diff --git a/shader.glsl b/shader.glsl index 5b84fbb..1c9711d 100644 --- a/shader.glsl +++ b/shader.glsl @@ -57,11 +57,6 @@ float sdCappedCylinder( vec3 p, float h, float r ) return min(max(d.x,d.y),0.0) + length(max(d,0.0)); } -float sdBox(vec2 p, vec2 r) -{ - return length( max(abs(p)-r,0.) ); -} - float sdBox2(vec3 p, vec3 b) { vec3 q = abs(p) - b; return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.); @@ -107,13 +102,12 @@ SEA_WATER_COLOR =vec3(0.4,0.5,0.3); // with duration d, startTime s and speed up with timeFact float timedSine(vec3 i) { - i.y *= i.z; - return PI * min(((u_time * i.z) - i.y) / PI, i.x); + return min((u_time - i.y)*i.z, i.x*PI); } float calcFactor (float startTime) { - return 9. + 9.*clamp(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9); + return STARTDELAY + STARTDELAY*clamp(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9); } // Animate ring movements @@ -156,7 +150,7 @@ vec2 map(vec3 p, int displace) vec3 q = p; q.xy = mat2(cos(anRot),-sin(anRot), sin(anRot), cos(anRot))*q.xy; - float d = sdBox( q.xy - vec2(1.8,0.), vec2(0.24,0.14) ) - .02, + float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02, // Main ring d2 = abs(length(p.xy) - 1.8) - .2; @@ -236,9 +230,8 @@ vec2 map(vec3 p, int displace) uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22; choppy = mix(choppy,1.0,0.4); } - } - float cs = sdCappedCylinder(p, .025, 1.6) - h*0.15; - d2 = max(-sdCappedCylinder(p, 2.0, clamp((2.0 - 3.*(u_time - 23.0)),-.2,2.3)), cs); + } + d2 = max(-sdCappedCylinder(p, 2.0, min((2.0 - (u_time - 23.0)*3.),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15); d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7)); d = min(d, d2); if (d==d2) mat = 1.0; @@ -326,6 +319,8 @@ vec3 postProcess(vec3 col) { // Contrast = a col = smoothstep(0., 1., col); + // fade out at the end + col += 1.2 - vec3(clamp((32. - u_time)*.35, 0., 1.2)); return col; } @@ -337,8 +332,7 @@ vec3 cameraPos() // close up shot for 1st glyph lock if (u_time > 10.5) cPos = vec3(2.,-1.,1.); // zoom away for 2nd glyph animation - if (u_time > 12.) cPos = vec3(-1., -.7, 4.); - if (u_time > 13.) cPos =mix(vec3(-1., -.7, 4.), vec3(0., 0.5, -1.), (u_time - 13.)*0.3); + if (u_time > 12.) cPos = vec3(-1., -.7, 4.); return cPos; } @@ -347,8 +341,7 @@ vec3 cameraPointAt() { // look at 1st glyph if (u_time > 10.5) p = vec3(1.7,-1.1,0.); // look gate at distance - if(u_time > 12.) p = vec3(0.); - if (u_time > 13.) p = mix(vec3(0.), vec3(0., 2., -5.), (u_time - 13.)