diff --git a/_shader.glsl b/_shader.glsl index 54758b9..1a72875 100644 --- a/_shader.glsl +++ b/_shader.glsl @@ -1,11 +1,7 @@ -#version 460 - precision mediump float; uniform vec2 u_resolution; uniform float u_time; uniform vec2 u_mouse; -out vec4 my_fragColor; - uniform sampler2D texture_sampler; uniform sampler2D texts; @@ -955,6 +951,6 @@ void main() // fade out at the end // finalColor*=vec3(clamp((120.-u_time)*.35, 0., 1.)); - my_fragColor = vec4(finalColor, 1.); + gl_FragColor = vec4(finalColor, 1.); } \ No newline at end of file diff --git a/minified.config b/minified.config index e277170..0787922 100644 --- a/minified.config +++ b/minified.config @@ -10,7 +10,7 @@ include $(PARENT_CONFIG) EXE_LINKER_PROGRAM=Crinkler CRINKLER_ORDERTRIES=4000 SHADER_FILE=shader_minified.h -TIME_UNIFORM_NAME='y' +TIME_UNIFORM_NAME='m' RESOLUTION_UNIFORM_NAME='v' TEXTS_UNIFORM_NAME='f' USE_WIDECHAR_TEXTS=1 diff --git a/shader.glsl b/shader.glsl index 97d6203..1b2b5a8 100644 --- a/shader.glsl +++ b/shader.glsl @@ -1,4 +1,4 @@ -// precision mediump float; +//precision mediump float; uniform vec2 u_resolution; uniform float u_time; const float PI = 22./7.; @@ -26,7 +26,7 @@ float noise( in vec2 p, float scale ) { vec2 i = floor( p ); vec2 f = fract( p ); - vec2 u = f*f*(3.0-2.0*f); + vec2 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) ), @@ -35,12 +35,15 @@ float noise( in vec2 p, float scale ) float displacement( vec3 p ) { - return noise(10.*p.xy+u_time+1e3, 0.2) + 0.5*noise(10.*(p.xy+2.0)-u_time+1e3, 0.2); + return noise(10.*p.xy+u_time+1e3, 0.2) + 0.5*noise(10.*(p.xy+2.0)-u_time+1e3, .2); } ///////////////// // GEOMETRY // ///////////////// +float sdSphere(vec3 p, float r) { + return length(p)-r; +} float sdCappedCylinder( vec3 p, float h, float r ) { @@ -91,6 +94,7 @@ 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.); // with duration d, startTime s and speed up with timeFact float timedSine(float maxCycles, float startTime, float timeFact) { @@ -138,11 +142,11 @@ vec2 map(in vec3 p) // Stargate // Ring boxes - const float an = PI/12.; - float angrot = floor(atan(p.y,p.x)/an + .5)*an; + float an = PI/12.; + float anRot = floor(atan(p.y,p.x)/an + .5)*an; vec3 q = p; - q.xy = mat2(cos(angrot),-sin(angrot), - sin(angrot), cos(angrot))*q.xy; + 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; // Main ring @@ -150,85 +154,71 @@ vec2 map(in vec3 p) d = min(d,d2); // Inner ring - float d3 = abs(length(p.xy) - 1.75) - .08; - d3 = smax( d3, abs(p.z - .1)-.04, .005 ); - d = max(-d3,d); + d2 = abs(length(p.xy) - 1.75) - .08; + d2 = smax( d2, abs(p.z - .1)-.04, .005 ); + d = max(-d2,d); // Depth slice rings d = smax( d, abs(p.z)-.1, .02 ); - // Prisms - - for(float i = 0.; i < 8.; i++ ) { - float secDist = PI / 4.; // sector distance - float angle = 24.67 / (PI * 2.); // sector size - vec3 q = p; - float rotationIncrement = angle + ((i+1.)