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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