From e8f64b78bb304a6c4614f242b31f3f670b9a7a01 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Petri=20J=C3=A4rvisalo?= Date: Mon, 29 Jul 2024 08:56:13 +0300 Subject: [PATCH] =?UTF-8?q?ja=20lis=C3=A4=C3=A4=20optimointeja?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- shader.glsl | 175 ++++++++++------------- shader_minified.h | 356 +++++++++++++++++++++++----------------------- 2 files changed, 251 insertions(+), 280 deletions(-) diff --git a/shader.glsl b/shader.glsl index 1b2b5a8..707a7f6 100644 --- a/shader.glsl +++ b/shader.glsl @@ -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) 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); diff --git a/shader_minified.h b/shader_minified.h index 668f5ce..238178c 100644 --- a/shader_minified.h +++ b/shader_minified.h @@ -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)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)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_