ja lisää optimointeja
This commit is contained in:
175
shader.glsl
175
shader.glsl
@ -1,12 +1,11 @@
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//precision mediump float;
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precision mediump float;
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uniform vec2 u_resolution;
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uniform float u_time;
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const float PI = 22./7.;
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// Rotate
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mat2 rot2D(float angle) {
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float s = sin(angle);
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float c = cos(angle);
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float s = sin(angle), c = cos(angle);
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return mat2(c, -s, s, c);
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}
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@ -18,15 +17,15 @@ float smax( float a, float b, float k )
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float hash(vec2 p)
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{
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p = 50.*fract( p*0.3183099);
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p = 50.*fract( p*0.3183099);
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return fract( p.x*p.y*(p.x+p.y) );
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}
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float noise( in vec2 p, float scale )
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float noise(vec2 p, float scale )
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{
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vec2 i = floor( p );
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vec2 f = fract( p );
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vec2 u = f*f*(3.-2.*f);
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vec2 i = floor( p ),
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f = fract( p ),
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u = f*f*(3.-2.*f);
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return -scale+scale*mix( mix( hash( i + vec2(0.0,0.0) ),
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hash( i + vec2(1.0,0.0) ), u.x),
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mix( hash( i + vec2(0.0,1.0) ),
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@ -51,7 +50,7 @@ float sdCappedCylinder( vec3 p, float h, float r )
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return min(max(d.x,d.y),0.0) + length(max(d,0.0));
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}
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float sdBox( in vec2 p, in vec2 r )
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float sdBox(vec2 p, vec2 r)
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{
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return length( max(abs(p)-r,0.) );
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}
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@ -85,39 +84,34 @@ const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0);
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*/
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// DELAYS
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const float STARTDELAY = 9.;
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const float glyphPhase = 2.;
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float STARTDELAY = 9.,
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glyphPhase = 2.;
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// COLORS
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vec3 fogColor1 = vec3(.4, .2, .4); // fog color1
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vec3 fogColor2 = vec3(.7, .4, .2); // fog color2
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vec3 indirColor = vec3(.2, .1, .3); // indirect light color
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vec3 light1Color = vec3(.9, .5, .7);
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vec3 light2Color = vec3(.8, .7, .5);
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vec3 chevronColor = vec3(.9, .3, 0.);
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vec3 fogColor1 = vec3(.4, .2, .4), // fog color1
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fogColor2 = vec3(.7, .4, .2), // fog color2
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indirColor = vec3(.2, .1, .3), // indirect light color
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light1Color = vec3(.9, .5, .7),
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light2Color = vec3(.8, .7, .5),
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chevronColor = vec3(.9, .3, 0.);
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// with duration d, startTime s and speed up with timeFact
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float timedSine(float maxCycles, float startTime, float timeFact) {
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startTime *= timeFact;
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float phase = ((u_time * timeFact) - startTime) / PI;
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return PI * min(phase, maxCycles);
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float timedSine(vec3 i) {
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i.y *= i.z;
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return PI * min(((u_time * i.z) - i.y) / PI, i.x);
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}
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float calcFactor (float startTime)
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{
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float factor = 9. + 9.*clamp(sin(timedSine(1.5, startTime, 4.) * 0.06), -.9, .9);
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return factor;
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return 9. + 9.*clamp(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9);
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}
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// Animate ring movements
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vec3 ringAnim( in vec3 p) {
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vec3 ringAnim(vec3 p) {
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for (float i = 0.; i < 7.; i++) {
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float rotateDelay = STARTDELAY + (i * glyphPhase);
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if(u_time > rotateDelay) {
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float o = 1.;
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if(mod(i,2.) >= 1.) {
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o = -1.;
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}
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float rotateDelay = STARTDELAY + (i * glyphPhase), o=1.;
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if(u_time > rotateDelay) {
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if(mod(i,2.) >= 1.) o = -1.;
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p.xy *= rot2D(calcFactor(rotateDelay)*o);
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}
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}
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@ -125,32 +119,30 @@ vec3 ringAnim( in vec3 p) {
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}
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// Animate prism movements
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float prismAnim(in float x, in float delay) {
