+//
+// is always the first argument and modified in place.
+//
+// Many of the operators partition space into cells. An identifier
+// or cell index is returned, if possible. This return value is
+// intended to be optionally used e.g. as a random seed to change
+// parameters of the distance functions inside the cells.
+//
+// Unless stated otherwise, for cell index 0, is unchanged and cells
+// are centered on the origin so objects don't have to be moved to fit.
+//
+//
+////////////////////////////////////////////////////////////////
+
+// Rotate around a coordinate axis (i.e. in a plane perpendicular to that axis) by angle .
+// Read like this: R(p.xz, a) rotates "x towards z".
+// This is fast if is a compile-time constant and slower (but still practical) if not.
+void pR(inout vec2 p, float a) {
+ p = cos(a)*p + sin(a)*vec2(p.y, -p.x);
+}
+
+// Shortcut for 45-degrees rotation
+void pR45(inout vec2 p) {
+ p = (p + vec2(p.y, -p.x))*sqrt(0.5);
+}
+
+// Repeat space along one axis. Use like this to repeat along the x axis:
+// - using the return value is optional.
+float pMod1(inout float p, float size) {
+ float halfsize = size*0.5;
+ float c = floor((p + halfsize)/size);
+ p = mod(p + halfsize, size) - halfsize;
+ return c;
+}
+
+// Same, but mirror every second cell so they match at the boundaries
+float pModMirror1(inout float p, float size) {
+ float halfsize = size*0.5;
+ float c = floor((p + halfsize)/size);
+ p = mod(p + halfsize,size) - halfsize;
+ p *= mod(c, 2.0)*2. - 1.;
+ return c;
+}
+
+// Repeat the domain only in positive direction. Everything in the negative half-space is unchanged.
+float pModSingle1(inout float p, float size) {
+ float halfsize = size*0.5;
+ float c = floor((p + halfsize)/size);
+ if (p >= 0.)
+ p = mod(p + halfsize, size) - halfsize;
+ return c;
+}
+
+// Repeat only a few times: from indices to (similar to above, but more flexible)
+float pModInterval1(inout float p, float size, float start, float stop) {
+ float halfsize = size*0.5;
+ float c = floor((p + halfsize)/size);
+ p = mod(p+halfsize, size) - halfsize;
+ if (c > stop) { //yes, this might not be the best thing numerically.
+ p += size*(c - stop);
+ c = stop;
+ }
+ if (c = (repetitions/2.)) c = abs(c);
+ return c;
+}
+
+// Repeat in two dimensions
+vec2 pMod2(inout vec2 p, vec2 size) {
+ vec2 c = floor((p + size*0.5)/size);
+ p = mod(p + size*0.5,size) - size*0.5;
+ return c;
+}
+
+// Same, but mirror every second cell so all boundaries match
+vec2 pModMirror2(inout vec2 p, vec2 size) {
+ vec2 halfsize = size*0.5;
+ vec2 c = floor((p + halfsize)/size);
+ p = mod(p + halfsize, size) - halfsize;
+ p *= mod(c,vec2(2.))*2. - vec2(1);
+ return c;
+}
+
+// Same, but mirror every second cell at the diagonal as well
+vec2 pModGrid2(inout vec2 p, vec2 size) {
+ vec2 c = floor((p + size*0.5)/size);
+ p = mod(p + size*0.5, size) - size*0.5;
+ p *= mod(c,vec2(2.))*2. - vec2(1.);
+ p -= size/2.;
+ if (p.x > p.y) p.xy = p.yx;
+ return floor(c/2.);
+}
+
+// Repeat in three dimensions
+vec3 pMod3(inout vec3 p, vec3 size) {
+ vec3 c = floor((p + size*0.5)/size);
+ p = mod(p + size*0.5, size) - size*0.5;
+ return c;
+}
+
+// Mirror at an axis-aligned plane which is at a specified distance from the origin.
+float pMirror (inout float p, float dist) {
+ float s = sgn(p);
+ p = abs(p)-dist;
+ return s;
+}
+
+// Mirror in both dimensions and at the diagonal, yielding one eighth of the space.
+// translate by dist before mirroring.