*0.3); + if(u_time > 12.) p = vec3(0.); return p; } @@ -361,6 +354,11 @@ vec3 colorFlashesAnim(vec3 col) { return col; } +vec3 addSpecular(vec3 nor, vec3 rod, float amount) +{ + return vec3(specular(nor,normalize(vec3(0.0,0.3,0.8)),normalize(rod),60.0))*amount; +} + vec3 sceneGate(vec2 uv) { // Initialization @@ -392,16 +390,15 @@ vec3 sceneGate(vec2 uv) col += indirColor * clamp( dot( n, normalize(vec3(0. , 1., 10.))), 0., 1.); if(mat==0.) - col *= vec3(.3) + vec3(specular(n,normalize(vec3(0.0,0.3,0.8)),normalize(rd),60.0))*0.5; - if(mat==1.){ + col *= vec3(.3) + addSpecular(n,rd,0.5); + if(mat==1.) col = getSeaColor(p, n, normalize(vec3(0.0,0.3,0.8)),normalize(rd)); //col = vec3(0.,0.,.5); // + (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)); - } if(mat==2.) - col *= vec3(.3, .1, .0)+ vec3(specular(n,normalize(vec3(0.0,0.3,0.8)),normalize(rd),60.0))*0.1; // - 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(.3, .1, .0)+ addSpecular(n,rd,0.1); // - 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); if(mat==3.) - col *= vec3(.8, .8, .5) + noise(p.xz*500.+100., .3,0); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1); + col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1); if(mat==4.) - col *= vec3(.1)+ vec3(specular(n,normalize(vec3(0.0,0.3,0.8)),normalize(rd),60.0))*0.5; + col *= vec3(.1)+ addSpecular(n,rd,0.5); if(mat ==5.) col *= chevronColor; // activated glyph color diff --git a/shader_minified.h b/shader_minified.h index 3369879..7c5ba98 100644 --- a/shader_minified.h +++ b/shader_minified.h @@ -85,7 +85,11 @@ const char *__temp_cleaned_shader_glsl = "m=mix(m,c,m);" "return pow(1.-pow(m.x*m.y,.65),y);" "}" +<<<<<<< HEAD "vec2 t(vec3 v,int a)" +======= + "vec2 e(vec3 v,int a)" +>>>>>>> 9c678c16119a84c2197603631430e7a36a9630fe "{" "float c=0.,i=m/12.,r=floor(atan(v.y,v.x)/i+.5)*i;" "vec3 s=v;" @@ -110,11 +114,19 @@ const char *__temp_cleaned_shader_glsl = "if(l>0.)" "{" "s.x-=1.95;" +<<<<<<< HEAD "vec3 t=s;" "if(y>z)" "t.x=e(vec2(t.x,z));" "float h=x(vec3(s.x-.06,s.yz),vec2(.1,.15))-.01;" "p=max(-x(vec3(t.x-.14,t.yz),vec2(.22))-.01,x(vec3(t),vec2(.2,.12))-.02);" +======= + "vec3 e=s;" + "if(y>z)" + "e.x=t(vec2(e.x,z));" + "float h=x(vec3(s.x-.06,s.yz),vec2(.1,.15))-.01;" + "p=max(-x(vec3(e.x-.14,e.yz),vec2(.22))-.01,x(vec3(e),vec2(.2,.12))-.02);" +>>>>>>> 9c678c16119a84c2197603631430e7a36a9630fe "p=min(p,h);" "d=min(d,p);" "if(d==p)" @@ -123,9 +135,15 @@ const char *__temp_cleaned_shader_glsl = "c=5.;" "}" "}" +<<<<<<< HEAD "vec3 t=x(v),l=t;" "i=m/16.;" "l.xy=f(floor(atan(t.y,t.x)/i+.5)*i)*l.xy;" +======= + "vec3 e=x(v),l=e;" + "i=m/16.;" + "l.xy=f(floor(atan(e.y,e.x)/i+.5)*i)*l.xy;" +>>>>>>> 9c678c16119a84c2197603631430e7a36a9630fe "p=n(l.