additions
This commit is contained in:
@ -18,10 +18,10 @@ RESOLUTION_UNIFORM_NAME='u_resolution'
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# Frame-to-texture, mipmaps
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TWO_PASS_RENDERING=1
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TWO_PASS_RENDERING=0
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FRAME_TO_TEXTURE=0
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USE_MIPMAP=0
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SECOND_PASS_NEGATIVE_TIME=1
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SECOND_PASS_NEGATIVE_TIME=0
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# Texts
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USE_TEXTS=1
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@ -12,12 +12,12 @@ CRINKLER_ORDERTRIES=4000
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SHADER_FILE=shader_minified.h
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TIME_UNIFORM_NAME='v'
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RESOLUTION_UNIFORM_NAME='y'
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TEXTS_UNIFORM_NAME='a'
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TEXTS_UNIFORM_NAME='f'
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USE_WIDECHAR_TEXTS=1
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TIME_DIVIDER=44100.000
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TIME_BASE=seconds
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TIME_DIVIDER_INT=44100
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TWO_PASS_RENDERING=1
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SECOND_PASS_NEGATIVE_TIME=1
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TIME_DIVIDER=91241.383
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TIME_BASE=bars
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TIME_DIVIDER_INT=91241
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TWO_PASS_RENDERING=0
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SECOND_PASS_NEGATIVE_TIME=0
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USE_TEXTS=0
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USE_TEXTS_UNIFORM=0
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Binary file not shown.
1007
petrinshader.glsl
Normal file
1007
petrinshader.glsl
Normal file
File diff suppressed because it is too large
Load Diff
227
shader.glsl
227
shader.glsl
@ -1,3 +1,4 @@
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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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@ -36,7 +37,7 @@ float noise( in vec2 p, float scale )
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vec2 f = fract( p );
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vec2 u = f*f*(3.0-2.0*f);
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return -scale+scale*mix( mix( hash( i + vec2(0.0,0.0) ),
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hash( i + vec2(1.0,0.0) ), u.x),
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hash( i + vec2(1.0,0.0) ), u.x),
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mix( hash( i + vec2(0.0,1.0) ),
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hash( i + vec2(1.0,1.0) ), u.x), u.y);
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}
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@ -44,7 +45,7 @@ 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, 0.2) + 0.5*noise(10.*(p.xy+2.0)-u_time, 0.2);
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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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}
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/////////////////
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@ -109,39 +110,33 @@ float ringRotateFunc(float d, float s, float timeFact) {
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float startTime = s;
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float phase = ((u_time * timeFact) - startTime) / TWOPI;
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phase = min(phase, maxCycles);
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return TWOPI * phase;
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return TWOPI * phase;
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}
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// Animate ring movements
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vec3 ringAnim( in vec3 p) {
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const float STARTDELAY = 9.0;
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const float STARTDELAY = 2.0;
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float factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 0.0, 1.0) * 0.05), -0.9, 0.9);
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// delay start
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if( u_time >= STARTDELAY ) {
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p.xy = rot2D(factor) * p.xy;
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}
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float factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 0.0, 1.0) * 0.05), -0.9, 0.9);
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if(u_time >= 14.0) {
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factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 14.0, 1.0) * 0.05), -0.9, 0.9);
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p.xy = rot2D(factor * -1.0) * p.xy;
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}
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// delay start
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if( u_time >= STARTDELAY ) {
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factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 0.0, 1.0) * 0.05), -0.9, 0.9);
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p.xy = rot2D(factor) * p.xy;
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}
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if(u_time >= 14.0) {
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factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 14.0, 1.0) * 0.05), -0.9, 0.9);
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p.xy = rot2D(factor * -1.0) * p.xy;
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}
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return p;
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return p;
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}
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// Animate prism movements
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float prismAnim(in float x, in float delay) {
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if(u_time >= delay) {
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x += (0.045*clamp(sin((ringRotateFunc(2.4, delay*10.0, 10.0) * 0.4)),-0.9, 0.9));
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}
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return x;
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if(u_time >= delay) {
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x += (0.045*clamp(sin((ringRotateFunc(2.4, delay*10.0, 10.0) * 0.4)),-0.9, 0.9));
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}
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return x;
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}
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@ -149,7 +144,7 @@ return x;
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// SCENE //
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//////////////
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vec2 map( in vec3 p)
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vec2 map(in vec3 p)
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{
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float mat = 0.;
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// Stargate
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@ -162,8 +157,8 @@ vec2 map( in vec3 p)
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q.xy = mat2(cos(angrot),-sin(angrot),
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sin(angrot), cos(angrot))*q.xy;
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float d = sdBox( q.xy - vec2(1.8,0.0), vec2(0.24,0.14) ) - 0.02;
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// Main ring
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// Main ring
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float d2 = abs(length(p.xy) - 1.8) - 0.2;
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d = min(d,d2);
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@ -174,13 +169,11 @@ vec2 map( in vec3 p)
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// Depth slice rings
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d = smax( d, abs(p.z)-0.1, 0.02 );
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// Prisms
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float index = 1.0;
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for(int i=0; i<8; i++ ) {
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//vec3 p2 = prismAnim(p);
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float secDist = TWOPI / 8.0; // sector distance
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float angle = ((24.67 / TWOPI )); // sector size
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vec3 q = p;
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@ -194,30 +187,25 @@ 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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// 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 = q.x - 1.95;