*secDist); + // Prisms + for(float i = 0.; i < 8.; i++ ) { + an = 24.67 / (PI * 2.); // sector size + q = p; + anRot = an + (i+1.) * PI / 4.; // Nudge first and the last prism out of the ground - if (i == 1.) rotationIncrement += .2; - if (i == 7.) rotationIncrement -= .2; - q.xy = rot2D(rotationIncrement) * q.xy; + if (i == 1.) anRot += .2; + if (i == 7.) anRot -= .2; + q.xy = rot2D(anRot) * q.xy; - float rotateDelay = STARTDELAY + ((i - 1.) * glyphPhase + 1.5); + float rotateDelay = STARTDELAY + (i - 1.) * glyphPhase + 1.5; // We can now call each prism by it's index // draw all except the middle bottom prism 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); - float prismOut = sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22,.22), .5) - .01; - float prismIn = sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02; - float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) - .01; - float d4 = max(-prismOut, prismIn); - d4 = min(d4, prismTop); - d = min(d, d4); - + if(u_time > rotateDelay) q2.x = prismAnim(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); + d = min(d, d2); // glyph locking thing material - if (d == d4) mat = 4.; + if (d == d2) mat = 4.; // glyph locking prism material if( d == prismTop && u_time > rotateDelay + .2) mat = 5.; } } //Rotating glyphs - vec3 p2 = ringAnim(p); - float an2 = PI/16.; + vec3 p2 = ringAnim(p); vec3 q2 = p2; - q2.xy = rot2D(floor((atan(p2.y,p2.x)/an2) + .5)*an2)*q2.xy; - float d5 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02; - d = min(d, d5); - if (d==d5) mat = 4.; + 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; + d = min(d, d2); + if (d==d2) mat = 4.; - // Gate Base + // Gate Base + d2 = 1e3; float stepDist = 1.5; - float steps = 1e3; for(int i = 0; i < 4; i++) { float step = sdBox2(vec3(p.x,p.y+stepDist,p.z), vec3(2., .1,stepDist)) - .05; - steps = min(steps, step); + d2 = min(d2, step); d = min(d, step); stepDist += .2; } + if (d==d2) mat = 2.0; - float sand = (p.y + 4.25) + 1.5*noise((vec2((p.x*.04),(p.z-40.)*.04))+100., 15.); - //sand += noise(p.yz, .25); // + 0.025*noise(p.xz*50.+100., .05); - d = min(d,sand); - - float water = 1000.; - float cylinder1 = sdCappedCylinder ( p, .025, 1.6); - float cylinder2 = sdCappedCylinder ( p, 2.0, clamp((2.0 - (u_time*2.0 - 2.0*23.0)),0.,2.0)); - float cylinder3 = sdCappedCylinder ( p, 0.3, 1.6); - float disp = 0.; - disp = displacement(p)*clamp(((u_time-24.0)*0.5), 0., 0.25); - cylinder1 = cylinder1 + disp; - water = max(-cylinder2, cylinder1); - water = max(water, cylinder3); - d = min(d, water); - - if (d==water) mat = 1.0; - if (d==steps) mat = 2.0; - if (d==sand) mat = 3.0; + d2 = (p.y + 4.25) + 1.5*noise((vec2((p.x*.04),(p.z-40.)*.04))+100., 15.); + d = min(d,d2); + if (d==d2) mat = 3.0; + d2 = 1e3; + d2 = max(-sdCappedCylinder(p, 2.0, clamp((2.0 - (u_time*2.0 - 2.0*23.0)),0.,2.0)), sdCappedCylinder(p, .025, 1.6)+ displacement(p)*clamp(((u_time-24.0)*0.5), 0., 0.25)); + d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.6)); + d = min(d, d2); + if (d==d2) mat = 1.0; return vec2( d, mat ); } @@ -335,15 +325,14 @@ vec3 colorFlashesAnim(in vec3 col) { float delay = 10.75; if(u_time > delay) { float x = smoothstep(-1.,.8,sin((timedSine(.8, delay, 8.)