+vec2 pMirrorOctant (inout vec2 p, vec2 dist) {
+ vec2 s = sgn(p);
+ pMirror(p.x, dist.x);
+ pMirror(p.y, dist.y);
+ if (p.y > p.x)
+ p.xy = p.yx;
+ return s;
+}
+
+// Reflect space at a plane
+float pReflect(inout vec3 p, vec3 planeNormal, float offset) {
+ float t = dot(p, planeNormal)+offset;
+ if (t < 0.) {
+ p = p - (2.*t)*planeNormal;
+ }
+ return sgn(t);
+}
+
+
+////////////////////////////////////////////////////////////////
+//
+// OBJECT COMBINATION OPERATORS
+//
+////////////////////////////////////////////////////////////////
+//
+// We usually need the following boolean operators to combine two objects:
+// Union: OR(a,b)
+// Intersection: AND(a,b)
+// Difference: AND(a,!b)
+// (a and b being the distances to the objects).
+//
+// The trivial implementations are min(a,b) for union, max(a,b) for intersection
+// and max(a,-b) for difference. To combine objects in more interesting ways to
+// produce rounded edges, chamfers, stairs, etc. instead of plain sharp edges we
+// can use combination operators. It is common to use some kind of "smooth minimum"
+// instead of min(), but we don't like that because it does not preserve Lipschitz
+// continuity in many cases.
+//
+// Naming convention: since they return a distance, they are called fOpSomething.
+// The different flavours usually implement all the boolean operators above
+// and are called fOpUnionRound, fOpIntersectionRound, etc.
+//
+// The basic idea: Assume the object surfaces intersect at a right angle. The two
+// distances and constitute a new local two-dimensional coordinate system
+// with the actual intersection as the origin. In this coordinate system, we can
+// evaluate any 2D distance function we want in order to shape the edge.
+//
+// The operators below are just those that we found useful or interesting and should
+// be seen as examples. There are infinitely more possible operators.
+//
+// They are designed to actually produce correct distances or distance bounds, unlike
+// popular "smooth minimum" operators, on the condition that the gradients of the two
+// SDFs are at right angles. When they are off by more than 30 degrees or so, the
+// Lipschitz condition will no longer hold (i.e. you might get artifacts). The worst
+// case is parallel surfaces that are close to each other.
+//
+// Most have a float argument to specify the radius of the feature they represent.
+// This should be much smaller than the object size.
+//
+// Some of them have checks like "if ((-a < r) && (-b < r))" that restrict
+// their influence (and computation cost) to a certain area. You might
+// want to lift that restriction or enforce it. We have left it as comments
+// in some cases.
+//
+// usage example:
+//
+// float fTwoBoxes(vec3 p) {
+// float box0 = fBox(p, vec3(1));
+// float box1 = fBox(p-vec3(1), vec3(1));
+// return fOpUnionChamfer(box0, box1, 0.2);
+// }
+//
+////////////////////////////////////////////////////////////////
+
+
+// The "Chamfer" flavour makes a 45-degree chamfered edge (the diagonal of a square of size ):
+float fOpUnionChamfer(float a, float b, float r) {
+ return min(min(a, b), (a - r + b)*sqrt(0.5));
+}
+
+// Intersection has to deal with what is normally the inside of the resulting object
+// when using union, which we normally don't care about too much. Thus, intersection
+// implementations sometimes differ from union implementations.
+float fOpIntersectionChamfer(float a, float b, float r) {
+ return max(max(a, b), (a + r + b)*sqrt(0.5));
+}
+
+// Difference can be built from Intersection or Union:
+float fOpDifferenceChamfer (float a, float b, float r) {
+ return fOpIntersectionChamfer(a, -b, r);
+}
+
+// The "Round" variant uses a quarter-circle to join the two objects smoothly:
+float fOpUnionRound(float a, float b, float r) {
+ vec2 u = max(vec2(r - a,r - b), vec2(0));
+ return max(r, min (a, b)) - length(u);
+}
+
+float fOpIntersectionRound(float a, float b, float r) {
+ vec2 u = max(vec2(r + a,r + b), vec2(0));
+ return min(-r, max (a, b)) + length(u);
+}
+
+float fOpDifferenceRound (float a, float b, float r) {
+ return fOpIntersectionRound(a, -b, r);
+}
+
+
+// The "Columns" flavour makes n-1 circular columns at a 45 degree angle:
+float fOpUnionColumns(float a, float b, float r, float n) {
+ if ((a < r) && (b < r)) {
+ vec2 p = vec2(a, b);
+ float columnradius = r*sqrt(2.)/((n-1.)*2.+sqrt(2.));
+ pR45(p);
+ p.x -= sqrt(2.)/2.*r;
+ p.x += columnradius*sqrt(2.);
+ if (mod(n,2.) == 1.) {
+ p.y += columnradius;
+ }
+ // At this point, we have turned 45 degrees and moved at a point on the
+ // diagonal that we want to place the columns on.