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if(u_time >= delay) {
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x += (.045*clamp(sin((timedSine(3., delay, 40.) * .4)),-.8, .8));
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float prismAnim(vec2 i) {
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if(u_time >= i.y) {
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i.x += (.045*clamp(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8));
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}
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return x;
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return i.x;
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}
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//////////////
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// SCENE //
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//////////////
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vec2 map(in vec3 p)
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vec2 map(vec3 p)
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{
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float mat = 0.;
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// Stargate
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float mat = 0.,
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// Ring boxes
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float an = PI/12.;
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float anRot = floor(atan(p.y,p.x)/an + .5)*an;
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an = PI/12.,
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anRot = floor(atan(p.y,p.x)/an + .5)*an;
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vec3 q = p;
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q.xy = mat2(cos(anRot),-sin(anRot),
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sin(anRot), cos(anRot))*q.xy;
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float d = sdBox( q.xy - vec2(1.8,0.), vec2(0.24,0.14) ) - .02;
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float d = sdBox( q.xy - vec2(1.8,0.), vec2(0.24,0.14) ) - .02,
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// Main ring
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float d2 = abs(length(p.xy) - 1.8) - .2;
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d2 = abs(length(p.xy) - 1.8) - .2;
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d = min(d,d2);
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// Inner ring
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@ -162,6 +154,7 @@ vec2 map(in vec3 p)
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d = smax( d, abs(p.z)-.1, .02 );
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// Prisms
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for(float i = 0.; i < 8.; i++ ) {
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an = 24.67 / (PI * 2.); // sector size
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q = p;
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@ -178,7 +171,7 @@ vec2 map(in vec3 p)
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if (i > 0.) {
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q.x -= 1.95;
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vec3 q2 = q; // new point for movable parts
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if(u_time > rotateDelay) q2.x = prismAnim(q2.x, rotateDelay);
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if(u_time > rotateDelay) q2.x = prismAnim(vec2(q2.x, rotateDelay));
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float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5)-.01;
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d2 = max(- sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22,.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02);
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d2 = min(d2, prismTop);
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@ -191,8 +184,7 @@ vec2 map(in vec3 p)
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}
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//Rotating glyphs
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vec3 p2 = ringAnim(p);
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vec3 q2 = p2;
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vec3 p2 = ringAnim(p), q2=p2;
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an = PI/16.;
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q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy;
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d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02;
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@ -227,21 +219,18 @@ vec2 map(in vec3 p)
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////////////////
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float rayMarch(vec3 ro, vec3 rd) {
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float t = 0.; // total distance travelled
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float d;
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float d,t = 0.; // total distance travelled
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// Raymarching
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for (int i = 0; i < 90; i++) {
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vec3 p = ro + rd * t; // "cast" rays
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d = map(p).x; // Get distance to objects
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for (int i = 0; i < 90; i++) {
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d = map(ro + rd * t).x; // Get distance to objects
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t += d; // "march" the ray
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if (abs(d) < .002 || t > 400.) break;
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}
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return t;
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}
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vec3 getNormal(vec3 p) {
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float d = map(p).x;
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vec3 getNormal(vec3 p) {
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vec2 e = vec2(.01, 0.);
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vec3 n = d - vec3(
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vec3 n = map(p).x - vec3(
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map(p-e.xyy).x,
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map(p-e.yxy).x,
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map(p-e.yyx).x);
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@ -249,20 +238,17 @@ vec3 getNormal(vec3 p) {
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}
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float getLight(vec3 p, vec3 lightPos, float intensity, float shadow) {
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vec3 l = normalize(lightPos - p);
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vec3 n = getNormal(p);
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float dif = clamp(dot(n, l), 0., intensity);
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// Shadows
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float d = rayMarch(p+n*.0025, l);
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vec3 l = normalize(lightPos - p), n = getNormal(p);
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float dif = clamp(dot(n, l), 0., intensity),
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d = rayMarch(p+n*.0025, l);
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if(abs(d)<length(lightPos-p)) dif *= shadow;