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if(i == 1) {
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q.x = prismAnim(q.x, 13.0);
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}
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if(i == 2) {
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q.x = prismAnim(q.x, 26.0);
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}
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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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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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if (d==d4) {
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mat = 4.;
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}
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}
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index += 1.0;
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}
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}
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//Rotating glyphs
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vec3 p2 = ringAnim(p);
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float an2 = (TWOPI/32.0);
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@ -227,8 +215,10 @@ vec2 map( in vec3 p)
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q2.xy = rot2D(angrot2)*q2.xy;
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float d5 = sdBox2( q2.xyz - vec3(1.75,0.0,0.0), vec3(0.04, 0.14, 0.05) ) - 0.02;
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d = min(d, d5);
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if (d==d5) {
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mat = 4.;
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}
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// Gate Base
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const float stepHeight = 0.1;
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float stepDist = 1.5;
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@ -245,19 +235,22 @@ vec2 map( in vec3 p)
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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.,1.), vec3(0.,0.,-1), (2. - (u_time*2.0 - 2.0*2.0)));
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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 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 > 5.0){
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disp = displacement(p+4.)*min(((u_time-5.0)*0.5), 0.25);
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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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cylinder1 = cylinder1 + disp;
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water = max(-cylinder2, cylinder1);
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water = max(water, cylinder3);
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water = max(-cylinder2+disp, 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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if (d==min(water,0.1))
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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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@ -265,6 +258,10 @@ vec2 map( in vec3 p)
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{
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mat = 2.0;
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}
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else if (d==sand) {
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mat = 3.0;
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}
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return vec2( d, mat );
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}
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@ -273,22 +270,18 @@ vec2 map( in vec3 p)
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////////////////
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float rayMarch(vec3 ro, vec3 rd) {
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float t = 0.; // total distance travelled
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float d;
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// Raymarching
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for (int i = 0; i < 80; i++) {
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for (int i = 0; i < 200; i++) {
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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 (d< .001 || t>100.) break;
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if (abs(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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@ -303,17 +296,25 @@ vec3 getNormal(vec3 p) {
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float getLight(vec3 p, vec3 lightPos, float intensity, float shadow) {
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vec3 l = normalize(lightPos - p);
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vec3 n = getNormal(p);
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float dif = clamp(dot(n, l), 0., intensity);
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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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vec3 GetRayDir(vec2 uv, vec3 p, vec3 l, float z)
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vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
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float fogAmount = 1.0 - exp(-t*b);
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float sunAmount = max( dot(rd, lightDir), 0.0 );
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vec3 fogColor = mix( vec3(0.2667, 0.2941, 0.3451), // blue
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vec3(0.302, 0.3176, 0.3725), // yellow
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pow(sunAmount,8.0) );
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return mix( col, fogColor, fogAmount );
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}
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vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
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{
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vec3 f = normalize(l-p),
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r = normalize(cross(vec3(0,1,0), f)),
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@ -324,68 +325,104 @@ vec3 GetRayDir(vec2 uv, vec3 p, vec3 l, float z)
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return d;
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}
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void main( )
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vec3 postProcess(vec3 col) {
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// float random = noise(gl_FragCoord.xy, 0.01+u_time);
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// float random2 = noise(gl_FragCoord.xy, .2+u_time);
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//col += 0.075*clamp(vec3(0.5*random, 0.5*random2, 0.5*random), 0.02, 1.); // dither
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// Normalized pixel coordinates (from 0 to 1)
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vec2 screenCoord = gl_FragCoord.xy/u_resolution.xy;
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// Vignette
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float radius = 0.9;
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float d = smoothstep(radius, radius-0.4, length(screenCoord-vec2(0.5)));
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col = mix(col, col * d, .9);
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// Contrast = a
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col = mix(col, smoothstep(0.0, 1.0, col), 0.9);
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// Colour mapping
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col *= vec3(1.0, 1.0, 1.0);
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col = pow( col, vec3(1.0/2.2) ); // gamma
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// fade in at the beginning
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//col*=vec3(clamp((u_time-1.8)*0.5,0., 1.));
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// fade out at the end
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// col*=vec3(clamp((120.-u_time)*.35, 0., 1.));
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return col;
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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, 3);
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//ro.yz *= rot2D(-m.y*3.14+1.);
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//ro.xz *= rot2D(-m.x*6.2831);
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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 rd = GetRayDir(uv, ro, vec3(0, 0., 0.), 1.); // ray direction
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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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if(u_time > 0.0)
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{
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float d = rayMarch(ro, rd);
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float d = rayMarch(ro, rd);
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if (d < 1000.)