+ // Now, repeat the domain along this direction and place a circle.
+ pMod1(p.y, columnradius*2.);
+ float result = length(p) - columnradius;
+ result = min(result, p.x);
+ result = min(result, a);
+ return min(result, b);
+ } else {
+ return min(a, b);
+ }
+}
+
+float fOpDifferenceColumns(float a, float b, float r, float n) {
+ a = -a;
+ float m = min(a, b);
+ //avoid the expensive computation where not needed (produces discontinuity though)
+ if ((a < r) && (b < r)) {
+ vec2 p = vec2(a, b);
+ float columnradius = r*sqrt(2.)/n/2.0;
+ columnradius = r*sqrt(2.)/((n-1.)*2.+sqrt(2.));
+
+ pR45(p);
+ p.y += columnradius;
+ p.x -= sqrt(2.)/2.*r;
+ p.x += -columnradius*sqrt(2.)/2.;
+
+ if (mod(n,2.) == 1.) {
+ p.y += columnradius;
+ }
+ pMod1(p.y,columnradius*2.);
+
+ float result = -length(p) + columnradius;
+ result = max(result, p.x);
+ result = min(result, a);
+ return -min(result, b);
+ } else {
+ return -m;
+ }
+}
+
+float fOpIntersectionColumns(float a, float b, float r, float n) {
+ return fOpDifferenceColumns(a,-b,r, n);
+}
+
+// The "Stairs" flavour produces n-1 steps of a staircase:
+// much less stupid version by paniq
+float fOpUnionStairs(float a, float b, float r, float n) {
+ float s = r/n;
+ float u = b-r;
+ return min(min(a,b), 0.5 * (u + a + abs ((mod (u - a + s, 2. * s)) - s)));
+}
+
+// We can just call Union since stairs are symmetric.
+float fOpIntersectionStairs(float a, float b, float r, float n) {
+ return -fOpUnionStairs(-a, -b, r, n);
+}
+
+float fOpDifferenceStairs(float a, float b, float r, float n) {
+ return -fOpUnionStairs(-a, b, r, n);
+}
+
+
+// Similar to fOpUnionRound, but more lipschitz-y at acute angles
+// (and less so at 90 degrees). Useful when fudging around too much
+// by MediaMolecule, from Alex Evans' siggraph slides
+float fOpUnionSoft(float a, float b, float r) {
+ float e = max(r - abs(a - b), 0.);
+ return min(a, b) - e*e*0.25/r;
+}
+
+
+// produces a cylindical pipe that runs along the intersection.
+// No objects remain, only the pipe. This is not a boolean operator.