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return dif;
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}
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vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
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float sunAmount = max( dot(rd, lightDir), 0. );
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vec3 fogColor = mix( fogColor1, // blue
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fogColor2, // yellow
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pow(sunAmount,8.));
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vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
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vec3 fogColor = mix( fogColor1, // blue
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fogColor2, // yellow
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pow(max( dot(rd, lightDir), 0.) ,8.));
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return mix( col, fogColor, 1.0 - exp(-t*b) );
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}
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@ -278,9 +264,8 @@ vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
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}
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vec3 postProcess(vec3 col) {
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// Vignette
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float radius = .9;
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col *= smoothstep(radius, radius-.4, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
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// Vignette
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col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
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// Colour mapping
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col *= vec3(.9, 0.8, 0.7);
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// gamma
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@ -295,10 +280,9 @@ vec3 cameraPos()
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// first zoom in to the gate
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vec3 cPos = vec3(0., clamp(6.-u_time,2.,6.), clamp((75.-u_time*8.),6.,75.));
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if (u_time > 7.5) cPos += vec3(0., clamp(7.5-u_time,-1.,0.), 0.);
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// close up shot for 1st glyph lock
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if (u_time > 10.5) cPos = vec3(2.,-1.,1.);
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//zoom away for 2nd glyph animation
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// zoom away for 2nd glyph animation
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if (u_time > 12.) cPos = vec3(-1., -1., 4.);
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//close up shot for the 2nd glyph lock
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@ -321,10 +305,9 @@ vec3 cameraPointAt() {
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}
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// flash screen with glyph color when it is locked
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vec3 colorFlashesAnim(in vec3 col) {
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float delay = 10.75;
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if(u_time > delay) {
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float x = smoothstep(-1.,.8,sin((timedSine(.8, delay, 8.)*2.)));
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vec3 colorFlashesAnim(vec3 col) {
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if(u_time > 10.75) {
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float x = smoothstep(-1.,.8,sin((timedSine(vec3(.8, 10.75, 8.))*2.)));
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col = mix(col, chevronColor * (x * 1.4), x *.76);
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}
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return col;
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@ -333,15 +316,15 @@ vec3 colorFlashesAnim(in vec3 col) {
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vec3 sceneGate(vec2 uv)
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{
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// Initialization
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vec3 ro = cameraPos();
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vec3 rd = getCameraRayDir(uv, ro, cameraPointAt(), 2.); // ray direction
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vec3 col = vec3(0.); // color
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vec3 ro = cameraPos(),
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rd = getCameraRayDir(uv, ro, cameraPointAt(), 2.),
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col = vec3(0.);
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float d = rayMarch(ro, rd);
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if (d < 150.) {
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// Lighting
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vec3 p = ro + rd * d;
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float mat = map(p).y;
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float mat = map(p).y,
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// Light 1 Arguments
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// 1: Ray starting point
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@ -350,7 +333,7 @@ vec3 sceneGate(vec2 uv)
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// 4: Shadow intensity
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// Light 2
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float dif = getLight(p, vec3( 10., 15., 25.), 1., .2);
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dif = getLight(p, vec3( 10., 15., 25.), 1., .2);
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col += dif * light1Color;
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dif = getLight(p, vec3( 4., 2., -15.), 1., 1.);
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@ -372,16 +355,14 @@ vec3 sceneGate(vec2 uv)
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else if(mat ==5.)
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col *= chevronColor; // activated glyph color
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}
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float fogAmount = .01;
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col = applyFog(col, d, rd, vec3(0., -.1, -1.), fogAmount);
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}
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col = applyFog(col, d, rd, vec3(0., -.1, -1.), .01);
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col = colorFlashesAnim(col); // animated color flash
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return postProcess(col);
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}
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void pMod1(inout float p, float size) {
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float halfsize = size*0.5;
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p = mod(p + halfsize, size) - halfsize;
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p = mod(p + size*0.5, size) - size*0.5;
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}
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void getQ(inout vec3 q, float i, float speed, float radius) {
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@ -393,8 +374,7 @@ void getQ(inout vec3 q, float i, float speed, float radius) {
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}
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vec2 map2(vec3 pos) {