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{
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if (d < 500.) {
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// Lighting
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vec3 p = ro + rd * d;
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float mat = map(p).y;
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// Light 1
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// Light 1 Position
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vec3 lightPos1 = vec3( 3, 5, 4);
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// Light 1 Arguments
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// 1: Ray starting point
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// 2: Light position
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// 3: Light intensity
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// 4: Shadow intensity
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float dif = getLight(p, lightPos1, 0.75, 0.2);
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float dif = 0.; //getLight(p, vec3( 2, 50, 2), .5, .2);
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// Color for light 1
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col = vec3(dif * vec3(1));
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// col = vec3(dif * vec3(0.9216, 0.9294, 0.9412));
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// Light 2
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vec3 lightPos2 = vec3( -3, 5, -4);
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dif = getLight(p, lightPos2, 0.75, 0.1);
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dif = getLight(p, vec3( -3, 5, 5), 1., 0.2);
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// Color for light 2
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col += vec3(dif * vec3(0.5,0.2,0.1));
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col += vec3(dif * vec3(0.502, 0.2824, 0.102));
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dif = getLight(p, vec3( 3, -2, 5), 0.75, .8);
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// Color for light 2
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col += vec3(dif * vec3(0.2784, 0.3647, 0.6588));
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vec3 n = getNormal(p);
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vec3 dir = vec3(1. , 10., 1.);
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float ind = clamp( dot( n, normalize(dir )), 0.0, 1.0 );
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col += vec3(0.1216, 0.1216, 0.1137) * ind;
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if(mat==0.){
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col *= vec3(1,1,1);
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col *= vec3(.3,0.3,0.3);
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}
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else if(mat==1.){
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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);
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}
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else if(mat==2.){
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col *= vec3(0.545,0.27,0.074) - 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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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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}
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else if(mat==4.){
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col *= vec3(.1,0.1,0.1);
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}
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float fogAmount = 0.02;
|
||||
col = col*exp(-d*fogAmount) + applyFog(col, d, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-d*fogAmount));
|
||||
|
||||
} else {
|
||||
col = vec3(0.1529, 0.1765, 0.3922) + rd.y * 0.4;
|
||||
}
|
||||
gl_FragColor = vec4(col, 1);
|
||||
}
|
||||
|
||||
else {
|
||||
|
||||
// ************* post-process pass ******************
|
||||
// Uncomment this to try a post-processing "effect"
|
||||
|
||||
gl_FragColor = texture2D(texture_sampler, (gl_FragCoord.xy / u_resolution ));
|
||||
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(postProcess(col), 1);
|
||||
|
||||
}
|
||||
|
||||
@ -1,15 +1,15 @@
|
||||
// Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/)
|
||||
#ifndef SHADER_MINIFIED_H_
|
||||
# define SHADER_MINIFIED_H_
|
||||
# define VAR_texts "a"
|
||||
# define VAR_texture_sampler "f"
|
||||
# define VAR_texts "f"
|
||||
# define VAR_texture_sampler "x"
|
||||
# define VAR_u_resolution "y"
|
||||
# define VAR_u_time "v"
|
||||
|
||||
const char *__temp_cleaned_shader_glsl =
|
||||
"uniform vec2 y;"
|
||||
"uniform float v;"
|
||||
"uniform sampler2D f,a;"
|
||||
"uniform sampler2D x,f;"
|
||||
"mat2 n(float v)"
|
||||
"{"
|
||||
"float f=sin(v),y=cos(v);"
|
||||
@ -17,8 +17,8 @@ const char *__temp_cleaned_shader_glsl =
|
||||
"}"
|
||||
"float n(float v,float y,float x)"
|
||||
"{"
|
||||
"float f=max(x-abs(v-y),0.);"
|
||||
"return max(v,y)+f*f*.25/x;"
|
||||
"float m=max(x-abs(v-y),0.);"
|
||||
"return max(v,y)+m*m*.25/x;"
|
||||
"}"
|
||||
"float s(vec2 v)"
|
||||
"{"
|
||||
@ -27,31 +27,31 @@ const char *__temp_cleaned_shader_glsl =
|
||||
"}"
|
||||
"float n(vec2 v,float y)"
|
||||
"{"
|
||||
"vec2 f=floor(v),m=fract(v),a=m*m*(3.-2.*m);"
|
||||
"return-y+y*mix(mix(s(f+vec2(0)),s(f+vec2(1,0)),a.x),mix(s(f+vec2(0,1)),s(f+vec2(1)),a.x),a.y);"
|
||||
"vec2 m=floor(v),a=fract(v),f=a*a*(3.-2.*a);"
|
||||
"return-y+y*mix(mix(s(m+vec2(0)),s(m+vec2(1,0)),f.x),mix(s(m+vec2(0,1)),s(m+vec2(1)),f.x),f.y);"
|
||||
"}"
|
||||
"float m(vec3 y)"
|
||||
"{"
|
||||
"return n(10.*y.xy+v,.2)+.5*n(10.*(y.xy+2.)-v,.2);"
|
||||
"return n(10.*y.xy+v+999.,.4)+.5*n(10.*(y.xz+2.)-v+999.,.4);"
|
||||
"}"
|
||||
"float m(vec3 v,vec3 y,vec3 m,float x)"
|
||||
"float m(vec3 v,vec3 m,float y)"
|
||||
"{"
|
||||
"vec3 f=m-y,a=v-y;"
|
||||
"float s=dot(f,f),c=dot(a,f),n=length(a*s-f*c)-x*s,h=abs(c-s*.5)-s*.5,i=n*n,z=h*h*s,g=max(n,h)<0.?"
|
||||
"-min(i,z):"
|
||||
"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.)+(h>0.?"
|
||||
"z:"
|
||||
"0.)+(z>0.?"
|
||||
"l:"
|
||||
"0.);"
|
||||
"return sign(g)*sqrt(abs(g))/s;"
|
||||
"return sign(d)*sqrt(abs(d))/s;"
|
||||
"}"
|
||||
"float m(vec3 v,vec3 y)"
|
||||
"{"
|
||||
"vec3 f=abs(v)-y;"
|
||||
"return length(max(f,0.))+min(max(f.x,max(f.y,f.z)),0.);"
|
||||
"}"
|
||||
"float x(vec3 v)"
|
||||
"float p(vec3 v)"
|
||||
"{"
|
||||
"vec2 f=vec2(.2);"
|
||||
"v.xy*=n(.5);"
|
||||
@ -63,154 +63,174 @@ const char *__temp_cleaned_shader_glsl =
|
||||
"if(v.x+y*v.y>0.)"