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" "d=min(d,p);" "if(d==p)" @@ -151,10 +169,16 @@ const char *__temp_cleaned_shader_glsl = "{" "vec2 w=v.xy;" "for(int u=0;u<4;u++)" +<<<<<<< HEAD "k=e((w+y)*C,g),k+=e((w-y)*C,g),h+=k*F,w*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,F*=.22,g=mix(g,1.,.4);" "}" "float w=x(v,.025,1.6)-h*.15;" "p=max(-x(v,2.,clamp(2.-3.*(y-23.),-.2,2.3)),w);" +======= + "k=t((w+y)*C,g),k+=t((w-y)*C,g),h+=k*F,w*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,F*=.22,g=mix(g,1.,.4);" + "}" + "p=max(-x(v,2.,min(2.-(y-23.)*3.,2.3)),x(v,.025,1.6)-h*.15);" +>>>>>>> 9c678c16119a84c2197603631430e7a36a9630fe "p=max(p,x(v,.3,1.7));" "d=min(d,p);" "if(d==p)" @@ -166,7 +190,11 @@ const char *__temp_cleaned_shader_glsl = "float m,i=0.;" "for(int d=0;d<90;d++)" "{" +<<<<<<< HEAD "m=t(v+y*i,0).x;" +======= + "m=e(v+y*i,0).x;" +>>>>>>> 9c678c16119a84c2197603631430e7a36a9630fe "i+=m;" "if(abs(m)<.001||i>4e2)" "break;" @@ -176,16 +204,28 @@ const char *__temp_cleaned_shader_glsl = "vec3 h(vec3 v)" "{" "vec2 m=vec2(.01,0);" +<<<<<<< HEAD "vec3 y=t(v,1).x-vec3(t(v-m.xyy,1).x,t(v-m.yxy,1).x,t(v-m.yyx,1));" +======= + "vec3 y=e(v,1).x-vec3(e(v-m.xyy,1).x,e(v-m.yxy,1).x,e(v-m.yyx,1));" +>>>>>>> 9c678c16119a84c2197603631430e7a36a9630fe "return normalize(y);" "}" "float e(vec3 v,vec3 m,float y,vec3 d)" "{" +<<<<<<< HEAD "vec3 c=normalize(m-v);" "float x=clamp(dot(d,c),0.,1.),p=h(v+d*.0025,c);" "if(abs(p)>>>>>> 9c678c16119a84c2197603631430e7a36a9630fe "}" "float e(vec3 v,vec3 y,vec3 d)" "{" @@ -193,15 +233,24 @@ const char *__temp_cleaned_shader_glsl = "}" "vec3 h(vec3 v,vec3 m,vec3 y)" "{" +<<<<<<< HEAD "vec3 c=normalize(vec3(0,.3,.8));" "float p=clamp(1.-dot(m,-y),0.,1.);" "p=min(pow(p,5.),.5);" "vec3 i=mix(d+pow(dot(m,c)*.4+.6,60.)*r*.3,vec3(0,.5,1),p);" "i+=vec3(e(m,c,y))*.3;" +======= + "vec3 p=normalize(vec3(0,.3,.8));" + "float c=clamp(1.-dot(m,-y),0.,1.);" + "c=min(pow(c,5.),.5);" + "vec3 i=mix(d+pow(dot(m,p)*.4+.6,60.)*r*.3,vec3(0,.5,1),c);" + "i+=vec3(e(m,p,y))*.3;" +>>>>>>> 9c678c16119a84c2197603631430e7a36a9630fe "return i;" "}" "vec3 t(vec2 v,vec3 y,vec3 m)" "{" +<<<<<<< HEAD "vec3 d=normalize(m-y),c=normalize(cross(vec3(0,1,0),d));" "return normalize(d*2.+v.x*c+v.y*cross(d,c));" "}" @@ -234,9 +283,44 @@ const char *__temp_cleaned_shader_glsl = "if(y>13.)" "m=mix(vec3(0),vec3(0,2,-5),(y-13.)*.3);" "return m;" +======= + "vec3 d=normalize(m-y),p=normalize(cross(vec3(0,1,0),d));" + "return normalize(d*2.