diff --git a/base.config b/base.config index b8987aa..ef18196 100644 --- a/base.config +++ b/base.config @@ -18,10 +18,10 @@ RESOLUTION_UNIFORM_NAME='u_resolution' # Frame-to-texture, mipmaps -TWO_PASS_RENDERING=1 +TWO_PASS_RENDERING=0 FRAME_TO_TEXTURE=0 USE_MIPMAP=0 -SECOND_PASS_NEGATIVE_TIME=1 +SECOND_PASS_NEGATIVE_TIME=0 # Texts USE_TEXTS=1 diff --git a/minified.config b/minified.config index 1ffbf6c..3e74b8a 100644 --- a/minified.config +++ b/minified.config @@ -12,12 +12,12 @@ CRINKLER_ORDERTRIES=4000 SHADER_FILE=shader_minified.h TIME_UNIFORM_NAME='v' RESOLUTION_UNIFORM_NAME='y' -TEXTS_UNIFORM_NAME='a' +TEXTS_UNIFORM_NAME='f' USE_WIDECHAR_TEXTS=1 -TIME_DIVIDER=44100.000 -TIME_BASE=seconds -TIME_DIVIDER_INT=44100 -TWO_PASS_RENDERING=1 -SECOND_PASS_NEGATIVE_TIME=1 +TIME_DIVIDER=91241.383 +TIME_BASE=bars +TIME_DIVIDER_INT=91241 +TWO_PASS_RENDERING=0 +SECOND_PASS_NEGATIVE_TIME=0 USE_TEXTS=0 USE_TEXTS_UNIFORM=0 diff --git a/music/4k_sg_v2.xrns b/music/4k_sg_v2.xrns index 1ec9545..50642f9 100644 Binary files a/music/4k_sg_v2.xrns and b/music/4k_sg_v2.xrns differ diff --git a/petrinshader.glsl b/petrinshader.glsl new file mode 100644 index 0000000..c7d804d --- /dev/null +++ b/petrinshader.glsl @@ -0,0 +1,1007 @@ +precision mediump float; +uniform vec2 u_resolution; +uniform float u_time; +uniform sampler2D texture_sampler; +uniform sampler2D texts; + +struct Ray { + vec3 rd; + vec3 dir; +}; + +vec2 getUV(vec2 offset) { + vec2 uv = 2.0 *((gl_FragCoord.xy + offset*0.5)/u_resolution.xy - 0.5); + uv.x *= u_resolution.x/u_resolution.y; // Correct for aspect ratio + return uv; +} + +mat2 scale(vec2 scale){ + return mat2(1. / scale.x, 0.0, 0.0, 1./scale.y); +} + +//////////////////////////////////////////////////////////////// +// +// HG_SDF +// +// GLSL LIBRARY FOR BUILDING SIGNED DISTANCE BOUNDS +// +// version 2021-07-28 +// +// Check https://mercury.sexy/hg_sdf for updates +// and usage examples. Send feedback to spheretracing@mercury.sexy. +// +// Brought to you by MERCURY https://mercury.sexy/ +// +// +// +// Released dual-licensed under +// Creative Commons Attribution-NonCommercial (CC BY-NC) +// or +// MIT License +// at your choice. +// +// SPDX-License-Identifier: MIT OR CC-BY-NC-4.0 +// +// ///// + + +//////////////////////////////////////////////////////////////// +// +// HELPER FUNCTIONS/MACROS +// +//////////////////////////////////////////////////////////////// + +const float PI = 3.14159265; +const float TAU = (2.*PI); +const float PHI = sqrt(5.)*0.5 + 0.5; + +// Sign function that doesn't return 0 +float sgn(float x) { + return (x < 0. )? -1. : 1.; +} + +vec2 sgn(vec2 v) { + return vec2((v.x<0.)?-1.:1., (v.y<0.)?-1.:1.); +} + +float square (float x) { + return x*x; +} + +vec2 square (vec2 x) { + return x*x; +} + +vec3 square (vec3 x) { + return x*x; +} + +float lengthSqr(vec3 x) { + return dot(x, x); +} + + +// Maximum/minumum elements of a vector +float vmax(vec2 v) { + return max(v.x, v.y); +} + +float vmax(vec3 v) { + return max(max(v.x, v.y), v.z); +} + +float vmax(vec4 v) { + return max(max(v.x, v.y), max(v.z, v.w)); +} + +float vmin(vec2 v) { + return min(v.x, v.y); +} + +float vmin(vec3 v) { + return min(min(v.x, v.y), v.z); +} + +float vmin(vec4 v) { + return min(min(v.x, v.y), min(v.z, v.w)); +} + +//////////////////////////////////////////////////////////////// +// +// PRIMITIVE DISTANCE FUNCTIONS +// +//////////////////////////////////////////////////////////////// +// +// Conventions: +// +// Everything that is a distance function is called fSomething. +// The first argument is always a point in 2 or 3-space called

