lisää optimointia
This commit is contained in:
210
shader.glsl
210
shader.glsl
@ -1,4 +1,4 @@
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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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@ -26,7 +26,7 @@ float noise( in 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*(3.0-2.0*f);
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vec2 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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@ -35,12 +35,15 @@ float noise( in vec2 p, float scale )
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float displacement( vec3 p )
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{
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return noise(10.*p.xy+u_time+1e3, 0.2) + 0.5*noise(10.*(p.xy+2.0)-u_time+1e3, 0.2);
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return noise(10.*p.xy+u_time+1e3, 0.2) + 0.5*noise(10.*(p.xy+2.0)-u_time+1e3, .2);
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}
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/////////////////
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// GEOMETRY //
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/////////////////
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float sdSphere(vec3 p, float r) {
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return length(p)-r;
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}
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float sdCappedCylinder( vec3 p, float h, float r )
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{
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@ -91,6 +94,7 @@ 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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// 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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@ -138,11 +142,11 @@ vec2 map(in vec3 p)
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// Stargate
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// Ring boxes
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const float an = PI/12.;
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float angrot = floor(atan(p.y,p.x)/an + .5)*an;
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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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vec3 q = p;
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q.xy = mat2(cos(angrot),-sin(angrot),
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sin(angrot), cos(angrot))*q.xy;
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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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// Main ring
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@ -150,85 +154,71 @@ vec2 map(in vec3 p)
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d = min(d,d2);
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// Inner ring
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float d3 = abs(length(p.xy) - 1.75) - .08;
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d3 = smax( d3, abs(p.z - .1)-.04, .005 );
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d = max(-d3,d);
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d2 = abs(length(p.xy) - 1.75) - .08;
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d2 = smax( d2, abs(p.z - .1)-.04, .005 );
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d = max(-d2,d);
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// Depth slice rings
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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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float secDist = PI / 4.; // sector distance
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float angle = 24.67 / (PI * 2.); // sector size
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vec3 q = p;
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float rotationIncrement = angle + ((i+1.)*secDist);
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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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anRot = an + (i+1.) * PI / 4.;
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// Nudge first and the last prism out of the ground
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if (i == 1.) rotationIncrement += .2;
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if (i == 7.) rotationIncrement -= .2;
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q.xy = rot2D(rotationIncrement) * q.xy;
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if (i == 1.) anRot += .2;
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if (i == 7.) anRot -= .2;
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q.xy = rot2D(anRot) * q.xy;
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float rotateDelay = STARTDELAY + ((i - 1.) * glyphPhase + 1.5);
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float rotateDelay = STARTDELAY + (i - 1.) * glyphPhase + 1.5;
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// We can now call each prism by it's index
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// draw all except the middle bottom prism
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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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float prismOut = sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22,.22), .5) - .01;
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float prismIn = sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02;
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float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) - .01;
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float d4 = max(-prismOut, prismIn);
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d4 = min(d4, prismTop);
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d = min(d, d4);
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if(u_time > rotateDelay) q2.x = prismAnim(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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d = min(d, d2);
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// glyph locking thing material
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if (d == d4) mat = 4.;
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if (d == d2) mat = 4.;
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// glyph locking prism material
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if( d == prismTop && u_time > rotateDelay + .2) mat = 5.;
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}
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}
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//Rotating glyphs
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vec3 p2 = ringAnim(p);
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float an2 = PI/16.;
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vec3 p2 = ringAnim(p);
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vec3 q2 = p2;
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q2.xy = rot2D(floor((atan(p2.y,p2.x)/an2) + .5)*an2)*q2.xy;
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float d5 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02;
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d = min(d, d5);
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if (d==d5) mat = 4.;
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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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d = min(d, d2);
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if (d==d2) mat = 4.;
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// Gate Base
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// Gate Base
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d2 = 1e3;
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float stepDist = 1.5;
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float steps = 1e3;
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for(int i = 0; i < 4; i++) {
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float step = sdBox2(vec3(p.x,p.y+stepDist,p.z), vec3(2., .1,stepDist)) - .05;
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steps = min(steps, step);
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d2 = min(d2, step);
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d = min(d, step);
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stepDist += .2;
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}
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if (d==d2) mat = 2.0;
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float sand = (p.y + 4.25) + 1.5*noise((vec2((p.x*.04),(p.z-40.)*.04))+100., 15.);
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//sand += noise(p.yz, .25); // + 0.025*noise(p.xz*50.+100., .05);