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float d = 1e3;
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float mat;
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float d = 1e3, mat;
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pMod1(pos.z, 1.);
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for (float i = 0.; i < 90.; i++) {
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vec3 q = pos;
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@ -412,19 +392,17 @@ vec2 map2(vec3 pos) {
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}
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vec3 palette(float t) {
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vec3 a = vec3(0.5, 0.5, 0.5);
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vec3 b = vec3(1.0, 1.0, 1.0);
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vec3 c = vec3(1.0, 1.0, 1.0);
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vec3 d = vec3(0.0, 0.66, 0.33);
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vec3 a = vec3(0.5, 0.5, 0.5),
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b = vec3(1.0, 1.0, 1.0),
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c = vec3(1.0, 1.0, 1.0),
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d = vec3(0.0, 0.66, 0.33);
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return a + b * cos(6.3 * (c*t+d));
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}
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float rayMarch2(vec3 ro, vec3 rd) {
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float t = 0.;
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float d;
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for (int i = 0; i < 60; i++) {
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vec3 p = ro + rd * t;
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d = map2(p).x;
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float t = 0.,d;
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for (int i = 0; i < 60; i++) {
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d = map2(ro + rd * t).x;
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t += d;
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if (d < .002 || t > 20.) break;
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}
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@ -432,12 +410,11 @@ float rayMarch2(vec3 ro, vec3 rd) {
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}
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vec3 sceneTunnel(vec2 uv) {
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vec3 ro = vec3(0.,0.,u_time*2. );
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vec3 rd = normalize(vec3(uv, .7));
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float d = rayMarch2(ro, rd);
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vec3 p = ro + rd * d;
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float mat = map2(p).y;
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vec3 col = vec3(0., 0., .1);
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vec3 ro = vec3(0.,0.,u_time*2. ),
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col = vec3(0., 0., .1),
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rd = normalize(vec3(uv, .7));
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float d = rayMarch2(ro, rd),
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mat = map2( ro + rd * d).y;
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if (d < 10.) {
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if (mat == 0.) col = vec3( 0., .3, .6);
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if (mat == 1.) col = palette(1. - .4*d);
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@ -10,13 +10,13 @@ const char *__temp_cleaned_shader_glsl =
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"const float y=22./7.;"
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"mat2 f(float v)"
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"{"
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"float f=sin(v),m=cos(v);"
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"return mat2(m,-f,f,m);"
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"float m=sin(v),y=cos(v);"
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"return mat2(y,-m,m,y);"
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"}"
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"float f(float v,float f,float m)"
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"float f(float v,float y,float m)"
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"{"
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"float y=max(m-abs(v-f),0.);"
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"return max(v,f)+y*y*.25/m;"
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"float c=max(m-abs(v-y),0.);"
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"return max(v,y)+c*c*.25/m;"
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"}"
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"float n(vec2 v)"
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"{"
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@ -25,8 +25,8 @@ const char *__temp_cleaned_shader_glsl =
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"}"
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"float f(vec2 v,float y)"
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"{"
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"vec2 m=floor(v),f=fract(v),c=f*f*(3.-2.*f);"
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"return-y+y*mix(mix(n(m+vec2(0)),n(m+vec2(1,0)),c.x),mix(n(m+vec2(0,1)),n(m+vec2(1)),c.x),c.y);"
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"vec2 m=floor(v),c=fract(v),f=c*c*(3.-2.*c);"
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"return-y+y*mix(mix(n(m+vec2(0)),n(m+vec2(1,0)),f.x),mix(n(m+vec2(0,1)),n(m+vec2(1)),f.x),f.y);"
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"}"
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"float x(vec3 v)"
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"{"
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@ -36,10 +36,10 @@ const char *__temp_cleaned_shader_glsl =
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"{"
|
||||
"return length(v)-y;"
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"}"
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"float n(vec3 v,float f,float m)"
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"float n(vec3 v,float y,float m)"
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||||
"{"
|
||||
"vec2 c=abs(vec2(length(v.xy),v.z))-vec2(m,f);"
|
||||
"return min(max(c.x,c.y),0.)+length(max(c,0.));"
|
||||
"vec2 f=abs(vec2(length(v.xy),v.z))-vec2(m,y);"
|
||||
"return min(max(f.x,f.y),0.)+length(max(f,0.));"
|
||||
"}"
|
||||
"float x(vec3 v,vec3 y)"
|
||||
"{"
|
||||
@ -53,182 +53,178 @@ const char *__temp_cleaned_shader_glsl =
|
||||
"return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);"
|
||||
"}"
|
||||
"vec3 i=vec3(.4,.2,.4),c=vec3(.7,.4,.2),a=vec3(.2,.1,.3),k=vec3(.9,.5,.7),l=vec3(.8,.7,.5),p=vec3(.9,.3,0);"
|
||||
"float s(float v,float f,float x)"
|
||||
"float s(vec3 v)"
|
||||
"{"
|
||||
"f*=x;"
|
||||
"float i=(m*x-f)/y;"
|
||||
"return y*min(i,v);"
|
||||
"v.y*=v.z;"
|
||||
"return y*min((m*v.z-v.y)/y,v.x);"
|
||||
"}"
|
||||
"vec3 s(vec3 v)"
|
||||
"vec3 h(vec3 v)"
|
||||
"{"
|
||||
"for(float i=0.;i<7.;i++)"
|
||||
"for(float y=0.;y<7.;y++)"
|
||||
"{"
|
||||
"float y=9.+i*2.;"
|
||||
"if(m>y)"
|
||||
"float c=9.+y*2.,x=1.;"
|
||||
"if(m>c)"
|
||||
"{"
|
||||
"float c=1.;"
|
||||
"if(mod(i,2.)>=1.)"
|
||||
"c=-1.;"
|
||||
"v.xy*=f((9.+9.*clamp(sin(s(1.5,y,4.)*.06),-.9,.9))*c);"
|
||||
"if(mod(y,2.)>=1.)"