*2.))); - col = mix(col, vec3(.95, .35, .06) * (x * 1.4), x *.76); + col = mix(col, chevronColor * (x * 1.4), x *.76); } return col; } -void main() +vec3 sceneGate(vec2 uv) { - // Initialization - vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y; + // Initialization vec3 ro = cameraPos(); vec3 rd = getCameraRayDir(uv, ro, cameraPointAt(), 2.); // ray direction vec3 col = vec3(0.); // color @@ -359,24 +348,14 @@ void main() // 2: Light position // 3: Light intensity // 4: Shadow intensity - float dif = 0.; //getLight(p, vec3( 2, 50, 2), .5, .2); - // Color for light 1 - // col = vec3(dif * vec3(0.9216, 0.9294, 0.9412)); // Light 2 - dif = getLight(p, vec3( 10., 15., 25.), 1., .2); + float dif = getLight(p, vec3( 10., 15., 25.), 1., .2); col += dif * light1Color; dif = getLight(p, vec3( 4., 2., -15.), 1., 1.); col += dif * light2Color; - /*vec3 lightPosition = vec3(1.7,-1.1,0.3); - float len = length( lightPosition - p); - float att = 8.0 / (1.0 + 8.1*len + 0.01*len*len); // light attenuation - if(u_time > 10.76) { - col += vec3(dif * vec3(0.95, 0.35, 0.06) * att); - }*/ - // indirect lightning -> vec3 in normalize is light direction col += indirColor * clamp( dot( getNormal(p), normalize(vec3(0. , 1., 10.))), 0., 1.); @@ -391,13 +370,86 @@ void main() else if(mat==4.) col *= vec3(.1); else if(mat ==5.) - col *= vec3(0.9, 0.3, 0.); // activated glyph color + col *= chevronColor; // activated glyph color } - float fogAmount = .01; - // col = col*exp(-d*fogAmount) + applyFog(col, d, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-d*fogAmount)); - col = applyFog(col, d, rd, vec3(0., -.1, -1.), fogAmount); - - col = colorFlashesAnim(col); // animated color flash - gl_FragColor = vec4(postProcess(col), 1.); + float fogAmount = .01; + col = applyFog(col, d, rd, vec3(0., -.1, -1.), fogAmount); + 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; +} + +void getQ(inout vec3 q, float i, float speed, float radius) { + q.z -= .5; + q.xy *= rot2D(sin(speed*u_time*.25)*PI); + q.x -= radius * sin(i / PI); + q.y -= radius * cos(i / PI); + q.z += i * .01; +} + +vec2 map2(vec3 pos) { + float d = 1e3; + float mat; + pMod1(pos.z, 1.); + for (float i = 0.; i < 90.; i++) { + vec3 q = pos; + getQ(q, i, -1., 3.); + float b = sdSphere(q, 0.05); + d = min(d, b); + if (d == b) mat = 0.; + q = pos; + getQ(q, i, 1., .3); + b = sdSphere(q, 0.01); + d = min(d, b); + if (d == b) mat = 1.; + } + return vec2(d, mat); +} + +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); + 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; + t += d; + if (d < .002 || t > 20.) break; + } + return t; +} + +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); + if (d < 10.) { + if (mat == 0.) col = vec3( 0., .3, .6); + if (mat == 1.) col = palette(1. - .4*d); + } + return col; +} + +void main() { + vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y; + if (u_time < 29.) { + gl_FragColor = vec4(sceneGate(uv), 1.); + } else { + gl_FragColor = vec4(sceneTunnel(uv), 1.); + } +} \ No newline at end of file diff --git a/shader_minified.h b/shader_minified.h index 4586aba..668f5ce 100644 --- a/shader_minified.h +++ b/shader_minified.h @@ -2,21 +2,21 @@ #ifndef SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_ # define