ja lisää optimointeja

This commit is contained in:
2024-07-29 08:56:13 +03:00
parent f5cfde0373
commit e8f64b78bb
2 changed files with 251 additions and 280 deletions

View File

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

View File

@ -10,13 +10,13 @@ const char *__temp_cleaned_shader_glsl =
"const float y=22./7.;"
"mat2 f(float v)"
"{"
"float f=sin(v),m=cos(v);"
"return mat2(m,-f,f,m);"
"float m=sin(v),y=cos(v);"
"return mat2(y,-m,m,y);"
"}"
"float f(float v,float f,float m)"
"float f(float v,float y,float m)"
"{"
"float y=max(m-abs(v-f),0.);"
"return max(v,f)+y*y*.25/m;"
"float c=max(m-abs(v-y),0.);"
"return max(v,y)+c*c*.25/m;"
"}"
"float n(vec2 v)"
"{"
@ -25,8 +25,8 @@ const char *__temp_cleaned_shader_glsl =
"}"
"float f(vec2 v,float y)"
"{"
"vec2 m=floor(v),f=fract(v),c=f*f*(3.-2.*f);"
"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);"
"vec2 m=floor(v),c=fract(v),f=c*c*(3.-2.*c);"
"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);"
"}"
"float x(vec3 v)"
"{"
@ -36,10 +36,10 @@ const char *__temp_cleaned_shader_glsl =
"{"
"return length(v)-y;"
"}"
"float n(vec3 v,float f,float m)"
"float n(vec3 v,float y,float m)"
"{"
"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_