|
||||
"x=-1.;"
|
||||
"v.xy*=f((9.+9.*clamp(sin(s(vec3(1.5,c,4))*.06),-.9,.9))*x);"
|
||||
"}"
|
||||
"}"
|
||||
"return v;"
|
||||
"}"
|
||||
"float h(float v,float f)"
|
||||
"float r(vec2 v)"
|
||||
"{"
|
||||
"if(m>=f)"
|
||||
"v+=.045*clamp(sin(s(3.,f,40.)*.4),-.8,.8);"
|
||||
"return v;"
|
||||
"if(m>=v.y)"
|
||||
"v.x+=.045*clamp(sin(s(vec3(3,v.y,40))*.4),-.8,.8);"
|
||||
"return v.x;"
|
||||
"}"
|
||||
"vec2 h(vec3 v)"
|
||||
"vec2 e(vec3 v)"
|
||||
"{"
|
||||
"float c=0.,i=y/12.,r=floor(atan(v.y,v.x)/i+.5)*i;"
|
||||
"float c=0.,i=y/12.,z=floor(atan(v.y,v.x)/i+.5)*i;"
|
||||
"vec3 a=v;"
|
||||
"a.xy=mat2(cos(r),-sin(r),sin(r),cos(r))*a.xy;"
|
||||
"float l=length(max(abs(a.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,z=abs(length(v.xy)-1.8)-.2;"
|
||||
"l=min(l,z);"
|
||||
"z=abs(length(v.xy)-1.75)-.08;"
|
||||
"z=f(z,abs(v.z-.1)-.04,.005);"
|
||||
"l=max(-z,l);"
|
||||
"l=f(l,abs(v.z)-.1,.02);"
|
||||
"for(float e=0.;e<8.;e++)"
|
||||
"a.xy=mat2(cos(z),-sin(z),sin(z),cos(z))*a.xy;"
|
||||
"float e=length(max(abs(a.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,l=abs(length(v.xy)-1.8)-.2;"
|
||||
"e=min(e,l);"
|
||||
"l=abs(length(v.xy)-1.75)-.08;"
|
||||
"l=f(l,abs(v.z-.1)-.04,.005);"
|
||||
"e=max(-l,e);"
|
||||
"e=f(e,abs(v.z)-.1,.02);"
|
||||
"for(float d=0.;d<8.;d++)"
|
||||
"{"
|
||||
"i=24.67/(y*2.);"
|
||||
"a=v;"
|
||||
"r=i+(e+1.)*y/4.;"
|
||||
"if(e==1.)"
|
||||
"r+=.2;"
|
||||
"if(e==7.)"
|
||||
"r-=.2;"
|
||||
"a.xy=f(r)*a.xy;"
|
||||
"float p=9.+(e-1.)*2.+1.5;"
|
||||
"if(e>0.)"
|
||||
"z=i+(d+1.)*y/4.;"
|
||||
"if(d==1.)"
|
||||
"z+=.2;"
|
||||
"if(d==7.)"
|
||||
"z-=.2;"
|
||||
"a.xy=f(z)*a.xy;"
|
||||
"float p=9.+(d-1.)*2.+1.5;"
|
||||
"if(d>0.)"
|
||||
"{"
|
||||
"a.x-=1.95;"
|
||||
"vec3 d=a;"
|
||||
"vec3 g=a;"
|
||||
"if(m>p)"
|
||||
"d.x=h(d.x,p);"
|
||||
"g.x=r(vec2(g.x,p));"
|
||||
"float C=s(vec3(a.x-.06,a.yz),vec2(.1,.15))-.01;"
|
||||
"z=max(-s(vec3(d.x-.14,d.yz),vec2(.22))-.01,s(vec3(d),vec2(.2,.12))-.02);"
|
||||
"z=min(z,C);"
|
||||
"l=min(l,z);"
|
||||
"if(l==z)"
|
||||
"l=max(-s(vec3(g.x-.14,g.yz),vec2(.22))-.01,s(vec3(g),vec2(.2,.12))-.02);"
|
||||
"l=min(l,C);"
|
||||
"e=min(e,l);"
|
||||
"if(e==l)"
|
||||
"c=4.;"
|
||||
"if(l==C&&m>p+.2)"
|
||||
"if(e==C&&m>p+.2)"
|
||||
"c=5.;"
|
||||
"}"
|
||||
"}"
|
||||
"vec3 d=s(v),e=d;"
|
||||
"vec3 d=h(v),g=d;"
|
||||
"i=y/16.;"
|
||||
"e.xy=f(floor(atan(d.y,d.x)/i+.5)*i)*e.xy;"
|
||||
"z=x(e.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
|
||||
"l=min(l,z);"
|
||||
"if(l==z)"
|
||||
"g.xy=f(floor(atan(d.y,d.x)/i+.5)*i)*g.xy;"
|
||||
"l=x(g.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
|
||||
