ajotuksia + valo

This commit is contained in:
Teemu Järvisalo
2024-07-28 20:39:43 +03:00
parent 8f7befa8db
commit f7a6502ea2
2 changed files with 116 additions and 73 deletions

View File

@ -387,7 +387,7 @@ vec3 postProcess(vec3 col) {
// zoom camera on glyph lock for extra oomph // zoom camera on glyph lock for extra oomph
float cameraZoomAnim(float o) { float cameraZoomAnim(float o) {
float delay = 11.2; float delay = 10.7;
if(u_time > delay) { if(u_time > delay) {
o += (0.25 - smoothstep(-0.7,0.5,sin((timedSine(1.5, delay, 35.0))))) * 0.1; o += (0.25 - smoothstep(-0.7,0.5,sin((timedSine(1.5, delay, 35.0))))) * 0.1;
@ -439,7 +439,7 @@ vec3 cameraPointAt(vec3 p) {
// flash screen with glyph color when it is locked // flash screen with glyph color when it is locked
vec3 colorFlashesAnim(in vec3 col) { vec3 colorFlashesAnim(in vec3 col) {
float delay = 11.25; float delay = 10.75;
if(u_time > delay) { if(u_time > delay) {
float x = smoothstep(-1.0,0.8,sin((timedSine(0.8, delay, 8.0)*2.0))); float x = smoothstep(-1.0,0.8,sin((timedSine(0.8, delay, 8.0)*2.0)));
col = mix(col, glyphColor * (x * 1.4), x * 0.76); col = mix(col, glyphColor * (x * 1.4), x * 0.76);
@ -459,6 +459,8 @@ void main()
float d = rayMarch(ro, rd); float d = rayMarch(ro, rd);
if (d < 500.) { if (d < 500.) {
// Lighting // Lighting
vec3 p = ro + rd * d; vec3 p = ro + rd * d;
@ -474,6 +476,12 @@ void main()
// Color for light 1 // Color for light 1
// col = vec3(dif * vec3(0.9216, 0.9294, 0.9412)); // col = vec3(dif * vec3(0.9216, 0.9294, 0.9412));
// Light 2 // Light 2
dif = getLight(p, vec3( -3, 5, 5), 1., 0.2); dif = getLight(p, vec3( -3, 5, 5), 1., 0.2);
// Color for light 2 // Color for light 2
@ -483,6 +491,33 @@ void main()
// Color for light 2 // Color for light 2
col += vec3(dif * light2Color); col += vec3(dif * light2Color);
vec3 lightPosition = glyph1Pos;
lightPosition.z = lightPosition.z + 0.3;
// dif = getLight(p, lightPosition, 3.75, 1.0);
// float minLight = 0.01;
// float radius = sqrt(1.0 / (lightPosition * minLight))
vec3 ld = lightPosition-p;
float len = length( ld ); // Distance from the light to the surface point.
ld /= len; // Normalizing the light-to-surface, aka light-direction, vector.
// float lightAtten = min( 1.0 / ( 0.25*len*len ), 1.0 ); // Keeps things between 0 and 1.
// float att = clamp(1.0 - len/radius, 0.0, 1.0);
float att = 8.0 / (1.0 + 8.1*len + 0.01*len*len); // light attenuation
if(u_time > 10.76) {
col += vec3(dif * glyphColor * att);
}
vec3 n = getNormal(p); vec3 n = getNormal(p);
vec3 dir = vec3(1. , 10., 1.); vec3 dir = vec3(1. , 10., 1.);
float ind = clamp( dot( n, normalize(dir )), 0.0, 1.0 ); float ind = clamp( dot( n, normalize(dir )), 0.0, 1.0 );