|
||||
"v.xy=vec2(v.x-y*v.y,-y*v.x-v.y)/2.;"
|
||||
"v.x-=clamp(v.x,-2.,0.);"
|
||||
"float x=length(v.xy)*sign(-v.y)*f.x,a=abs(v.z)-f.y;"
|
||||
"return length(max(vec2(x,a),0.))+min(max(x,a),0.);"
|
||||
"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 m(float y,float x,float f)"
|
||||
"float p(float y,float x,float a)"
|
||||
"{"
|
||||
"float i=(v*f-x)/(2.*acos(-1.));"
|
||||
"i=min(i,y);"
|
||||
"return 2.*acos(-1.)*i;"
|
||||
"float f=(v*a-x)/(2.*acos(-1.));"
|
||||
"f=min(f,y);"
|
||||
"return 2.*acos(-1.)*f;"
|
||||
"}"
|
||||
"vec3 t(vec3 y)"
|
||||
"{"
|
||||
"float f=9.+9.*clamp(sin(m(2.,0.,1.)*.05),-.9,.9);"
|
||||
"if(v>=2.)"
|
||||
"f=9.+9.*clamp(sin(m(2.,0.,1.)*.05),-.9,.9),y.xy=n(f)*y.xy;"
|
||||
"float f=9.+9.*clamp(sin(p(2.,0.,1.)*.05),-.9,.9);"
|
||||
"if(v>=9.)"
|
||||
"y.xy=n(f)*y.xy;"
|
||||
"if(v>=14.)"
|
||||
"f=9.+9.*clamp(sin(m(2.,14.,1.)*.05),-.9,.9),y.xy=n(f*-1.)*y.xy;"
|
||||
"f=9.+9.*clamp(sin(p(2.,14.,1.)*.05),-.9,.9),y.xy=n(f*-1.)*y.xy;"
|
||||
"return y;"
|
||||
"}"
|
||||
"float s(float y,float f)"
|
||||
"float p(float y,float f)"
|
||||
"{"
|
||||
"if(v>=f)"
|
||||
"y+=.045*clamp(sin(m(2.4,f*10.,10.)*.4),-.9,.9);"
|
||||
"y+=.045*clamp(sin(p(2.4,f*10.,10.)*.4),-.9,.9);"
|
||||
"return y;"
|
||||
"}"
|
||||
"vec2 h(vec3 y)"
|
||||
"vec2 a(vec3 f)"
|
||||
"{"
|
||||
"float f=0.;"
|
||||
"const float a=2.*acos(-1.)/24.;"
|
||||
"float i=floor(atan(y.y,y.x)/a+.5)*a;"
|
||||
"vec3 r=y;"
|
||||
"r.xy=mat2(cos(i),-sin(i),sin(i),cos(i))*r.xy;"
|
||||
"float c=length(max(abs(r.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;"
|
||||
"c=min(c,abs(length(y.xy)-1.8)-.2);"
|
||||
"float g=abs(length(y.xy)-1.75)-.08;"
|
||||
"g=n(g,abs(y.z-.1)-.04,.005);"
|
||||
"c=max(-g,c);"
|
||||
"c=n(c,abs(y.z)-.1,.02);"
|
||||
"float h=1.;"
|
||||
"for(int l=0;l<8;l++)"
|
||||
"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.;"
|
||||
"for(int c=0;c<8;c++)"
|
||||
"{"
|
||||
"vec3 z=y;"
|
||||
"float b=24.67/(2.*acos(-1.))+h*(2.*acos(-1.)/8.);"
|
||||
"if(l==1)"
|
||||
"b+=.2;"
|
||||
"if(l==7)"
|
||||
"b-=.2;"
|
||||
"z.xy=n(b)*z.xy;"
|
||||
"if(l>0)"
|
||||
"vec3 d=f;"
|
||||
"float l=24.67/(2.*acos(-1.))+z*(2.*acos(-1.)/8.);"
|
||||
"if(c==1)"
|
||||
"l+=.2;"
|
||||
"if(c==7)"
|
||||
"l-=.2;"
|
||||
"d.xy=n(l)*d.xy;"
|
||||
"if(c>0)"
|
||||
"{"
|
||||
"z.x=z.x-1.95;"
|
||||
"if(l==1)"
|
||||
"z.x=s(z.x,13.);"
|
||||
"if(l==2)"
|
||||
"z.x=s(z.x,26.);"
|
||||
"float p=x(vec3(z))-.02;"
|
||||
"c=min(c,p);"
|
||||
"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.;"
|
||||
"}"
|
||||
"h+=1.;"
|
||||
"z+=1.;"
|
||||
"}"
|
||||
"vec3 l=t(y);"
|
||||
"float z=2.*acos(-1.)/32.;"
|
||||
"vec3 b=l;"
|
||||
"b.xy=n(floor(atan(l.y,l.x)/z+.5)*z)*b.xy;"
|
||||
"float p=m(b.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
|
||||
"c=min(c,p);"
|
||||
"float e=1.5,u=1e3;"
|
||||
"for(int C=0;C<4;C++)"
|
||||
"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++)"
|
||||
"{"
|
||||
"float D=m(vec3(y.x,y.y+e,y.z),vec3(2,.1,e))-.05;"
|
||||
"u=min(u,D);"
|
||||
"c=min(c,D);"
|
||||
"float C=m(vec3(f.x,f.y+e,f.z),vec3(2,.1,e))-.05;"
|
||||
"g=min(g,C);"
|
||||
"s=min(s,C);"
|
||||
"e+=.2;"
|
||||
"}"
|
||||
"float D=1e3;"
|
||||
"float C=1e3;"
|
||||
"if(v>2.)"
|
||||
"{"
|
||||
"float C=m(y,vec3(0),vec3(0,0,-.01),1.6),F=m(y,vec3(0,0,1),vec3(0,0,-1),2.-v*2.+4.),E=m(y,vec3(0,0,1),vec3(0,0,-1),1.6),d=0.;"
|
||||
"if(v>5.)"