+float fOpPipe(float a, float b, float r) {
+ return length(vec2(a, b)) - r;
+}
+
+// first object gets a v-shaped engraving where it intersect the second
+float fOpEngrave(float a, float b, float r) {
+ return max(a, (a + r - abs(b))*sqrt(0.5));
+}
+
+// first object gets a capenter-style groove cut out
+float fOpGroove(float a, float b, float ra, float rb) {
+ return max(a, min(a + ra, rb - abs(b)));
+}
+
+// first object gets a capenter-style tongue attached
+float fOpTongue(float a, float b, float ra, float rb) {
+ return min(a, max(a - ra, abs(b) - rb));
+}
+
+//#endSection End of library
+
+// https://stackoverflow.com/questions/4200224/random-noise-functions-for-glsl
+// golden_noise
+float noise(in vec2 xy, in float seed){
+ return fract(tan(distance(xy*PHI, xy)*seed)*xy.x);
+}
+
+vec3 rnd23(vec2 p)
+{
+ vec3 p3 = fract(p.xyx * vec3(.1031, .1030, .0973));
+ p3 += dot(p3, p3.yxz+33.33);
+ return fract((p3.xxy+p3.yzz)*p3.zyx);
+}
+
+mat2 Rot(float a) {
+ float s=sin(a), c=cos(a);
+ return mat2(c, -s, s, c);
+}
+
+float opExtrusion( in vec3 p, in float sdf, in float h )
+{
+ vec2 w = vec2( sdf, abs(p.z) - h);
+ return min(max(w.x,w.y),0.0) + length(max(w,0.0));
+}
+
+float sdCog2d(vec2 pos) {
+ float r = length(pos)*2.;
+ float a = atan(pos.y,pos.x);
+ float f = 1. - smoothstep(-0.2, .8, sin(a * 12.))*0.14;
+ f = smoothstep(f,f + 2.,r);
+ return f;
+}
+
+float sdCog(vec3 pos, float angle) {
+ pos.xy *= Rot(angle);
+ float d1 = opExtrusion(pos, sdCog2d(pos.xy), 0.05);
+ float d2 = fCapsule(pos, vec3(0., 0.0, 0.), vec3(0., 0., 1.), 0.2);
+ return 0.8 * fOpDifferenceRound(d1,d2,0.05)-0.003;
+}
+
+float sdText(vec3 pos, float angle) {
+ //pos.xy *= Rot(angle);
+ vec3 color = texture2D(texts, getUV(vec2( 0.,0.))).rgb;
+
+ //gl_FragColor = vec4(vec3(color), 1.);
+
+ //float d1 = opExtrusion(pos, , 0.1);
+ return 0.;
+// return d1;
+}
+
+
+float sdHex(vec3 pos, float i, float angle) {
+ vec3 po = pos;
+
+ po.xz *= Rot(angle);
+ po.yz *= Rot(angle);
+ pR(po.yz, PI/2.);
+
+ float d1 = fHexagonCircumcircle(po, vec2(0.5+i, .1));
+ float d2 = fHexagonCircumcircle(po, vec2(0.2+i, .1));
+ return fOpDifferenceRound(d1,d2,0.1);
+
+}
+
+// Scene
+vec2 mapScene(in vec3 p) {
+ float mat = 0.;
+ float d = 1e10;
+
+ //float dGround = p.y + 2.5;
+ //d = min(d, dGround);
+
+ vec3 po = p;
+ //po.y += sin(u_time);
+ // pMod3(po, vec3(3.));
+ po.xy *= scale(vec2(1.3, 1.3));
+
+ const float num = 6.;
+ for (float i = 1.; i <= num; i++) {
+ // pos.z += i*.1;
+ float a = sdHex(po,i*0.35, u_time + abs( 2. + 0.4 * sin(u_time)) * i*3.1415/num);
+ d = min(d,a);
+ if (d == a) mat = 1. + mod(i,3.);
+ }
+
+
+ //float c2 = sdText(p, u_time);
+ //d = min(d, c2);
+ //if ( d == c2) mat = 4.;
+
+ // float c3 = fBox(p+vec3(0.5, .87, 0.), vec3(1., 1.,1.));
+ // d = min(d, c3);
+
+
+
+ // if ( d == c1) mat = 1.;
+
+ //if ( d == c3) mat = 3.;
+
+ return vec2(d, mat);
+}
+
+vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
+ float t = 0.0;
+ float mat = 0.;
+ float hit = 0.;
+ for(int i=0; i < 150; i++) {
+ pos = ro + rd * t;
+ vec2 res = mapScene(pos);
+ t += res.x;
+ mat = res.y;
+ if (t > 80.) break;
+ if (res.x < abs(0.001*t) ) {
+ hit = 1.;
+ break;
+ }
+ }
+ if (t > 80.) t = -1.0;
+ return vec3(t, mat, hit);
+}
+
+
+vec3 castReflectedRay(vec3 ro, vec3 rd, vec3 pos) {
+ float t = 0.0;