"e=min(e,l);"
|
||||
"if(e==l)"
|
||||
"c=4.;"
|
||||
"z=1e3;"
|
||||
"l=1e3;"
|
||||
"float p=1.5;"
|
||||
"for(int C=0;C<4;C++)"
|
||||
"{"
|
||||
"float k=x(vec3(v.x,v.y+p,v.z),vec3(2,.1,p))-.05;"
|
||||
"z=min(z,k);"
|
||||
"l=min(l,k);"
|
||||
"e=min(e,k);"
|
||||
"p+=.2;"
|
||||
"}"
|
||||
"if(l==z)"
|
||||
"if(e==l)"
|
||||
"c=2.;"
|
||||
"z=v.y+4.25+1.5*f(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.);"
|
||||
"l=min(l,z);"
|
||||
"if(l==z)"
|
||||
"l=v.y+4.25+1.5*f(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.);"
|
||||
"e=min(e,l);"
|
||||
"if(e==l)"
|
||||
"c=3.;"
|
||||
"z=1e3;"
|
||||
"z=max(-n(v,2.,clamp(2.-m*2.+46.,0.,2.)),n(v,.025,1.6)+x(v)*clamp((m-24.)*.5,0.,.25));"
|
||||
"z=max(z,n(v,.3,1.6));"
|
||||
"l=min(l,z);"
|
||||
"if(l==z)"
|
||||
"l=1e3;"
|
||||
"l=max(-n(v,2.,clamp(2.-m*2.+46.,0.,2.)),n(v,.025,1.6)+x(v)*clamp((m-24.)*.5,0.,.25));"
|
||||
"l=max(l,n(v,.3,1.6));"
|
||||
"e=min(e,l);"
|
||||
"if(e==l)"
|
||||
"c=1.;"
|
||||
"return vec2(l,c);"
|
||||
"return vec2(e,c);"
|
||||
"}"
|
||||
"float r(vec3 v,vec3 y)"
|
||||
"float e(vec3 v,vec3 y)"
|
||||
"{"
|
||||
"float i=0.,m;"
|
||||
"for(int f=0;f<90;f++)"
|
||||
"float m,l=0.;"
|
||||
"for(int i=0;i<90;i++)"
|
||||
"{"
|
||||
"vec3 l=v+y*i;"
|
||||
"m=h(l).x;"
|
||||
"i+=m;"
|
||||
"if(abs(m)<.002||i>4e2)"
|
||||
"m=e(v+y*l).x;"
|
||||
"l+=m;"
|
||||
"if(abs(m)<.002||l>4e2)"
|
||||
"break;"
|
||||
"}"
|
||||
"return i;"
|
||||
"}"
|
||||
"vec3 r(vec3 v)"
|
||||
"{"
|
||||
"float m=h(v).x;"
|
||||
"vec2 y=vec2(.01,0);"
|
||||
"vec3 l=m-vec3(h(v-y.xyy).x,h(v-y.yxy).x,h(v-y.yyx));"
|
||||
"return normalize(l);"
|
||||
"}"
|
||||
"float h(vec3 v,vec3 m,float y)"
|
||||
"{"
|
||||
"vec3 f=normalize(m-v),l=r(v);"
|
||||
"float c=clamp(dot(l,f),0.,1.),z=r(v+l*.0025,f);"
|
||||
"if(abs(z)<length(m-v))"
|
||||
"c*=y;"
|
||||
"return c;"
|
||||
"}"
|
||||
"vec3 r(vec2 v,vec3 y,vec3 m)"
|
||||
"{"
|
||||
"vec3 f=normalize(m-y),z=normalize(cross(vec3(0,1,0),f));"
|
||||
"return normalize(f*2.+v.x*z+v.y*cross(f,z));"
|
||||
"}"
|
||||
"vec3 e(vec3 f)"
|
||||
"{"
|
||||
"f*=smoothstep(.9,.5,length(gl_FragCoord.xy/v.xy-vec2(.5)));"
|
||||
"f*=vec3(.9,.8,.7);"
|
||||
"f=pow(f,vec3(.4545));"
|
||||
"return smoothstep(0.,1.,f);"
|
||||
"}"
|
||||
"vec3 e()"
|
||||
"{"
|
||||
"vec3 v=vec3(0,clamp(6.-m,2.,6.),clamp(75.-m*8.,6.,75.));"
|
||||
"if(m>7.5)"
|
||||
"v+=vec3(0,clamp(7.5-m,-1.,0.),0);"
|
||||
"if(m>10.5)"
|
||||
"v=vec3(2,-1,1);"
|
||||
"if(m>12.)"
|
||||
"v=vec3(-1,-1,4);"
|
||||
"return v;"
|
||||
"}"
|
||||
"vec3 f()"
|
||||
"{"
|
||||
"vec3 v=vec3(0,-.5,0);"
|
||||
"if(m>10.5)"
|
||||
"v=vec3(1.7,-1.1,0);"
|
||||
"if(m>12.)"