|
||||
"d=m(y+4.)*min((v-5.)*.5,.25);"
|
||||
"C+=d;"
|
||||
"D=max(-F,C);"
|
||||
"D=max(D,E);"
|
||||
"c=min(c,D);"
|
||||
"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);"
|
||||
"}"
|
||||
"if(c==min(D,.1))"
|
||||
"f=1.;"
|
||||
"else if(c==min(u,.1))"
|
||||
"f=2.;"
|
||||
"return vec2(c,f);"
|
||||
"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 h(vec3 y,vec3 v)"
|
||||
"float a(vec3 v,vec3 y)"
|
||||
"{"
|
||||
"float f=0.,c;"
|
||||
"for(int i=0;i<80;i++)"
|
||||
"float f=0.,s;"
|
||||
"for(int i=0;i<200;i++)"
|
||||
"{"
|
||||
"vec3 x=y+v*f;"
|
||||
"c=h(x).x;"
|
||||
"f+=c;"
|
||||
"if(c<.001||f>1e2)"
|
||||
"vec3 m=v+y*f;"
|
||||
"s=a(m).x;"
|
||||
"f+=s;"
|
||||
"if(abs(s)<.001||f>8e2)"
|
||||
"break;"
|
||||
"}"
|
||||
"return f;"
|
||||
"}"
|
||||
"vec3 p(vec3 v)"
|
||||
"vec3 h(vec3 v)"
|
||||
"{"
|
||||
"float f=h(v).x;"
|
||||
"vec2 y=vec2(.01,0);"
|
||||
"vec3 c=f-vec3(h(v-y.xyy).x,h(v-y.yxy).x,h(v-y.yyx));"
|
||||
"return normalize(c);"
|
||||
"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 h(vec3 v,vec3 y,float f)"
|
||||
"float a(vec3 v,vec3 f,float y,float m)"
|
||||
"{"
|
||||
"vec3 c=normalize(y-v),x=p(v);"
|
||||
"float i=clamp(dot(x,c),0.,.75),a=h(v+x*.0025,c);"
|
||||
"if(a<length(y-v))"
|
||||
"i*=f;"
|
||||
"vec3 s=normalize(f-v),x=h(v);"
|
||||
"float i=clamp(dot(x,s),0.,y),c=a(v+x*.0025,s);"
|
||||
"if(c<length(f-v))"
|
||||
"i*=m;"
|
||||
"return i;"
|
||||
"}"
|
||||
"vec3 p(vec2 v,vec3 y)"
|
||||
"vec3 h(vec2 v,vec3 y)"
|
||||
"{"
|
||||
"vec3 f=normalize(vec3(0)-y),c=normalize(cross(vec3(0,1,0),f));"
|
||||
"return normalize(f+v.x*c+v.y*cross(f,c));"
|
||||
"vec3 f=normalize(vec3(0,-1,0)-y),s=normalize(cross(vec3(0,1,0),f));"
|
||||
"return normalize(f+v.x*s+v.y*cross(f,s));"
|
||||
"}"
|
||||
"vec3 i(vec3 v)"
|
||||
"{"
|
||||
"vec2 f=gl_FragCoord.xy/y.xy;"
|
||||
"v=mix(v,v*smoothstep(.9,.5,length(f-vec2(.5))),.9);"
|
||||
"v=mix(v,smoothstep(0.,1.,v),.9);"
|
||||
"v*=vec3(1);"
|
||||
"return pow(v,vec3(1./2.2));"
|
||||
"}"
|
||||
"void main()"
|
||||
"{"
|
||||
"vec2 c=(gl_FragCoord.xy*2.-y.xy)/y.y;"
|
||||
"vec3 x=vec3(0,2,3),a=p(c,x),i=vec3(0);"
|
||||
"if(v>0.)"
|
||||
"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)"
|
||||
"{"
|
||||
"float l=h(x,a);"
|
||||
"if(l<1e3)"
|
||||
"{"
|
||||
"vec3 z=x+a*l;"
|
||||
"float m=h(z).y,r=h(z,vec3(3,5,4),.2);"
|
||||
"i=vec3(r*vec3(1));"
|
||||
"r=h(z,vec3(-3,5,-4),.1);"
|
||||
"i+=vec3(r*vec3(.5,.2,.1));"
|
||||
"if(m==0.)"
|
||||
"i*=vec3(1);"
|
||||
"else if(m==1.)"
|
||||
"i*=(n(5.*(z.xy+2.)+v,-1.)*n(50.*(z.xy+2.),-.4)+.5*n(20.*(z.xy+2.)-v,-.5)*n(5.*(z.xy+2.),-.75))*smoothstep(0.,.75,(v-5.)*.1)+vec3(0,0,.5*n(10.*(z.xy+4.)-v,-.5))+vec3(0,0,.5);"
|
||||
"else if(m==2.)"