VAR_u_resolution "v" -# define VAR_u_time "y" +# define VAR_u_time "m" const char *__temp_cleaned_shader_glsl = "uniform vec2 v;" - "uniform float y;" - "const float m=22./7.;" + "uniform float m;" + "const float y=22./7.;" "mat2 f(float v)" "{" - "float y=sin(v),f=cos(v);" - "return mat2(f,-y,y,f);" + "float f=sin(v),m=cos(v);" + "return mat2(m,-f,f,m);" "}" - "float f(float v,float y,float m)" + "float f(float v,float f,float m)" "{" - "float f=max(m-abs(v-y),0.);" - "return max(v,y)+f*f*.25/m;" + "float y=max(m-abs(v-f),0.);" + "return max(v,f)+y*y*.25/m;" "}" "float n(vec2 v)" "{" @@ -30,131 +30,133 @@ const char *__temp_cleaned_shader_glsl = "}" "float x(vec3 v)" "{" - "return f(10.*v.xy+y+1e3,.2)+.5*f(10.*(v.xy+2.)-y+1e3,.2);" + "return f(10.*v.xy+m+1e3,.2)+.5*f(10.*(v.xy+2.)-m+1e3,.2);" "}" - "float n(vec3 v,float y,float m)" + "float n(vec3 v,float y)" "{" - "vec2 f=abs(vec2(length(v.xy),v.z))-vec2(m,y);" - "return min(max(f.x,f.y),0.)+length(max(f,0.));" + "return length(v)-y;" "}" - "float n(vec3 v,vec3 y)" + "float n(vec3 v,float f,float m)" "{" - "vec3 f=abs(v)-y;" - "return length(max(f,0.))+min(max(f.x,max(f.y,f.z)),0.);" + "vec2 c=abs(vec2(length(v.xy),v.z))-vec2(m,f);" + "return min(max(c.x,c.y),0.)+length(max(c,0.));" "}" - "float x(vec3 v,vec2 y)" + "float x(vec3 v,vec3 y)" + "{" + "vec3 m=abs(v)-y;" + "return length(max(m,0.))+min(max(m.x,max(m.y,m.z)),0.);" + "}" + "float s(vec3 v,vec2 y)" "{" "v.xy*=f(.5);" "vec3 m=abs(v);" "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),s=vec3(.9,.5,.7),k=vec3(.8,.7,.5);" - "float x(float v,float f,float x)" + "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)" "{" "f*=x;" - "float i=(y*x-f)/m;" - "return m*min(i,v);" + "float i=(m*x-f)/y;" + "return y*min(i,v);" "}" - "vec3 p(vec3 v)" + "vec3 s(vec3 v)" "{" - "for(float m=0.;m<7.;m++)" + "for(float i=0.;i<7.;i++)" "{" - "float c=9.+m*2.;" - "if(y>c)" + "float y=9.+i*2.;" + "if(m>y)" "{" - "float i=1.;" - "if(mod(m,2.)>=1.)" - "i=-1.;" - "v.xy*=f((9.+9.*clamp(sin(x(1.5,c,4.)*.06),-.9,.9))*i);" + "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);" "}" "}" "return v;" "}" - "float p(float v,float f)" + "float h(float v,float f)" "{" - "if(y>=f)" - "v+=.045*clamp(sin(x(3.,f,40.)*.4),-.8,.8);" + "if(m>=f)" + "v+=.045*clamp(sin(s(3.,f,40.)*.4),-.8,.8);" "return v;" "}" "vec2 h(vec3 v)" "{" - "float c=0.;" - "const float i=m/12.;" - "float a=floor(atan(v.y,v.x)/i+.5)*i;" - "vec3 r=v;" - "r.xy=mat2(cos(a),-sin(a),sin(a),cos(a))*r.xy;" - "float e=length(max(abs(r.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;" - "e=min(e,abs(length(v.xy)-1.8)-.2);" - "float s=abs(length(v.xy)-1.75)-.08;" - "s=f(s,abs(v.z-.1)-.04,.005);" - "e=max(-s,e);" - "e=f(e,abs(v.z)-.1,.02);" - "for(float l=0.;l<8.;l++)" + "float c=0.,i=y/12.,r=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++)" "{" - "vec3 h=v;" - "float z=24.67/(m*2.)+(l+1.)*(m/4.);" - "if(l==1.)" - "z+=.2;" - "if(l==7.)" - "z-=.2;" - "h.xy=f(z)*h.xy;" - "float k=(l-1.)*2.