|
||||
"v=vec3(0,.1,0);"
|
||||
"return v;"
|
||||
"return l;"
|
||||
"}"
|
||||
"vec3 t(vec3 v)"
|
||||
"{"
|
||||
"vec2 m=vec2(.01,0);"
|
||||
"vec3 y=e(v).x-vec3(e(v-m.xyy).x,e(v-m.yxy).x,e(v-m.yyx));"
|
||||
"return normalize(y);"
|
||||
"}"
|
||||
"float e(vec3 v,vec3 m,float y)"
|
||||
"{"
|
||||
"vec3 l=normalize(m-v),c=t(v);"
|
||||
"float i=clamp(dot(c,l),0.,1.),f=e(v+c*.0025,l);"
|
||||
"if(abs(f)<length(m-v))"
|
||||
"i*=y;"
|
||||
"return i;"
|
||||
"}"
|
||||
"vec3 h(vec2 v,vec3 y,vec3 m)"
|
||||
"{"
|
||||
"vec3 l=normalize(m-y),c=normalize(cross(vec3(0,1,0),l));"
|
||||
"return normalize(l*2.+v.x*c+v.y*cross(l,c));"
|
||||
"}"
|
||||
"vec3 d(vec3 m)"
|
||||
"{"
|
||||
"m*=smoothstep(.9,.5,length(gl_FragCoord.xy/v.xy-vec2(.5)));"
|
||||
"m*=vec3(.9,.8,.7);"
|
||||
"m=pow(m,vec3(.4545));"
|
||||
"return smoothstep(0.,1.,m);"
|
||||
"}"
|
||||
"vec3 d()"
|
||||
"{"
|
||||
"vec3 y=vec3(0,clamp(6.-m,2.,6.),clamp(75.-m*8.,6.,75.));"
|
||||
"if(m>7.5)"
|
||||
"y+=vec3(0,clamp(7.5-m,-1.,0.),0);"
|
||||
"if(m>10.5)"
|
||||
"y=vec3(2,-1,1);"
|
||||
"if(m>12.)"
|
||||
"y=vec3(-1,-1,4);"
|
||||
"return y;"
|
||||
"}"
|
||||
"vec3 e()"
|
||||
"{"
|
||||
"vec3 y=vec3(0,-.5,0);"
|
||||
"if(m>10.5)"
|
||||
"y=vec3(1.7,-1.1,0);"
|
||||
"if(m>12.)"
|
||||
"y=vec3(0,.1,0);"
|
||||
"return y;"
|
||||
"}"
|
||||
"vec3 w(vec3 v)"
|
||||
"{"
|
||||
"if(m>10.75)"
|
||||
"{"
|
||||
"float f=smoothstep(-1.,.8,sin(s(.8,10.75,8.)*2.));"
|
||||
"v=mix(v,f*1.4*p,f*.76);"
|
||||
"float y=smoothstep(-1.,.8,sin(s(vec3(.8,10.75,8))*2.));"
|
||||
"v=mix(v,y*1.4*p,y*.76);"
|
||||
"}"
|
||||
"return v;"
|
||||
"}"
|
||||
"vec3 d(vec2 v)"
|
||||
"vec3 g(vec2 v)"
|
||||
"{"
|
||||
"vec3 m=e(),y=r(v,m,f()),z=vec3(0);"
|
||||
"float d=r(m,y);"
|
||||
"if(d<150.)"
|
||||
"vec3 m=d(),y=h(v,m,e()),z=vec3(0);"
|
||||
"float x=e(m,y);"
|
||||
"if(x<150.)"
|
||||
"{"
|
||||
"vec3 x=m+y*d;"
|
||||
"float C=h(x).y,n=h(x,vec3(10,15,25),.2);"
|
||||
"z+=n*k;"
|
||||
"n=h(x,vec3(4,2,-15),1.);"
|
||||
"z+=n*l;"
|
||||
"z+=a*clamp(dot(r(x),normalize(vec3(0,1,10))),0.,1.);"
|
||||
"vec3 g=m+y*x;"
|
||||
"float C=e(g).y,r=e(g,vec3(10,15,25),.2);"
|
||||
"z+=r*k;"
|
||||
"r=e(g,vec3(4,2,-15),1.);"
|
||||
"z+=r*l;"
|
||||
"z+=a*clamp(dot(t(g),normalize(vec3(0,1,10))),0.,1.);"
|
||||
"if(C==0.)"
|
||||
"z*=vec3(.3);"
|
||||
"else if(C==1.)"
|
||||
@ -236,82 +232,80 @@ const char *__temp_cleaned_shader_glsl =
|
||||
"else if(C==2.)"
|
||||
"z*=vec3(.3,.1,0);"
|
||||
"else if(C==3.)"
|
||||
"z*=vec3(.8,.8,.5)+f(x.xz*5e2+1e2,.3);"
|
||||
"z*=vec3(.8,.8,.5)+f(g.xz*5e2+1e2,.3);"
|
||||
"else if(C==4.)"
|
||||
"z*=vec3(.1);"
|
||||
"else if(C==5.)"