+ float mat = 0.;
+ float hit = 0.;
+ for(int i=0; i < 50; i++) {
+ pos = ro + rd * t;
+ vec2 res = mapScene(pos);
+ t += res.x;
+ mat = res.y;
+ if (t > 40.) break;
+ if (res.x < abs(0.001*t) ) {
+ hit = 1.;
+ break;
+ }
+
+ }
+ if (t > 40.) t = -1.0;
+ return vec3(t, mat, hit);
+}
+
+float softshadow( in vec3 ro, in vec3 rd, float mint, float maxt, float w )
+{
+ float res = 1.0;
+ float t = mint;
+ for( int i=0; i<40; i++ )
+ {
+ if (t > maxt) break;
+ float h = mapScene(ro + t*rd).x;
+ res = min( res, h/(w*t) );
+ t += clamp(h, 0.005, 0.50);
+ if( res < -1.0 || t>maxt ) break;
+
+ }
+ res = max(res,-1.0);
+ return 0.25*(1.0+res)*(1.0+res)*(2.0-res);
+}
+
+float castShadow(vec3 ro, vec3 rd) {
+ float res = 1.0;
+ float t = 0.001;
+ for(int i = 0; i < 40; i++) {
+ float h = mapScene(ro + t* rd).x;
+ res = min(res, 10.0*h/t);
+ if (abs(h) < (0.001*t) ) break;
+ t += h;
+ if (t > 20.) break;
+ }
+ return clamp(res,0., 1.);
+}
+
+vec3 calcNormal(vec3 pos) {
+ vec2 e = vec2(.001, 0.);
+ vec3 n = vec3( mapScene(pos+e.xyy).x - mapScene(pos-e.xyy).x,
+ mapScene(pos+e.yxy).x - mapScene(pos-e.yxy).x,
+ mapScene(pos+e.yyx).x - mapScene(pos-e.yyx).x
+ );
+ return normalize(n);
+}
+
+vec3 fresnel( vec3 F0, vec3 h, vec3 l ) {
+ return F0 + ( 1.0 - F0 ) * pow( clamp( 1.0 - dot( h, l ), 0.0, 1.0 ), 5.0 );
+}
+
+// https://suricrasia.online/blog/shader-functions/
+vec3 eRot(vec3 p, vec3 ax, float ro) {
+ return mix(dot(ax,p)*ax, p, cos(ro)) + sin(ro)*cross(ax,p);
+}
+
+
+
+vec3 addPointLight(vec3 light_pos, vec3 light_color, float shininess, vec3 v, vec3 dir, vec3 n, float occ) {
+ vec3 Ks = vec3( .5454 );
+ vec3 Kd = vec3( 1. );
+ vec3 ref = reflect( dir, n );
+ vec3 vl = normalize( v );
+ vec3 diffuse = Kd * vec3( max( 0.0, dot( vl, n ) ) );
+ vec3 specular = vec3( max( 0.0, dot( vl, ref ) ) );
+ vec3 F = fresnel( Ks, normalize( vl - dir ), vl )*occ;
+ float shadow = softshadow(v+n*0.01,light_pos, .01, 30., 18.);
+ //float shadow = castShadow(v + n*0.02, light_pos);
+ specular = pow( specular, vec3( shininess ) )*occ;
+ return light_color * mix( diffuse, specular, F ) * shadow;
+
+}
+
+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 = mapScene(p+n*len).x;
+ occ += (len - dist) * weight;
+ weight *=0.85;
+ }
+ return 1.0 - clamp(0.6 * occ, 0., 1.);
+}
+
+vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
+ float shininess = 1.;
+ float occ = getAmbientOcc(v,n);
+ vec3 outMaterial = vec3(0.1529, 0.1529, 0.1529);
+
+ if (material == 0.) {
+ outMaterial = vec3(0.2863, 0.1059, 0.2431);
+ shininess = 1.5;
+ } else if (material == 1.) {
+ outMaterial = vec3(0.3294, 0.0941, 0.6);
+ shininess = 0.6;
+ } else if (material == 2.) {
+ outMaterial = vec3(0.5804, 0.9647, 1.0);
+ shininess = 1.;
+ } else if (material == 3.) {
+ outMaterial = vec3(0.0, 0.0, 0.0);
+ shininess = 100.;
+ } else if (material == 4.) {
+ outMaterial = vec3(0.9961, 1.0, 0.9922);
+ shininess = .3;
+ }
+
+ vec3 lights = vec3(0.);
+ lights += addPointLight(vec3( 0., -40., -1. ),vec3(0.56, 0.44, 0.18)*2., shininess, v, dir, n, occ);
+ lights += addPointLight(vec3( -20.,4., 10. ),vec3(0.04, 0.2, 0.71)*2., shininess, v, dir, n, occ);
+ // lights += addPointLight(vec3( 2., -1.0, -1.0 ),vec3(0.12, 0.51, 0.63)*2., shininess, v,dir,n,occ );
+
+
+ vec3 lightDir = vec3(0. , 4., 2.);
