - "s.xy=f(z)*s.xy;" - "float p=9.+(g-1.)*2.+1.5;" - "if(g>0.)" + "r=24.67/(y*2.);" + "a=v;" + "x=r+(e+1.)*y/4.;" + "if(e==1.)" + "x+=.2;" + "if(e==7.)" + "x-=.2;" + "a.xy=f(x)*a.xy;" + "float z=9.+(e-1.)*2.+1.5;" + "if(e>0.)" "{" - "s.x-=1.95;" - "vec3 t=s;" - "if(y>p)" - "t.x=e(vec2(t.x,p));" - "float C=x(vec3(s.x-.06,s.yz),vec2(.1,.15))-.01;" - "l=max(-x(vec3(t.x-.14,t.yz),vec2(.22))-.01,x(vec3(t),vec2(.2,.12))-.02);" - "l=min(l,C);" + "a.x-=1.95;" + "vec3 p=a;" + "if(m>z)" + "p.x=t(vec2(p.x,z));" + "float h=s(vec3(a.x-.06,a.yz),vec2(.1,.15))-.01;" + "l=max(-s(vec3(p.x-.14,p.yz),vec2(.22))-.01,s(vec3(p),vec2(.2,.12))-.02);" + "l=min(l,h);" "d=min(d,l);" "if(d==l)" - "i=4.;" - "if(d==C&&y>p+.2)" - "i=5.;" + "c=4.;" + "if(d==h&&m>z+.2)" + "c=5.;" "}" "}" - "vec3 t=r(v),g=t;" - "a=m/16.;" - "g.xy=f(floor(atan(t.y,t.x)/a+.5)*a)*g.xy;" - "l=n(g.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" + "vec3 p=s(v),e=p;" + "r=y/16.;" + "e.xy=f(floor(atan(p.y,p.x)/r+.5)*r)*e.xy;" + "l=n(e.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" "d=min(d,l);" "if(d==l)" - "i=4.;" + "c=4.;" "l=1e3;" - "float p=1.5;" - "for(int C=0;C<4;C++)" + "float z=1.5;" + "for(int h=0;h<4;h++)" "{" - "float k=n(vec3(v.x,v.y+p,v.z),vec3(2,.1,p))-.05;" + "float k=n(vec3(v.x,v.y+z,v.z),vec3(2,.1,z))-.05;" "l=min(l,k);" "d=min(d,k);" - "p+=.2;" + "z+=.2;" "}" "if(d==l)" - "i=2.;" - "l=v.y+4.25+f(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.)*1.5;" + "c=2.;" + "l=v.y+4.25+n(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.,0)*1.5;" "d=min(d,l);" "if(d==l)" - "i=3.;" + "c=3.;" "l=1e3;" - "float C=0.,k,F=4.,G=.6,E=.2;" - "if(c==1)" + "float h=0.,k,g=4.,C=.6,F=.2;" + "if(i==1)" "{" "vec2 w=v.xy;" - "for(int h=0;h<4;h++)" - "k=e((w+y)*G,F),k+=e((w-y)*G,F),C+=k*E,w*=mat2(1.6,1.2,-1.2,1.6),G*=1.9,E*=.22,F=mix(F,1.,.4);" + "for(int u=0;u<4;u++)" + "k=t((w+m)*C,g),k+=t((w-m)*C,g),h+=k*F,w*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,F*=.22,g=mix(g,1.,.4);" "}" - "l=max(-n(v,2.,clamp(2.-y*2.+46.,0.,2.)),n(v,.025,1.6)-C*.15);" - "l=max(l,n(v,.3,1.6));" + "float w=s(v,.025,1.6)-h*.15;" + "l=m<25.?" + "max(-s(v,2.,clamp(2.-m*2.+46.,0.,2.3)),w):" + "w;" + "l=max(l,s(v,.3,1.7));" "d=min(d,l);" "if(d==l)" - "i=1.;" - "return vec2(d,i);" + "c=1.;" + "return vec2(d,c);" "}" - "float t(vec3 v,vec3 y)" + "float e(vec3 v,vec3 y)" "{" - "float m,l=0.;" - "for(int i=0;i<90;i++)" + "float m,i=0.;" + "for(int d=0;d<90;d++)" "{" - "m=r(v+y*l,0).x;" - "l+=m;" - "if(abs(m)<.002||l>4e2)" + "m=r(v+y*i,0).x;" + "i+=m;" + "if(abs(m)<.002||i>4e2)" "break;" "}" - "return l;" + "return