|
||||
"z*=p;"
|
||||
"}"
|
||||
"z=mix(z,mix(i,c,pow(max(dot(y,vec3(0,-.1,-1)),0.),8.)),1.-exp(-d*.01));"
|
||||
"z=t(z);"
|
||||
"return e(z);"
|
||||
"z=mix(z,mix(i,c,pow(max(dot(y,vec3(0,-.1,-1)),0.),8.)),1.-exp(-x*.01));"
|
||||
"z=w(z);"
|
||||
"return d(z);"
|
||||
"}"
|
||||
"void w(inout float v)"
|
||||
"void u(inout float v)"
|
||||
"{"
|
||||
"v=mod(v+.5,1.)-.5;"
|
||||
"}"
|
||||
"void d(inout vec3 v,float l,float i,float z)"
|
||||
"void d(inout vec3 v,float e,float l,float z)"
|
||||
"{"
|
||||
"v.z-=.5;"
|
||||
"v.xy*=f(sin(i*m*.25)*y);"
|
||||
"v.x-=z*sin(l/y);"
|
||||
"v.y-=z*cos(l/y);"
|
||||
"v.z+=l*.01;"
|
||||
"v.xy*=f(sin(l*m*.25)*y);"
|
||||
"v.x-=z*sin(e/y);"
|
||||
"v.y-=z*cos(e/y);"
|
||||
"v.z+=e*.01;"
|
||||
"}"
|
||||
"vec2 C(vec3 v)"
|
||||
"{"
|
||||
"float m=1e3,z;"
|
||||
"w(v.z);"
|
||||
"for(float f=0.;f<90.;f++)"
|
||||
"float m=1e3,y;"
|
||||
"u(v.z);"
|
||||
"for(float l=0.;l<90.;l++)"
|
||||
"{"
|
||||
"vec3 l=v;"
|
||||
"d(l,f,-1.,3.);"
|
||||
"float i=n(l,.05);"
|
||||
"m=min(m,i);"
|
||||
"if(m==i)"
|
||||
"z=0.;"
|
||||
"l=v;"
|
||||
"d(l,f,1.,.3);"
|
||||
"i=n(l,.01);"
|
||||
"m=min(m,i);"
|
||||
"if(m==i)"
|
||||
"z=1.;"
|
||||
"vec3 e=v;"
|
||||
"d(e,l,-1.,3.);"
|
||||
"float f=n(e,.05);"
|
||||
"m=min(m,f);"
|
||||
"if(m==f)"
|
||||
"y=0.;"
|
||||
"e=v;"
|
||||
"d(e,l,1.,.3);"
|
||||
"f=n(e,.01);"
|
||||
"m=min(m,f);"
|
||||
"if(m==f)"
|
||||
"y=1.;"
|
||||
"}"
|
||||
"return vec2(m,z);"
|
||||
"return vec2(m,y);"
|
||||
"}"
|
||||
"float C(vec3 v,vec3 y)"
|
||||
"{"
|
||||
"float i=0.,m;"
|
||||
"for(int f=0;f<60;f++)"
|
||||
"float m=0.,f;"
|
||||
"for(int i=0;i<60;i++)"
|
||||
"{"
|
||||
"vec3 l=v+y*i;"
|
||||
"m=C(l).x;"
|
||||
"i+=m;"
|
||||
"if(m<.002||i>20.)"
|
||||
"f=C(v+y*m).x;"
|
||||
"m+=f;"
|
||||
"if(f<.002||m>20.)"
|
||||
"break;"
|
||||
"}"
|
||||
"return i;"
|
||||
"return m;"
|
||||
"}"
|
||||
"vec3 g(vec2 v)"
|
||||
"vec3 E(vec2 v)"
|
||||
"{"
|
||||
"vec3 l=vec3(0,0,m*2.),z=normalize(vec3(v,.7));"
|
||||
"float f=C(l,z),c=C(l+z*f).y;"
|
||||
"vec3 y=vec3(0,0,.1);"
|
||||
"if(f<10.)"
|
||||
"vec3 y=vec3(0,0,m*2.),l=vec3(0,0,.1),c=normalize(vec3(v,.7));"
|
||||
"float e=C(y,c),f=C(y+c*e).y;"
|
||||
"if(e<10.)"
|
||||
"{"
|
||||
"if(c==0.)"
|
||||
"y=vec3(0,.3,.6);"
|
||||
"if(c==1.)"
|
||||
"y=vec3(.5)+vec3(1)*cos(6.3*(vec3(1)*(1.-.4*f)+vec3(0,.66,.33)));"
|
||||
"if(f==0.)"
|
||||
"l=vec3(0,.3,.6);"
|
||||
"if(f==1.)"
|
||||
"l=vec3(.5)+vec3(1)*cos(6.3*(vec3(1)*(1.-.4*e)+vec3(0,.66,.33)));"
|
||||
"}"
|
||||
"return y;"
|
||||
"return l;"
|
||||
"}"
|
||||
"void main()"
|
||||
"{"
|
||||
"vec2 l=(gl_FragCoord.xy*2.-v.xy)/v.y;"
|
||||
"vec2 y=(gl_FragCoord.xy*2.-v.xy)/v.y;"
|
||||
"gl_FragColor=m<29.?"
|
||||
"vec4(d(l),1):"
|
||||
"vec4(g(l),1);"
|
||||
"vec4(g(y),1):"
|
||||
"vec4(E(y),1);"
|
||||
"}";
|
||||
|
||||
#endif // SHADER_MINIFIED_H_
|
||||
|
||||
Reference in New Issue
Block a user