+ float sun_dif = clamp(dot(n, lightDir), 0., 1.);
+ float shadow = softshadow(v+n*0.01,lightDir, .01, 30., 18.);
+ lights += vec3(0.6627, 0.7098, 0.8863) * sun_dif*shadow*occ; //* shadow; //* mix( vec3(sun_dif), specular, F )
+
+
+ // final += texture( iChannel0, ref ).rgb * fresnel( Ks, n, -dir );
+ // vec3 col = vec3(0.4)* ref.x;
+
+ float ind = clamp( dot( n, normalize(lightDir*vec3(-1.0,.0,-1.0)) ), 0.0, 1.0 );
+ lights += vec3(0.1333, 0.1333, 0.1216) * ind *occ;
+
+ return outMaterial * max(vec3(0.), lights);
+}
+
+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 = .5;
+ 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;
+}
+
+vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget)
+{
+ // Calculate camera's "orthonormal basis", i.e. its transform matrix components
+ vec3 camForward = normalize(camTarget-camPos );
+ vec3 camRight = normalize(cross(vec3(.0, 1.0, 0.0), camForward));
+ vec3 camUp = normalize(cross(camForward, camRight));
+ float fov = 0.7;
+ vec3 vDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov);
+ return vDir;
+}
+
+
+vec3 getCameraRayDir2(vec2 uv, vec3 camPos, vec3 lookAt, float zoom){
+ vec3 f = normalize(lookAt - camPos);
+ vec3 r = cross(vec3(0.0,1.0,0.0),f);
+ vec3 u = cross(f,r);
+ vec3 c=camPos+f*zoom;
+ vec3 i=c+uv.x*r+uv.y*u;
+ return normalize(i-camPos);
+}
+
+vec3 getCameraFov(vec2 uv, vec3 camPos, vec3 camTarget) {
+ vec3 camForward = normalize(camTarget-camPos);
+ vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
+ vec3 camUp = normalize(cross(camForward,camRight));
+ float fov = 1.7;
+ // Depth of field
+ float dof = .25;
+ vec2 h = vec2( noise(gl_FragCoord.xy, .13), noise(gl_FragCoord.xy, .4));
+ //vec3 h= rnd23(gl_FragCoord.xy);
+ vec3 voff = sqrt(h.x)*(camRight*sin(h.y*6.283)+camUp*cos(h.y*6.283))*dof;
+ // camTarget -=voff;
+ float focusdistance = 150.2;
+ 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 ) {
+ 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 render(vec2 uv) {
+
+ bool useDof = !true;
+ //vec2 uv = (2.0 * gl_FragCoord.xy - u_resolution.xy) / u_resolution.y;
+
+ float angle = -2.4 +u_time*0.4;
+ //angle = 0.;
+
+ // camera
+ vec3 camPos = vec3(0., 5., -3.);
+ vec3 camTarget = vec3(0., 0., 0.);
+ vec3 rayDir;
+
+ if (useDof) {
+ rayDir = getCameraFov(uv, camPos, camTarget);
+ } else {
+ rayDir = getCameraRayDir2(uv, camPos, camTarget, 1.0);
+ }
+ vec3 col = vec3(0.051, 0.0667, 0.1529);
+ //vec3 col = vec3(0.0314, 0.0118, 0.1255) + rayDir.y * 0.4;
+ vec3 hitPos = vec3(0.);
+
+ vec3 t = castRay(camPos, rayDir, hitPos);
+ vec3 rd = rayDir;
+
+ if (t.z > 0.) {
+ vec3 nor = calcNormal(hitPos);
+ col = shading(hitPos, nor, rayDir , t.y);
+ float fogAmount = 0.04;
+ col = col*exp(-t.x*fogAmount) + applyFog(col, t.x, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-t.x*fogAmount));
+
+ rayDir = normalize(reflect(rayDir, nor));
+ vec3 rayOrigin = hitPos + (rayDir * 0.01);
+ vec3 t2 = castReflectedRay(rayOrigin, rayDir, hitPos);
+
+ if (t2.z > 0.) {
+ hitPos = rayOrigin + rayDir * t2.x;
+ nor = calcNormal(hitPos);
+ col += 0.1 * shading(hitPos, nor, rayDir , t2.y);
+
+ /* rayDir = normalize(reflect(rayDir, nor));
+ rayOrigin = hitPos + (rayDir * 0.01);
+ vec3 t3 = castReflectedRay(rayOrigin, rayDir, hitPos);
+
+ if (t3.z > 0.) {
+ hitPos = rayOrigin + rayDir * t3.x;
+ nor = calcNormal(hitPos);