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d = min(d,sand);
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float water = 1000.;
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float cylinder1 = sdCappedCylinder ( p, .025, 1.6);
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float cylinder2 = sdCappedCylinder ( p, 2.0, clamp((2.0 - (u_time*2.0 - 2.0*23.0)),0.,2.0));
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float cylinder3 = sdCappedCylinder ( p, 0.3, 1.6);
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float disp = 0.;
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disp = displacement(p)*clamp(((u_time-24.0)*0.5), 0., 0.25);
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cylinder1 = cylinder1 + disp;
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water = max(-cylinder2, cylinder1);
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water = max(water, cylinder3);
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d = min(d, water);
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if (d==water) mat = 1.0;
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if (d==steps) mat = 2.0;
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if (d==sand) mat = 3.0;
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d2 = (p.y + 4.25) + 1.5*noise((vec2((p.x*.04),(p.z-40.)*.04))+100., 15.);
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d = min(d,d2);
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if (d==d2) mat = 3.0;
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d2 = 1e3;
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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));
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d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.6));
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d = min(d, d2);
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if (d==d2) mat = 1.0;
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return vec2( d, mat );
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}
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@ -335,15 +325,14 @@ 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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col = mix(col, vec3(.95, .35, .06) * (x * 1.4), x *.76);
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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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}
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void main()
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vec3 sceneGate(vec2 uv)
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{
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// Initialization
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vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y;
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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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@ -359,24 +348,14 @@ void main()
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// 2: Light position
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// 3: Light intensity
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// 4: Shadow intensity
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float dif = 0.; //getLight(p, vec3( 2, 50, 2), .5, .2);
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// Color for light 1
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// col = vec3(dif * vec3(0.9216, 0.9294, 0.9412));
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// Light 2
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dif = getLight(p, vec3( 10., 15., 25.), 1., .2);
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float 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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col += dif * light2Color;
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/*vec3 lightPosition = vec3(1.7,-1.1,0.3);
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float len = length( lightPosition - p);
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float att = 8.0 / (1.0 + 8.1*len + 0.01*len*len); // light attenuation
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if(u_time > 10.76) {
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col += vec3(dif * vec3(0.95, 0.35, 0.06) * att);
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}*/
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// indirect lightning -> vec3 in normalize is light direction
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col += indirColor * clamp( dot( getNormal(p), normalize(vec3(0. , 1., 10.))), 0., 1.);
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@ -391,13 +370,86 @@ void main()
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else if(mat==4.)
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col *= vec3(.1);
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else if(mat ==5.)
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col *= vec3(0.9, 0.3, 0.); // activated glyph color
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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 = col*exp(-d*fogAmount) + applyFog(col, d, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-d*fogAmount));
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col = applyFog(col, d, rd, vec3(0., -.1, -1.), fogAmount);
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col = colorFlashesAnim(col); // animated color flash
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gl_FragColor = vec4(postProcess(col), 1.);
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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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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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}
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void getQ(inout vec3 q, float i, float speed, float radius) {
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q.z -= .5;
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q.xy *= rot2D(sin(speed*u_time*.25)*PI);
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q.x -= radius * sin(i / PI);
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q.y -= radius * cos(i / PI);
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q.z += i * .01;
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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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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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getQ(q, i, -1., 3.);
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float b = sdSphere(q, 0.05);
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d = min(d, b);
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if (d == b) mat = 0.;
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q = pos;
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getQ(q, i, 1., .3);
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b = sdSphere(q, 0.01);
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d = min(d, b);
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if (d == b) mat = 1.;
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}
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return vec2(d, mat);
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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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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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t += d;
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if (d < .002 || t > 20.) break;
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}
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return t;
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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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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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}
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return col;
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}
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void main() {
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vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y;
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if (u_time < 29.) {
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gl_FragColor = vec4(sceneGate(uv), 1.);
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} else {
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gl_FragColor = vec4(sceneTunnel(uv), 1.);
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}
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}
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