i;" "}" - "vec3 h(vec3 v)" + "vec3 e(vec3 v)" "{" "vec2 m=vec2(.01,0);" "vec3 y=r(v,1).x-vec3(r(v-m.xyy,1).x,r(v-m.yxy,1).x,r(v-m.yyx,1));" @@ -178,94 +184,94 @@ const char *__temp_cleaned_shader_glsl = "float e(vec3 v,vec3 m,float y,vec3 x)" "{" "vec3 l=normalize(m-v);" - "float i=clamp(dot(x,l),0.,1.),d=t(v+x*.0025,l);" + "float c=clamp(dot(x,l),0.,1.),d=e(v+x*.0025,l);" "if(abs(d)7.5)" - "m+=vec3(0,clamp(7.5-y,-1.,0.),0);" - "if(y>10.5)" - "m=vec3(2,-1,1);" - "if(y>12.)" - "m=vec3(-1,-1,4);" - "return m;" + "vec3 y=vec3(0,clamp(6.-m,2.,6.),clamp(75.-m*8.,6.,75.));" + "if(m>7.5)" + "y+=vec3(0,clamp(7.5-m,-1.,0.),0);" + "if(m>10.5)" + "y=vec3(2,-1,1);" + "if(m>12.)" + "y=vec3(-1,-1,4);" + "return y;" "}" "vec3 f()" "{" - "vec3 m=vec3(0,-.5,0);" - "if(y>10.5)" - "m=vec3(1.7,-1.1,0);" - "if(y>12.)" - "m=vec3(0,.1,0);" - "return m;" + "vec3 y=vec3(0,-.5,0);" + "if(m>10.5)" + "y=vec3(1.7,-1.1,0);" + "if(m>12.)" + "y=vec3(0,.1,0);" + "return y;" "}" - "vec3 C(vec3 v)" + "vec3 h(vec3 v)" "{" - "if(y>10.75)" + "if(m>10.75)" "{" - "float m=smoothstep(-1.,.8,sin(t(vec3(.8,10.75,8))*2.));" - "v=mix(v,m*1.4*l,m*.76);" + "float y=smoothstep(-1.,.8,sin(n(vec3(.8,10.75,8))*2.));" + "v=mix(v,y*1.4*l,y*.76);" "}" "return v;" "}" - "vec3 g(vec2 v)" + "vec3 w(vec2 v)" "{" - "vec3 m=e(),y=h(v,m,f()),d=vec3(0);" - "float x=t(m,y);" - "if(x<150.)" + "vec3 m=e(),y=r(v,m,f()),d=vec3(0);" + "float p=e(m,y);" + "if(p<150.)" "{" - "vec3 g=m+y*x,z=h(g);" - "float p=r(g,0).y,n=e(g,vec3(10,15,25),.2,z);" - "d+=n*s;" - "n=e(g,vec3(4,2,-15),1.,z);" - "d+=n*k;" - "d+=a*clamp(dot(z,normalize(vec3(0,1,10))),0.,1.);" - "if(p==0.)" + "vec3 z=m+y*p,g=e(z);" + "float w=r(z,0).y,s=e(z,vec3(10,15,25),.2,g);" + "d+=s*c;" + "s=e(z,vec3(4,2,-15),1.,g);" + "d+=s*k;" + "d+=a*clamp(dot(g,normalize(vec3(0,1,10))),0.,1.);" + "if(w==0.)" "d*=vec3(.3);" - "else if(p==1.)" - "d=e(g,z,normalize(y));" - "else if(p==2.)" + "else if(w==1.)" + "d=e(z,g,normalize(y));" + "else if(w==2.)" "d*=vec3(.3,.1,0);" - "else if(p==3.)" - "d*=vec3(.8,.8,.5)+f(g.xz*5e2+1e2,.3);" - "else if(p==4.)" + "else if(w==3.)" + "d*=vec3(.8,.8,.5)+n(z.xz*5e2+1e2,.3,0);" + "else if(w==4.)" "d*=vec3(.1);" - "else if(p==5.)" + "else if(w==5.)" "d*=l;" "}" - "d=mix(d,mix(i,c,pow(max(dot(y,vec3(0,-.1,-1)),0.),8.)),1.-exp(-x*.01));" - "d=C(d);" - "return w(d);" + "d=mix(d,mix(i,x,pow(max(dot(y,vec3(0,-.1,-1)),0.),8.)),1.-exp(-p*.01));" + "d=h(d);" + "return r(d);" "}" "void main()" "{" "vec2 m=(gl_FragCoord.xy*2.-v.xy)/v.y;" - "gl_FragColor=vec4(g(m),1);" + "gl_FragColor=vec4(w(m),1);" "}"; #endif // SHADER_MINIFIED_H_