+ col += 0.025 * shading(hitPos, nor, rayDir , t3.y);
+ } */
+ }
+ }
+ // pixelColor*exp(-distance*b) + fogColor*(1.0-exp(-distance*b));
+
+ return col;
+}
+
+
+void main()
+{
+
+ vec3 finalColor = vec3(0.);
+ const float AA_SIZE = 1.;
+ float count = 0.0;
+/*
+ for (float aaY = 0.0; aaY < AA_SIZE; aaY++) {
+ for (float aaX = 0.0; aaX < AA_SIZE; aaX++) {
+ finalColor += render(getUV(vec2( aaX, aaY)));
+ count += 1.0;
+ }
+ }
+ finalColor /= count; */
+ finalColor += render(getUV(vec2( 0.,0.)));
+
+ finalColor = postProcess(finalColor);
+
+ gl_FragColor = vec4(finalColor, 1.);
+
+}
\ No newline at end of file
diff --git a/shader.glsl b/shader.glsl
index ed2c920..84cbeb8 100644
--- a/shader.glsl
+++ b/shader.glsl
@@ -1,3 +1,4 @@
+//precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
uniform sampler2D texture_sampler;
@@ -36,7 +37,7 @@ float noise( in vec2 p, float scale )
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),
+ 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);
}
@@ -44,7 +45,7 @@ float noise( in vec2 p, float scale )
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);
+ return noise(10.*p.xy+u_time+999., 0.4) + 0.5*noise(10.*(p.xz+2.0)-u_time+999., 0.4);
}
/////////////////
@@ -109,39 +110,33 @@ float ringRotateFunc(float d, float s, float timeFact) {
float startTime = s;
float phase = ((u_time * timeFact) - startTime) / TWOPI;
phase = min(phase, maxCycles);
-return TWOPI * phase;
+ return TWOPI * phase;
}
// Animate ring movements
vec3 ringAnim( in vec3 p) {
+ const float STARTDELAY = 9.0;
-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 ) {
+ p.xy = rot2D(factor) * p.xy;
+ }
-float factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 0.0, 1.0) * 0.05), -0.9, 0.9);
+ 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;
+ }
-// 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;
+ 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;
+ 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;
}
@@ -149,7 +144,7 @@ return x;
// SCENE //
//////////////
-vec2 map( in vec3 p)
+vec2 map(in vec3 p)
{
float mat = 0.;
// Stargate
@@ -162,8 +157,8 @@ vec2 map( in vec3 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
+
+ // Main ring
float d2 = abs(length(p.xy) - 1.8) - 0.2;
d = min(d,d2);
@@ -174,13 +169,11 @@ vec2 map( in vec3 p)
// 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;
@@ -194,30 +187,25 @@ vec2 map( in vec3 p)
rotationIncrement = rotationIncrement - 0.2;
}
- float prismSector = floor(atan(p.y,p.x)/(rotationIncrement) + 0.5);
+ // 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);
- }
+ if (i > 0) {
+ q.x -= 1.95;
+ q.x = prismAnim(q.x, float(i)*1.);
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);
+ if (d==d4) {
+ mat = 4.;
+ }
}
index += 1.0;
- }
-
+ }
+
//Rotating glyphs
vec3 p2 = ringAnim(p);
float an2 = (TWOPI/32.0);
@@ -227,8 +215,10 @@ vec2 map( in vec3 p)
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);
-
-
+ if (d==d5) {
+ mat = 4.;
+ }
+
// Gate Base
const float stepHeight = 0.1;
float stepDist = 1.5;
@@ -245,19 +235,22 @@ vec2 map( in vec3 p)
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 cylinder2 = sdCylinder ( p, vec3(0.,0.,0.), 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.;
- if (u_time > 5.0){
- disp = displacement(p+4.)*min(((u_time-5.0)*0.5), 0.25);