+v.x*p+v.y*cross(d,p));" +>>>>>>> 9c678c16119a84c2197603631430e7a36a9630fe "}" "vec3 w(vec3 v)" "{" +<<<<<<< HEAD +======= + "v*=vec3(.9,.8,.7);" + "v=pow(v,vec3(.4545));" + "v=smoothstep(0.,1.,v);" + "v+=1.2-vec3(clamp((37.-y)*.35,0.,1.2));" + "return v;" + "}" + "vec3 e()" + "{" + "vec3 v=vec3(0,clamp(6.-y,2.,6.),clamp(75.-y*8.,6.,75.));" + "if(y>7.5)" + "v+=vec3(0,clamp(7.5-y,-1.,0.),0);" + "if(y>10.5)" + "v=vec3(2,-1,1);" + "if(y>12.)" + "v=vec3(-1,-1,4);" + "return v;" + "}" + "vec3 f()" + "{" + "vec3 v=vec3(0,-.5,0);" + "if(y>10.5)" + "v=vec3(1.7,-1.1,0);" + "if(y>12.)" + "v=vec3(0,.1,0);" + "return v;" + "}" + "vec3 w(vec3 v)" + "{" +>>>>>>> 9c678c16119a84c2197603631430e7a36a9630fe "if(y>10.75)" "{" "float m=smoothstep(-1.,.8,sin(n(vec3(.8,10.75,8))*2.));" @@ -244,19 +328,34 @@ const char *__temp_cleaned_shader_glsl = "}" "return v;" "}" +<<<<<<< HEAD "vec3 l(vec2 v)" "{" +======= + "vec3 w(vec3 v,vec3 y,float m)" + "{" + "return vec3(e(v,normalize(vec3(0,.3,.8)),normalize(y)))*m;" + "}" + "vec3 l(vec2 v)" + "{" +>>>>>>> 9c678c16119a84c2197603631430e7a36a9630fe "vec3 m=e(),y=t(v,m,f()),d=vec3(0);" "float x=h(m,y);" "if(x<150.)" "{" +<<<<<<< HEAD "vec3 l=m+y*x,r=h(l);" "float g=t(l,0).y,z=e(l,vec3(10,15,25),.2,r);" +======= + "vec3 l=m+y*x,r=e(l);" + "float g=e(l,0).y,z=e(l,vec3(10,15,25),.2,r);" +>>>>>>> 9c678c16119a84c2197603631430e7a36a9630fe "d+=z*i;" "z=e(l,vec3(4,2,-15),1.,r);" "d+=z*k;" "d+=s*clamp(dot(r,normalize(vec3(0,1,10))),0.,1.);" "if(g==0.)" +<<<<<<< HEAD "d*=vec3(.3)+vec3(e(r,normalize(vec3(0,.3,.8)),normalize(y)))*.5;" "if(g==1.)" "d=h(l,r,normalize(y));" @@ -266,17 +365,37 @@ const char *__temp_cleaned_shader_glsl = "d*=vec3(.8,.8,.5)+n(l.xz*5e2+1e2,.3,0);" "if(g==4.)" "d*=vec3(.1)+vec3(e(r,normalize(vec3(0,.3,.8)),normalize(y)))*.5;" +======= + "d*=vec3(.3)+w(r,y,.5);" + "if(g==1.)" + "d=h(l,r,normalize(y));" + "if(g==2.)" + "d*=vec3(.3,.1,0)+w(r,y,.1);" + "if(g==3.)" + "d*=vec3(.8,.8,.5)+n(l.xz*5e2+1e5,.3,0);" + "if(g==4.)" + "d*=vec3(.1)+w(r,y,.5);" +>>>>>>> 9c678c16119a84c2197603631430e7a36a9630fe "if(g==5.)" "d*=p;" "}" "d=mix(d,mix(a,c,pow(max(dot(y,vec3(0,-.1,-1)),0.),8.)),1.-exp(-x*.01));" "d=w(d);" +<<<<<<< HEAD "return t(d);" "}" "void main()" "{" "vec2 m=(gl_FragCoord.xy*2.-v.xy)/v.y;" "gl_FragColor=vec4(l(m),1);" +======= + "return h(d);" + "}" + "void main()" + "{" + "vec2 y=(gl_FragCoord.xy*2.-v.xy)/v.y;" + "gl_FragColor=vec4(l(y),1);" +>>>>>>> 9c678c16119a84c2197603631430e7a36a9630fe "}"; #endif // SHADER_MINIFIED_H_