|
||||
"i*=vec3(.545,.27,.074)-.2*n(vec2(1e2*z.x+3e2,75.*z.z+150.),-2.2)*n(vec2(15.*z.x+2.,3.*z.z+2.),-1.)+n(vec2(15.*z.x+2.4,3.*z.z+2.),-.25);"
|
||||
"}"
|
||||
"gl_FragColor=vec4(i,1);"
|
||||
"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));"
|
||||
"}"
|
||||
"else"
|
||||
" gl_FragColor=texture2D(f,gl_FragCoord.xy/y);"
|
||||
" x=vec3(.1529,.1765,.3922)+m.y*.4;"
|
||||
"gl_FragColor=vec4(i(x),1);"
|
||||
"}";
|
||||
|
||||
#endif // SHADER_MINIFIED_H_
|
||||
|
||||
444
shader_new.glsl
Normal file
444
shader_new.glsl
Normal file
@ -0,0 +1,444 @@
|
||||
precision mediump float;
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time;
|
||||
uniform sampler2D texture_sampler;
|
||||
uniform sampler2D texts;
|
||||
|
||||
// Rotate
|
||||
mat2 rot2D(float angle) {
|
||||
float s = sin(angle);
|
||||
float c = cos(angle);
|
||||
return mat2(c, -s, s, c);
|
||||
}
|
||||
|
||||
// Exponential smoothing
|
||||
float smin( float a, float b, float k )
|
||||
{
|
||||
k *= 1.0;
|
||||
float r = exp2(-a/k) + exp2(-b/k);
|
||||
return -k*log2(r);
|
||||
}
|
||||
|
||||
float smax( float a, float b, float k )
|
||||
{
|
||||
float h = max(k-abs(a-b),0.0);
|
||||
return max(a, b) + h*h*0.25/k;
|
||||
}
|
||||
|
||||
float hash(vec2 p)
|
||||
{
|
||||
p = 50.*fract( p*0.3183099);
|
||||
return fract( p.x*p.y*(p.x+p.y) );
|
||||
}
|
||||
|
||||
float noise( in vec2 p, float scale )
|
||||
{
|
||||
vec2 i = floor( p );
|
||||
vec2 f = fract( p );
|
||||
vec2 u = f*f*(3.0-2.0*f);
|
||||
return -scale+scale*mix( mix( hash( i + vec2(0.0,0.0) ),
|
||||
hash( i + vec2(1.0,0.0) ), u.x),
|
||||
mix( hash( i + vec2(0.0,1.0) ),
|
||||
hash( i + vec2(1.0,1.0) ), u.x), u.y);
|
||||
}
|
||||
|
||||
|
||||
float displacement( vec3 p )
|
||||
{
|
||||
return noise(10.*p.xy+u_time, 0.2) + 0.5*noise(10.*(p.xy+2.0)-u_time, 0.2);
|
||||
}
|
||||
|
||||
/////////////////
|
||||
// GEOMETRY //
|
||||
/////////////////
|
||||
|
||||
float sdCylinder(vec3 p, vec3 a, vec3 b, float r)
|
||||
{
|
||||
vec3 ba = b - a;
|
||||
vec3 pa = p - a;
|
||||
float baba = dot(ba,ba);
|
||||
float paba = dot(pa,ba);
|
||||
float x = length(pa*baba-ba*paba) - r*baba;
|
||||
float y = abs(paba-baba*0.5)-baba*0.5;
|
||||
float x2 = x*x;
|
||||
float y2 = y*y*baba;
|
||||
|
||||
float d = (max(x,y)<0.0)?-min(x2,y2):(((x>0.0)?x2:0.0)+((y>0.0)?y2:0.0));
|
||||
|
||||
return sign(d)*sqrt(abs(d))/baba;
|
||||
}
|
||||
|
||||
float sdBox( in vec2 p, in vec2 r )
|
||||
{
|
||||
return length( max(abs(p)-r,0.0) );
|
||||
}
|
||||
|
||||
float sdBox2(vec3 p, vec3 b) {
|
||||
vec3 q = abs(p) - b;
|
||||
return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
|
||||
}
|
||||
|
||||
float sdSphere(vec3 p, float r){
|
||||
return length(p) -r;
|
||||
}
|
||||
|
||||
float sdTriPrism( vec3 p, vec2 h, float rot )
|
||||
{
|
||||
p.xy *= rot2D(rot);
|
||||
const float k = sqrt(3.0);
|
||||
h.x *= 0.5*k;
|
||||
p.xy /= h.x;
|
||||
p.x = abs(p.x) - 1.0;
|
||||
p.y = p.y + 1.0/k;
|
||||
if( p.x+k*p.y>0.0 ) p.xy=vec2(p.x-k*p.y,-k*p.x-p.y)/2.0;
|
||||
p.x -= clamp( p.x, -2.0, 0.0 );
|
||||
float d1 = length(p.xy)*sign(-p.y)*h.x;
|
||||
float d2 = abs(p.z)-h.y;
|
||||
|
||||
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
|
||||
}
|
||||
|
||||
|
||||
//////////////////
|
||||
// ANIMATION //
|
||||
//////////////////
|
||||
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 phase = ((u_time * timeFact) - startTime) / TWOPI;
|
||||
phase = min(phase, maxCycles);
|
||||
return TWOPI * phase;
|
||||
}
|
||||
|
||||
// Animate ring movements
|
||||
vec3 ringAnim( in vec3 p) {
|
||||
const float STARTDELAY = 2.0;
|
||||
|
||||
float factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 0.0, 1.0) * 0.05), -0.9, 0.9);
|
||||
|
||||
// delay start
|
||||
if( u_time >= STARTDELAY ) {
|
||||
factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 0.0, 1.0) * 0.05), -0.9, 0.9);
|
||||
p.xy = rot2D(factor) * 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;
|
||||
}
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
// Animate prism movements
|
||||
float prismAnim(in float x, in float delay) {
|
||||
if(u_time >= delay) {
|
||||
x += (0.045*clamp(sin((ringRotateFunc(2.4, delay*10.0, 10.0) * 0.4)),-0.9, 0.9));