. +// Unless otherwise noted, (if the object has an intrinsic "up" +// side or direction) the y axis is "up" and the object is +// centered at the origin. +// +//////////////////////////////////////////////////////////////// + +float fSphere(vec3 p, float r) { + return length(p) - r; +} + +// Plane with normal n (n is normalized) at some distance from the origin +float fPlane(vec3 p, vec3 n, float distanceFromOrigin) { + return dot(p, n) + distanceFromOrigin; +} + +// Cheap Box: distance to corners is overestimated +float fBoxCheap(vec3 p, vec3 b) { //cheap box + return vmax(abs(p) - b); +} + +// Box: correct distance to corners +float fBox(vec3 p, vec3 b) { + vec3 d = abs(p) - b; + return length(max(d, vec3(0))) + vmax(min(d, vec3(0))); +} + +// Same as above, but in two dimensions (an endless box) +float fBox2Cheap(vec2 p, vec2 b) { + return vmax(abs(p)-b); +} + +float fBox2(vec2 p, vec2 b) { + vec2 d = abs(p) - b; + return length(max(d, vec2(0.))) + vmax(min(d, vec2(0.))); +} + + +// Endless "corner" +float fCorner (vec2 p) { + return length(max(p, vec2(0.))) + vmax(min(p, vec2(0.))); +} + +// Cylinder standing upright on the xz plane +float fCylinder(vec3 p, float r, float height) { + float d = length(p.xz) - r; + d = max(d, abs(p.y) - height); + return d; +} + +// Capsule: A Cylinder with round caps on both sides +float fCapsule(vec3 p, float r, float c) { + return mix(length(p.xz) - r, length(vec3(p.x, abs(p.y) - c, p.z)) - r, step(c, abs(p.y))); +} + +// Distance to line segment between and , used for fCapsule() version 2below +float fLineSegment(vec3 p, vec3 a, vec3 b) { + vec3 ab = b - a; + float t = clamp( dot(p - a, ab) / dot(ab, ab), 0., 1. ); + return length((ab*t + a) - p); +} + +// Capsule version 2: between two end points and with radius r +float fCapsule(vec3 p, vec3 a, vec3 b, float r) { + return fLineSegment(p, a, b) - r; +} + +// Torus in the XZ-plane +float fTorus(vec3 p, float smallRadius, float largeRadius) { + return length(vec2(length(p.xz) - largeRadius, p.y)) - smallRadius; +} + +// A circle line. Can also be used to make a torus by subtracting the smaller radius of the torus. +float fCircle(vec3 p, float r) { + float l = length(p.xz) - r; + return length(vec2(p.y, l)); +} + +// A circular disc with no thickness (i.e. a cylinder with no height). +// Subtract some value to make a flat disc with rounded edge. +float fDisc(vec3 p, float r) { + float l = length(p.xz) - r; + return l < 0. ? abs(p.y) : length(vec2(p.y, l)); +} + +// Hexagonal prism, circumcircle variant +float fHexagonCircumcircle(vec3 p, vec2 h) { + vec3 q = abs(p); + return max(q.y - h.y, max(q.x*sqrt(3.)*0.5 + q.z*0.5, q.z) - h.x); + //this is mathematically equivalent to this line, but less efficient: + //return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x); +} + +// Hexagonal prism, incircle variant +float fHexagonIncircle(vec3 p, vec2 h) { + return fHexagonCircumcircle(p, vec2(h.x*sqrt(3.)*0.5, h.y)); +} + +// Cone with correct distances to tip and base circle. Y is up, 0 is in the middle of the base. +float fCone(vec3 p, float radius, float height) { + vec2 q = vec2(length(p.xz), p.y); + vec2 tip = q - vec2(0, height); + vec2 mantleDir = normalize(vec2(height, radius)); + float mantle = dot(tip, mantleDir); + float d = max(mantle, -q.y); + float projected = dot(tip, vec2(mantleDir.y, -mantleDir.x)); + + // distance to tip + if ((q.y > height) && (projected < 0.)) { + d = max(d, length(tip)); + } + + // distance to base ring + if ((q.x > radius) && (projected > length(vec2(height, radius)))) { + d = max(d, length(q - vec2(radius, 0))); + } + return d; +} + +//////////////////////////////////////////////////////////////// +// +// DOMAIN MANIPULATION OPERATORS +// +//////////////////////////////////////////////////////////////// +// +// Conventions: +// +// Everything that modifies the domain is named pSomething. +// +// Many operate only on a subset of the three dimensions. For those, +// you must choose the dimensions that you want manipulated +// by supplying e.g. or +// +// 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