+1.5+9.;" - "if(l>0.)" + "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.)" "{" - "h.x-=1.95;" - "vec3 d=h;" - "if(y>k)" - "d.x=p(d.x,k);" - "float t=x(vec3(d.x-.14,d.yz),vec2(.22))-.01,C=x(vec3(d),vec2(.2,.12))-.02,F=x(vec3(h.x-.06,h.yz),vec2(.1,.15))-.01,g=max(-t,C);" - "g=min(g,F);" - "e=min(e,g);" - "if(e==g)" + "a.x-=1.95;" + "vec3 d=a;" + "if(m>p)" + "d.x=h(d.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)" "c=4.;" - "if(e==F&&y>k+.2)" + "if(l==C&&m>p+.2)" "c=5.;" "}" "}" - "vec3 h=p(v);" - "float z=m/16.;" - "vec3 l=h;" - "l.xy=f(floor(atan(h.y,h.x)/z+.5)*z)*l.xy;" - "float g=n(l.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" - "e=min(e,g);" - "if(e==g)" + "vec3 d=s(v),e=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)" "c=4.;" - "float k=1.5,d=1e3;" - "for(int t=0;t<4;t++)" + "z=1e3;" + "float p=1.5;" + "for(int C=0;C<4;C++)" "{" - "float C=n(vec3(v.x,v.y+k,v.z),vec3(2,.1,k))-.05;" - "d=min(d,C);" - "e=min(e,C);" - "k+=.2;" + "float k=x(vec3(v.x,v.y+p,v.z),vec3(2,.1,p))-.05;" + "z=min(z,k);" + "l=min(l,k);" + "p+=.2;" "}" - "float C=v.y+4.25+1.5*f(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.);" - "e=min(e,C);" - "float t=1e3,F=n(v,.025,1.6),E=n(v,2.,clamp(2.-y*2.+46.,0.,2.)),D=n(v,.3,1.6),u=0.;" - "u=x(v)*clamp((y-24.)*.5,0.,.25);" - "F+=u;" - "t=max(-E,F);" - "t=max(t,D);" - "e=min(e,t);" - "if(e==t)" - "c=1.;" - "if(e==d)" + "if(l==z)" "c=2.;" - "if(e==C)" + "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)" "c=3.;" - "return vec2(e,c);" + "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)" + "c=1.;" + "return vec2(l,c);" "}" - "float h(vec3 v,vec3 y)" + "float r(vec3 v,vec3 y)" "{" - "float i=0.,f;" - "for(int e=0;e<90;e++)" + "float i=0.,m;" + "for(int f=0;f<90;f++)" "{" - "vec3 m=v+y*i;" - "f=h(m).x;" - "i+=f;" - "if(abs(f)<.002||i>4e2)" + "vec3 l=v+y*i;" + "m=h(l).x;" + "i+=m;" + "if(abs(m)<.002||i>4e2)" "break;" "}" "return i;" @@ -163,21 +165,21 @@ const char *__temp_cleaned_shader_glsl = "{" "float m=h(v).x;" "vec2 y=vec2(.01,0);" - "vec3 f=m-vec3(h(v-y.xyy).x,h(v-y.yxy).x,h(v-y.yyx));" - "return normalize(f);" + "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),e=r(v);" - "float i=clamp(dot(e,f),0.,1.),c=h(v+e*.0025,f);" - "if(abs(c)7.5)" - "v+=vec3(0,clamp(7.5-y,-1.,0.),0);" - "if(y>10.5)" + "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(y>12.)" + "if(m>12.)" "v=vec3(-1,-1,4);" "return v;" "}" "vec3 f()" "{" "vec3 v=vec3(0,-.5,0);" - "if(y>10.5)" + "if(m>10.5)" "v=vec3(1.7,-1.1,0);" - "if(y>12.)" + "if(m>12.)" "v=vec3(0,.1,0);" "return v;" "}" "vec3 t(vec3 v)" "{" - "if(y>10.75)" + "if(m>10.75)" "{" - "float f=smoothstep(-1.,.8,sin(x(.8,10.75,8.)*2.));" - "v=mix(v,f*1.4*vec3(.95,.35,.06),f*.76);" + "float f=smoothstep(-1.,.8,sin(s(.8,10.75,8.)*2.));" + "v=mix(v,f*1.4*p,f*.76);" "}" "return v;" "}" - "void main()" + "vec3 d(vec2 v)" "{" - "vec2 m=(gl_FragCoord.xy*2.