|
||||
}
|
||||
return x;
|
||||
}
|
||||
|
||||
|
||||
//////////////
|
||||
// SCENE //
|
||||
//////////////
|
||||
|
||||
vec2 map(in vec3 p)
|
||||
{
|
||||
float mat = 0.;
|
||||
// Stargate
|
||||
|
||||
// Ring boxes
|
||||
const float an = TWOPI/24.0;
|
||||
float sector = floor(atan(p.y,p.x)/an + 0.5);
|
||||
float angrot = sector*an;
|
||||
vec3 q = p;
|
||||
q.xy = mat2(cos(angrot),-sin(angrot),
|
||||
sin(angrot), cos(angrot))*q.xy;
|
||||
float d = sdBox( q.xy - vec2(1.8,0.0), vec2(0.24,0.14) ) - 0.02;
|
||||
|
||||
// Main ring
|
||||
float d2 = abs(length(p.xy) - 1.8) - 0.2;
|
||||
d = min(d,d2);
|
||||
|
||||
// Inner ring
|
||||
float d3 = abs(length(p.xy) - 1.75) - 0.08;
|
||||
d3 = smax( d3, abs(p.z - 0.1)-0.04, 0.005 );
|
||||
d = max(-d3,d);
|
||||
|
||||
// Depth slice rings
|
||||
d = smax( d, abs(p.z)-0.1, 0.02 );
|
||||
|
||||
// Prisms
|
||||
float index = 1.0;
|
||||
for(int i=0; i<8; i++ ) {
|
||||
|
||||
//vec3 p2 = prismAnim(p);
|
||||
|
||||
float secDist = TWOPI / 8.0; // sector distance
|
||||
float angle = ((24.67 / TWOPI )); // sector size
|
||||
vec3 q = p;
|
||||
float rotationIncrement = angle + (index * secDist);
|
||||
|
||||
// Nudge first and the last prism out of the ground
|
||||
if (i == 1) {
|
||||
rotationIncrement = rotationIncrement + 0.2;
|
||||
}
|
||||
if (i == 7) {
|
||||
rotationIncrement = rotationIncrement - 0.2;
|
||||
}
|
||||
|
||||
float prismSector = floor(atan(p.y,p.x)/(rotationIncrement) + 0.5);
|
||||
q.xy = rot2D(rotationIncrement) * q.xy;
|
||||
|
||||
// We can now call each prism by it's index
|
||||
// draw all except the middle bottom prism
|
||||
if (i > 0) {
|
||||
|
||||
q.x = q.x - 1.95;
|
||||
|
||||
if(i == 1) {
|
||||
q.x = prismAnim(q.x, 13.0);
|
||||
}
|
||||
|
||||
if(i == 2) {
|
||||
q.x = prismAnim(q.x, 26.0);
|
||||
}
|
||||
|
||||
float d4 = sdTriPrism(vec3(q.x, q.y - 0.0 , q.z - 0.0), vec2(0.2,0.2), 0.5) - 0.02;
|
||||
d = min(d, d4);
|
||||
}
|
||||
|
||||
index += 1.0;
|
||||
}
|
||||
|
||||
//Rotating glyphs
|
||||
vec3 p2 = ringAnim(p);
|
||||
float an2 = (TWOPI/32.0);
|
||||
float sector2 = floor((atan(p2.y,p2.x)/an2) + 0.5 );
|
||||
float angrot2 = sector2*an2;
|
||||
vec3 q2 = p2;
|
||||
q2.xy = rot2D(angrot2)*q2.xy;
|
||||
float d5 = sdBox2( q2.xyz - vec3(1.75,0.0,0.0), vec3(0.04, 0.14, 0.05) ) - 0.02;
|
||||
d = min(d, d5);
|
||||
|
||||
|
||||
// Gate Base
|
||||
const float stepHeight = 0.1;
|
||||
float stepDist = 1.5;
|
||||
const float stepWidth = 2.0;
|
||||
float steps = 1000.;
|
||||
|
||||
for(int i = 0; i < 4; i++) {
|
||||
float step = sdBox2(vec3(p.x,p.y+stepDist,p.z), vec3(stepWidth,stepHeight,stepDist)) - 0.05;
|
||||
steps = min(steps, step);
|
||||
d = min(d, step);
|
||||
stepDist += stepHeight * 2.0;
|
||||
}
|
||||
|
||||
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*2.0)));
|
||||
float cylinder3 = sdCylinder ( p, vec3(0.,0.,1.), vec3(0.,0.,-1.), 1.6);
|
||||
float disp = 0.;
|
||||
if (u_time > 5.0){
|
||||
disp = displacement(p+4.)*min(((u_time-5.0)*0.5), 0.25);
|
||||
}
|
||||
cylinder1 = cylinder1 + disp;
|
||||
water = max(-cylinder2, cylinder1);
|
||||
water = max(water, cylinder3);
|
||||
d = min(d, water);
|
||||
}
|
||||
|
||||
if (d==min(water,0.1))
|
||||
{
|
||||
mat = 1.0;
|
||||
}
|
||||
else if (d==min(steps, 0.1))
|
||||
{
|
||||
mat = 2.0;
|
||||
}
|
||||
return vec2( d, mat );
|
||||
}
|
||||
|
||||
////////////////
|
||||
// DRAWING //
|
||||
////////////////
|
||||
|
||||
float rayMarch(vec3 ro, vec3 rd) {
|
||||
float t = 0.; // total distance travelled
|
||||
float d;
|
||||
// Raymarching
|
||||
for (int i = 0; i < 50; i++) {
|
||||
vec3 p = ro + rd * t; // "cast" rays
|
||||
d = map(p).x; // Get distance to objects
|
||||
t += d; // "march" the ray
|
||||
if (abs(d) < .001 || t > 80.) break;
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
||||
vec3 getNormal(vec3 p) {
|
||||
float d = map(p).x;
|
||||
vec2 e = vec2(.01, 0);
|
||||
|
||||
vec3 n = d - vec3(
|
||||
map(p-e.xyy).x,
|
||||
map(p-e.yxy).x,
|
||||
map(p-e.yyx).x);
|
||||
return normalize(n);
|
||||
}
|
||||
|
||||
float getLight(vec3 p, vec3 lightPos, float intensity, float shadow) {