+ if (u_time > 2.0){
+ disp = displacement(p)*min(((u_time-14.0)*0.5), 0.25);
}
cylinder1 = cylinder1 + disp;
- water = max(-cylinder2, cylinder1);
- water = max(water, cylinder3);
+ water = max(-cylinder2+disp, cylinder1);
+ //water = max(water, cylinder3);
d = min(d, water);
}
- if (d==min(water,0.1))
+ float sand = (p.y + 4.25) + noise((p.xz*0.04)+100., 9.);
+ d = min(d,sand);
+
+ if (d==water)
{
mat = 1.0;
}
@@ -265,6 +258,10 @@ vec2 map( in vec3 p)
{
mat = 2.0;
}
+ else if (d==sand) {
+ mat = 3.0;
+ }
+
return vec2( d, mat );
}
@@ -273,22 +270,18 @@ vec2 map( in vec3 p)
////////////////
float rayMarch(vec3 ro, vec3 rd) {
-
float t = 0.; // total distance travelled
float d;
// Raymarching
- for (int i = 0; i < 80; i++) {
+ for (int i = 0; i < 200; i++) {
vec3 p = ro + rd * t; // "cast" rays
-
d = map(p).x; // Get distance to objects
-
-
t += d; // "march" the ray
-
- if (d< .001 || t>100.) break;
+ if (abs(d) < .001 || t > 800.) break;
}
return t;
}
+
vec3 getNormal(vec3 p) {
float d = map(p).x;
vec2 e = vec2(.01, 0);
@@ -303,17 +296,25 @@ vec3 getNormal(vec3 p) {
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 0.0)
- {
- float d = rayMarch(ro, rd);
+ float d = rayMarch(ro, rd);
- if (d < 1000.)
- {
+ if (d < 500.) {
// Lighting
vec3 p = ro + rd * d;
float mat = map(p).y;
- // Light 1
- // Light 1 Position
- vec3 lightPos1 = vec3( 3, 5, 4);
+
// Light 1 Arguments
// 1: Ray starting point
// 2: Light position
// 3: Light intensity
// 4: Shadow intensity
- float dif = getLight(p, lightPos1, 0.75, 0.2);
+ float dif = 0.; //getLight(p, vec3( 2, 50, 2), .5, .2);
// Color for light 1
- col = vec3(dif * vec3(1));
+ // col = vec3(dif * vec3(0.9216, 0.9294, 0.9412));
// Light 2
- vec3 lightPos2 = vec3( -3, 5, -4);
- dif = getLight(p, lightPos2, 0.75, 0.1);
+ dif = getLight(p, vec3( -3, 5, 5), 1., 0.2);
// Color for light 2
- col += vec3(dif * vec3(0.5,0.2,0.1));
+ col += vec3(dif * vec3(0.502, 0.2824, 0.102));
+
+ dif = getLight(p, vec3( 3, -2, 5), 0.75, .8);
+ // Color for light 2
+ col += vec3(dif * vec3(0.2784, 0.3647, 0.6588));
+
+ vec3 n = getNormal(p);
+ vec3 dir = vec3(1. , 10., 1.);
+ float ind = clamp( dot( n, normalize(dir )), 0.0, 1.0 );
+ col += vec3(0.1216, 0.1216, 0.1137) * ind;
if(mat==0.){
- col *= vec3(1,1,1);
+ 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);
}
else if(mat==2.){
- 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);
+ 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., 0.1) + noise(p.xy*1000., 0.1);
+ }
+ else if(mat==4.){
+ col *= vec3(.1,0.1,0.1);
+ }
+
+ 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);
+
}
diff --git a/shader_minified.h b/shader_minified.h
index 4df6b92..0a05c3c 100644
--- a/shader_minified.h
+++ b/shader_minified.h
@@ -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(a0.)"
+ "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_
diff --git a/shader_new.glsl b/shader_new.glsl
new file mode 100644
index 0000000..bd45016
--- /dev/null
+++ b/shader_new.glsl
@@ -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 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 ));
+
+ }
+}
diff --git a/shadertoy.glsl b/shadertoy.glsl
index 5c34965..2787f6c 100644
--- a/shadertoy.glsl
+++ b/shadertoy.glsl
@@ -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