-v.xy)/v.y;" - "vec3 y=e(),x=p(m,y,f()),l=vec3(0);" - "float d=h(y,x);" + "vec3 m=e(),y=r(v,m,f()),z=vec3(0);" + "float d=r(m,y);" "if(d<150.)" "{" - "vec3 z=y+x*d;" - "float g=h(z).y,C=0.;" - "C=h(z,vec3(10,15,25),.2);" - "l+=C*s;" - "C=h(z,vec3(4,2,-15),1.);" - "l+=C*k;" - "l+=a*clamp(dot(r(z),normalize(vec3(0,1,10))),0.,1.);" - "if(g==0.)" - "l*=vec3(.3);" - "else if(g==1.)" - "l*=vec3(0,0,.5);" - "else if(g==2.)" - "l*=vec3(.3,.1,0);" - "else if(g==3.)" - "l*=vec3(.8,.8,.5)+f(z.xz*5e2+1e2,.3);" - "else if(g==4.)" - "l*=vec3(.1);" - "else if(g==5.)" - "l*=vec3(.9,.3,0);" + "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.);" + "if(C==0.)" + "z*=vec3(.3);" + "else if(C==1.)" + "z*=vec3(0,0,.5);" + "else if(C==2.)" + "z*=vec3(.3,.1,0);" + "else if(C==3.)" + "z*=vec3(.8,.8,.5)+f(x.xz*5e2+1e2,.3);" + "else if(C==4.)" + "z*=vec3(.1);" + "else if(C==5.)" + "z*=p;" "}" - "l=mix(l,mix(i,c,pow(max(dot(x,vec3(0,-.1,-1)),0.),8.)),1.-exp(-d*.01));" - "l=t(l);" - "gl_FragColor=vec4(e(l),1);" + "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);" + "}" + "void w(inout float v)" + "{" + "v=mod(v+.5,1.)-.5;" + "}" + "void d(inout vec3 v,float l,float i,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;" + "}" + "vec2 C(vec3 v)" + "{" + "float m=1e3,z;" + "w(v.z);" + "for(float f=0.;f<90.;f++)" + "{" + "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.;" + "}" + "return vec2(m,z);" + "}" + "float C(vec3 v,vec3 y)" + "{" + "float i=0.,m;" + "for(int f=0;f<60;f++)" + "{" + "vec3 l=v+y*i;" + "m=C(l).x;" + "i+=m;" + "if(m<.002||i>20.)" + "break;" + "}" + "return i;" + "}" + "vec3 g(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.)" + "{" + "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)));" + "}" + "return y;" + "}" + "void main()" + "{" + "vec2 l=(gl_FragCoord.xy*2.-v.xy)/v.y;" + "gl_FragColor=m<29.?" + "vec4(d(l),1):" + "vec4(g(l),1);" "}"; #endif // SHADER_MINIFIED_H_ diff --git a/shader_old.glsl b/shader_old.glsl index 46c1be4..545cfc4 100644 --- a/shader_old.glsl +++ b/shader_old.glsl @@ -1,99 +1,74 @@ -uniform float time; -uniform vec2 resolution; +precision mediump float; +uniform float u_time; +uniform vec2 u_resolution; uniform sampler2D texture_sampler; uniform sampler2D texts; - -float zoom = 1.; -float gTime = 0.; - -float getBeat(void) { - return floor(abs(time*4.) / (60./145.) ); -} -float getBar(void) { - return floor(abs(time) / (60./145.)); -} - -vec2 csqr(vec2 a) { - return vec2(a.x * a.x - a.y * a.y, 2. * a.x * a.y); -} - mat2 rot(float a) { return mat2(cos(a), sin(a), -sin(a), cos(a)); } -float sdBox(vec3 p, vec3 b) { - vec3 q = abs(p) - b; - return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0); +float sdSphere(vec3 p, float r) { + return length(p)-r; } -float box(vec3 pos, float scale) { - pos *= scale; - float base = sdBox(pos, vec3(.4, .4, .2)) / 1.5; - pos.xy *= 5.; - pos.y -= 3.5; - pos.xy *= rot(.55); - float result = -base; - return result; +float pMod1(inout float p, float size) { + float halfsize = size*0.5; + float c = floor((p + halfsize)/size); + p = mod(p + halfsize, size) - halfsize; + return c; } -float box_set(vec3 pos, float time) { - vec3 pos_origin = pos; - pos = pos_origin; - pos.y += sin(gTime * 0.4) * 2.5; - pos.xy *= rot(.8); - float box1 = box(pos, 2. - abs(sin(gTime * 0.4)) * 1.5); - pos = pos_origin; - pos.y -= sin(gTime * 0.4) * 2.5; - pos.xy *= rot(.8); - float box2 = box(pos, 2. - abs(sin(gTime * 0.4)) * 1.5); - pos = pos_origin; - pos.x += sin(gTime * 0.4) * 