|
||||
vec3 l = normalize(lightPos - p);
|
||||
vec3 n = getNormal(p);
|
||||
float dif = clamp(dot(n, l), 0., intensity);
|
||||
|
||||
// Shadows
|
||||
float d = rayMarch(p+n*.0025, l);
|
||||
if( d<length(lightPos-p)) dif *= shadow;
|
||||
return dif;
|
||||
}
|
||||
|
||||
float getAmbientOcc(vec3 p, vec3 n) {
|
||||
float occ = 0.;
|
||||
float weight = 1.;
|
||||
for (int i = 0; i < 8; i++) {
|
||||
float len = 0.01 + 0.02 * float(i*i);
|
||||
float dist = map(p+n*len).x;
|
||||
occ += (len - dist) * weight;
|
||||
weight *=0.85;
|
||||
}
|
||||
return 1.0 - clamp(0.6 * occ, 0., 1.);
|
||||
}
|
||||
|
||||
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
|
||||
float fogAmount = 1.0 - exp(-t*b);
|
||||
float sunAmount = max( dot(rd, lightDir), 0.0 );
|
||||
vec3 fogColor = mix( vec3(0.3686, 0.2431, 0.4392), // blue
|
||||
vec3(0.4, 0.7294, 0.9216), // yellow
|
||||
pow(sunAmount,8.0) );
|
||||
return mix( col, fogColor, fogAmount );
|
||||
}
|
||||
|
||||
|
||||
vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
|
||||
{
|
||||
vec3 f = normalize(l-p),
|
||||
r = normalize(cross(vec3(0,1,0), f)),
|
||||
u = cross(f,r),
|
||||
c = f*z,
|
||||
i = c + uv.x*r + uv.y*u,
|
||||
d = normalize(i);
|
||||
return d;
|
||||
}
|
||||
|
||||
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 = 0.8;
|
||||
float d = smoothstep(radius, radius-0.4, length(screenCoord-vec2(0.5)));
|
||||
col = mix(col, col * d, .9);
|
||||
|
||||
// Contrast
|
||||
float constrast = .4;
|
||||
col = mix(col, smoothstep(0.0, 1.0, col), constrast);
|
||||
|
||||
// Colour mapping
|
||||
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;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Initialization
|
||||
vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y;
|
||||
//vec2 m = iMouse.xy/u_resolution.xy;
|
||||
|
||||
vec3 ro = vec3(0, 2, 6);
|
||||
//ro.yz *= rot2D(-m.y*3.14+1.);
|
||||
//ro.xz *= rot2D(-m.x*6.2831);
|
||||
|
||||
//vec3 ro = vec3(0,0,-3); // ray origin
|
||||
|
||||
vec3 rd = getCameraRayDir(uv, ro, vec3(0, 0., 0.), 1.); // ray direction
|
||||
vec3 col = vec3(0); // color
|
||||
|
||||
if(u_time > 0.0)
|
||||
{
|
||||
float d = rayMarch(ro, rd);
|
||||
|
||||
if (d < 25.)
|
||||
{
|
||||
// Lighting
|
||||
vec3 p = ro + rd * d;
|
||||
|
||||
float mat = map(p).y;
|
||||
|
||||
// Light 1 Arguments
|
||||
// 1: Ray starting point
|
||||
// 2: Light position
|
||||
// 3: Light intensity
|
||||
// 4: Shadow intensity
|
||||
float dif = getLight(p, vec3( 2, 50, 2), .5, .2);
|
||||
// Color for light 1
|
||||
// col = vec3(dif * vec3(0.9216, 0.9294, 0.9412));
|
||||
|
||||
// Light 2
|
||||
dif = getLight(p, vec3( -3, 5, 5), 1., 0.2);
|
||||
// Color for light 2
|
||||
col += vec3(dif * vec3(0.502, 0.2824, 0.102));
|
||||
|
||||
dif = getLight(p, vec3( 3, -2, 5), 0.5, .8);
|
||||
// Color for light 2
|
||||
col += vec3(dif * vec3(0.1686, 0.2784, 0.6392));
|
||||
|
||||
vec3 n = getNormal(p);
|
||||
float occ = getAmbientOcc(p,n);
|
||||
vec3 dir = vec3(1. , 10., 1.);
|
||||
float ind = clamp( dot( n, normalize(dir )), 0.0, 1.0 );
|
||||
col += vec3(0.1255, 0.1255, 0.1137) * occ * ind;
|
||||
|
||||
if(mat==0.){
|
||||
col *= vec3(.7,0.7,0.7);
|
||||
}
|
||||
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);
|
||||
}
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
gl_FragColor = vec4(postProcess(col), 1);
|
||||
}
|
||||
|
||||
else {
|
||||
|
||||
// ************* post-process pass ******************
|
||||
// Uncomment this to try a post-processing "effect"
|
||||
|
||||
gl_FragColor = texture2D(texture_sampler, (gl_FragCoord.xy / u_resolution ));
|
||||
|
||||
}
|
||||
}
|
||||
@ -891,7 +891,7 @@ vec3 getCameraFov(vec2 uv, vec3 camPos, vec3 camTarget) {
|
||||
return normalize(uv.x * camRight + uv.y * camUp + fov * camForward + voff * fov/focusdistance);
|
||||
}
|
||||
|
||||
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
|
||||
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
|
||||
float fogAmount = 1.0 - exp(-t*b);
|
||||
float sunAmount = max( dot(rd, lightDir), 0.0 );
|
||||
vec3 fogColor = mix( vec3(0.3686, 0.2431, 0.4392), // blue
|
||||
|
||||
Reference in New Issue
Block a user