2.5; - pos.xy *= rot(.8); - float box3 = box(pos, 2. - abs(sin(gTime * 0.4)) * 1.5); - pos = pos_origin; - pos.x -= sin(gTime * 0.4) * 2.5; - pos.xy *= rot(.8); - float box4 = box(pos, 2. - abs(sin(gTime * 0.4)) * 1.5); - pos = pos_origin; - pos.xy *= rot(.8); - float box5 = box(pos, .5) * 6.; - pos = pos_origin; - float box6 = box(pos, .5) * 6.; - float result = max(max(max(max(max(box1, box2), box3), box4), box5), box6); - return result; -} - -float map(vec3 pos, float time) { - float box_set1 = box_set(pos, time); - return box_set1; -} - -vec4 mainImage2(vec2 fragCoord) { - vec2 p = (fragCoord.xy * 2. - resolution.xy) / min(resolution.x, resolution.y); - vec3 ro = vec3( time * 4., -time , time * 8.); - vec3 ray = normalize(vec3(p, 0.55)); - ray.xy = ray.xy * rot(sin(time * .1) * 6.); - ray.yz = ray.yz * rot(sin(time * .01) * .2); - float t = 0.1; - vec3 col = vec3(0.); - float ac = 0.0; - - for(int i = 0; i < 99; i++) { - vec3 pos = -ro + ray * t; - pos = mod(pos - 2.5, 4.) - 2.; - gTime = time - float(i) * 0.01; - - float d = map(pos, time); - - d = max(abs(d), 0.03); - ac += exp(-d * 26.); - - t += d * 0.55; +vec2 map(vec3 pos) { + vec3 p = pos; + float d = 1e3; + float mat = 0.; + + for (float i = 0.; i < 60.; i++) { + vec3 q = p; + pMod1(q.z, 1.); + q.xy *= rot(sin(u_time*0.25)*3.); + q.x -= 1.5 * cos(i / 3.1415); + q.y -= 1.5 * sin(i / 3.1415); + q.z += (8. - i) * 0.01; + + float b = sdSphere(q, 0.02); + d = min(d, b); + if (d == b) { + mat = 0.; + } } - col = vec3(ac * 0.025); - col += vec3(0.1 + sin(time) * 0.2, 0.5, 0.); - return vec4(col, 1.0 - t * (0.02 + 0.02 * sin(time))); + + for (float i = 0.; i < 99.; i++) { + vec3 q = p; + pMod1(q.z, 1.); + q.z -= .5; + q.xy *= rot(cos(-u_time*0.25)*2.); + q.x -= 3. * cos(i / 3.1415); + q.y -= 3. * sin(i / 3.1415); + q.z += i * 0.01; + float b = sdSphere(q, 0.03); + d = min(d, b); + if (d == b) { + mat = 1.; + } + } + + for (float i = 0.; i < 20.; i++) { + vec3 q = p; + pMod1(q.z, 0.5); + q.xy *= rot(-sin(u_time)*1.5); + q.x -= .25 * cos(i / 3.1415); + q.y -= .25 * sin(i / 3.1415); + + float b = sdSphere(q, 0.01); + d = min(d, b); + if (d == b) { + mat = 2.; + } + } + + return vec2(d, mat); } vec3 palette(float t) { @@ -104,6 +79,59 @@ vec3 palette(float t) { return a + b * cos(6.28318 * (c*t+d)); } +vec2 rayMarch2(vec3 ro, vec3 rd) { + float t = 0.; + float d; + float ac = 0.; + for (int i = 0; i < 60; i++) { + vec3 p = ro + rd * t; // "cast" rays + d = map(p).x; // Get distance to objects + t += d; // "march" the ray + ac += exp(-d * 10.); + if (abs(d) < .002 || t > 20.) break; + } + return vec2(t, ac); +} + +vec4 mainImage2() { + vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y; + //vec3 ro = vec3( u_time * 4., -u_time , u_time * 8.); + vec3 ro=vec3(0,0,u_time ); + vec3 ray = normalize(vec3(uv, .7)); + ray.xy *= rot(sin(u_time)*0.5); + vec2 rm = rayMarch2(ro, ray); + float d = rm.x; + float ac = rm.y; + + vec3 p = ro + ray * d; + float mat = map(p).y; + + vec3 col = vec3(0.0235, 0.0157, 0.1451); + if (d < 10.) { + if (mat == 0.) { + col = mix(col, vec3( 0., 0.3, 0.6) + 1. * 0.1*d, 0.4) * ac * 0.3; + } + + if (mat == 1.) { + col = mix(col, palette(1. - 0.4*d), 0.2)*ac*0.5; + } + + if (mat == 2.) { + col = palette( 0.5 + (1. -0.75 * d ) * 0.4); + } + } + + + return vec4(col, 1.0); +} + +void main(void) { + gl_FragColor = mainImage2(); + +} + +/* + float rand(vec2 co) { float a = 12.9898; float b = 78.233; @@ -114,18 +142,18 @@ float rand(vec2 co) { } vec3 noise(vec2 uv) { - float rng = rand(vec2(uv.x+time, uv.y)); + float rng = rand(vec2(uv.x+u_time, uv.y)); vec3 col = vec3(0.0+rng*0.1, 0.2+rng*0.1, 0.4+rng*0.1); - col.x += sin(uv.x+time*0.2)*0.1; - col.y += sin(uv.y+time*0.2)*0.1; - col.z += sin(uv.y+time*0.2)*0.1; + col.x += sin(uv.x+u_time*0.2)*0.1; + col.y += sin(uv.y+u_time*0.2)*0.1; + col.z += sin(uv.y+u_time*0.2)*0.1; return col; } vec3 wave(vec2 uv, float phase, float _offset, float height, float waveLenght, float color) { - float val = -(sin(phase+uv.x*waveLenght+time) + (uv.y*6.+height)+_offset)*0.055; - val *= 1. + sin(phase + uv.x*waveLenght+time) + (uv.y*6.-height+_offset); + float val = -(sin(phase+uv.x*waveLenght+u_time) + (uv.y*6.+height)+_offset)*0.055; + val *= 1. + sin(phase + uv.x*waveLenght+u_time) + (uv.y*6.-height+_offset); //return smoothstep(0.0, 1.0, val) * palette(color/360.); return clamp(val, 0., .9) * palette(color/360.); } @@ -134,42 +162,44 @@ float gStartTime = 0.; float gPrevTime = -0.1; vec4 waveTexture(vec2 uv) { - uv.y = sin(uv.x*16. + time)/32. + uv.y-0.03; - uv.x -= (time-gStartTime)*0.2; + uv.y = sin(uv.x*16. + u_time)/32. + uv.y-0.03; + uv.x -= (u_time-gStartTime)*0.2; vec4 tex = texture2D(texts, uv); if (tex.y > 0. && (gPrevTime != gStartTime)) { - gStartTime = time; + gStartTime = u_time; gPrevTime = gStartTime; } return vec4(tex.rgb, 1.0); } - void TextScroller(out vec4 fragColor, in vec2 fragCoord) { // Normalized pixel coordinates (from -1 to 1, origo at 0,0) - vec2 uv = (fragCoord.xy * 2. - resolution.xy) / min(resolution.x, resolution.y); + vec2 uv = (fragCoord.xy * 2. - u_resolution.xy) / min(u_resolution.x, u_resolution.y); vec3 col = vec3(0., 0.4, 0.6); - col += wave(uv, 0., 1., 3., 1., sin(time+0.3)*90.); - col += wave(uv, sin(time), 0., 3., -1., sin(time-1.2)*120.); - col += wave(uv, -3., 0., 3., 1., sin(time+0.5)*90.); + col += wave(uv, 0., 1., 3., 1., sin(u_time+0.3)*90.); + col += wave(uv, sin(u_time), 0., 3., -1., sin(u_time-1.2)*120.); + col += wave(uv, -3., 0., 3., 1., sin(u_time+0.5)*90.); vec4 outBuf = waveTexture(uv * 0.1); - fragColor = max(mainImage2(gl_FragCoord.xy)*0.2, vec4(col*outBuf.xyz, 1.0)); // + vec4(random(uv*2.), 1.0); + fragColor = max(mainImage2()*0.2, vec4(col*outBuf.xyz, 1.0)); // + vec4(random(uv*2.), 1.0); } void main(void) { - TextScroller(gl_FragColor, gl_FragCoord.xy); - + gl_FragColor = mainImage2(); + // Get the initial color at this pixel. + // Get the initial color at this pixel. + /*else { mainImage2(gl_FragColor, gl_FragCoord.xy); vec4 l; - vec2 texttop = vec2(0., -.35), pt = (gl_FragCoord.xy / resolution) - texttop; + vec2 texttop = vec2(0., -.35), pt = (gl_FragCoord.xy / u_resolution) - texttop; if(pt.y > 0.) { l = gl_FragColor + texture2D(texts, pt); } gl_FragColor = l; - } */ + } } +*/