View File

@ -37,12 +37,12 @@ const char *__temp_cleaned_shader_glsl =
"float m(vec3 v,vec3 y,vec3 m,float x)" "float m(vec3 v,vec3 y,vec3 m,float x)"
"{" "{"
"vec3 f=m-y,c=v-y;" "vec3 f=m-y,c=v-y;"
"float i=dot(f,f),a=dot(c,f),s=length(c*i-f*a)-x*i,z=abs(a-i*.5)-i*.5,d=s*s,F=z*z*i,g=max(s,z)<0.?" "float i=dot(f,f),a=dot(c,f),s=length(c*i-f*a)-x*i,z=abs(a-i*.5)-i*.5,d=s*s,D=z*z*i,g=max(s,z)<0.?"
"-min(d,F):" "-min(d,D):"
"(s>0.?" "(s>0.?"
"d:" "d:"
"0.)+(z>0.?" "0.)+(z>0.?"
"F:" "D:"
"0.);" "0.);"
"return sign(g)*sqrt(abs(g))/i;" "return sign(g)*sqrt(abs(g))/i;"
"}" "}"
@ -62,12 +62,12 @@ const char *__temp_cleaned_shader_glsl =
"if(v.x+y*v.y>0.)" "if(v.x+y*v.y>0.)"
"v.xy=vec2(v.x-y*v.y,-y*v.x-v.y)/2.;" "v.xy=vec2(v.x-y*v.y,-y*v.x-v.y)/2.;"
"v.x-=clamp(v.x,-2.,0.);" "v.x-=clamp(v.x,-2.,0.);"
"float i=length(v.xy)*sign(-v.y)*f.x,c=abs(v.z)-f.y;" "float i=length(v.xy)*sign(-v.y)*f.x,z=abs(v.z)-f.y;"
"return length(max(vec2(i,c),0.))+min(max(i,c),0.);" "return length(max(vec2(i,z),0.))+min(max(i,z),0.);"
"}" "}"
"vec3 y=vec3(0,-.5,0);" "vec3 y=vec3(0,-.5,0);"
"const vec3 a=vec3(1.7,-1.1,0),c=vec3(2,0,0),p=vec3(1.5,1.4,0),r=vec3(0,2,0),z=vec3(1.5,1.4,0),C=vec3(-1.5,1.4,0),D=vec3(-1.7,-1.1,0);" "const vec3 l=vec3(1.7,-1.1,0),c=vec3(2,0,0),a=vec3(1.5,1.4,0),z=vec3(0,2,0),p=vec3(1.5,1.4,0),r=vec3(-1.5,1.4,0),C=vec3(-1.7,-1.1,0);"
"vec3 l=vec3(.95,.35,.06),d=vec3(.44,.29,.46),F=vec3(.75,.45,.23),L=vec3(.29,.17,.35),g=vec3(.7,.27,.09),J=vec3(.09,.05,.66),e=vec3(.91,.57,.73),H=vec3(.83,.71,.54);" "vec3 d=vec3(.95,.35,.06),g=vec3(.44,.29,.46),D=vec3(.75,.45,.23),F=vec3(.29,.17,.35),K=vec3(.7,.27,.09),J=vec3(.09,.05,.66),e=vec3(.91,.57,.73),H=vec3(.83,.71,.54);"
"float m(float y,float f,float m)" "float m(float y,float f,float m)"
"{" "{"
"float i=2.*acos(-1.)/2.;" "float i=2.*acos(-1.)/2.;"
@ -103,56 +103,56 @@ const char *__temp_cleaned_shader_glsl =
"{" "{"
"float y=0.;" "float y=0.;"
"const float i=2.*acos(-1.)/24.;" "const float i=2.*acos(-1.)/24.;"
"float x=floor(atan(f.y,f.x)/i+.5)*i;" "float z=floor(atan(f.y,f.x)/i+.5)*i;"
"vec3 r=f;" "vec3 r=f;"
"r.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*r.xy;" "r.xy=mat2(cos(z),-sin(z),sin(z),cos(z))*r.xy;"
"float c=length(max(abs(r.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;" "float c=length(max(abs(r.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;"
"c=min(c,abs(length(f.xy)-1.8)-.2);" "c=min(c,abs(length(f.xy)-1.8)-.2);"
"float e=abs(length(f.xy)-1.75)-.08;" "float x=abs(length(f.xy)-1.75)-.08;"
"e=n(e,abs(f.z-.1)-.04,.005);" "x=n(x,abs(f.z-.1)-.04,.005);"
"c=max(-e,c);" "c=max(-x,c);"
"c=n(c,abs(f.z)-.1,.02);" "c=n(c,abs(f.z)-.1,.02);"
"float z=1.;" "float a=1.;"
"for(int a=0;a<8;a++)" "for(int e=0;e<8;e++)"
"{" "{"
"vec3 d=f;" "vec3 d=f;"
"float g=24.67/(2.*acos(-1.))+z*(2.*acos(-1.)/8.);" "float g=24.67/(2.*acos(-1.))+a*(2.*acos(-1.)/8.);"
"if(a==1)" "if(e==1)"
"g+=.2;" "g+=.2;"
"if(a==7)" "if(e==7)"
"g-=.2;" "g-=.2;"
"d.xy=n(g)*d.xy;" "d.xy=n(g)*d.xy;"
"float F=(z-2.)*2.+1.5+9.;" "float D=(a-2.)*2.+1.5+9.;"
"if(a>0)" "if(e>0)"
"{" "{"
"d.x-=1.95;" "d.x-=1.95;"
"vec3 l=d;" "vec3 l=d;"
"if(v>F)" "if(v>D)"
"l.x=h(l.x,F);" "l.x=h(l.x,D);"
"float J=s(vec3(l.x-.14,l.yz),vec2(.22))-.01,H=s(vec3(l),vec2(.2,.12))-.02,w=s(vec3(d.x-.06,d.yz),vec2(.1,.15))-.01,L=max(-J,H);" "float J=s(vec3(l.x-.14,l.yz),vec2(.22))-.01,H=s(vec3(l),vec2(.2,.12))-.02,w=s(vec3(d.x-.06,d.yz),vec2(.1,.15))-.01,K=max(-J,H);"
"L=min(L,w);" "K=min(K,w);"
"c=min(c,L);" "c=min(c,K);"
"if(c==L)" "if(c==K)"
"y=4.;" "y=4.;"
"if(c==w)" "if(c==w)"
"if(v>F+.2)" "if(v>D+.2)"
"y=5.;" "y=5.;"
"}" "}"
"z+=1.;" "a+=1.;"
"}" "}"
"vec3 a=h(f);" "vec3 d=h(f);"
"float F=2.*acos(-1.)/32.;" "float e=2.*acos(-1.)/32.;"
"vec3 d=a;" "vec3 l=d;"
"d.xy=n(floor(atan(a.y,a.x)/F+.5)*F)*d.xy;" "l.xy=n(floor(atan(d.y,d.x)/e+.5)*e)*l.xy;"
"float l=m(d.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" "float D=m(l.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
"c=min(c,l);" "c=min(c,D);"
"if(c==l)" "if(c==D)"
"y=4.;" "y=4.;"
"float g=1.5,L=1e3;" "float g=1.5,K=1e3;"
"for(int J=0;J<4;J++)" "for(int J=0;J<4;J++)"
"{" "{"
"float w=m(vec3(f.x,f.y+g,f.z),vec3(2,.1,g))-.05;" "float w=m(vec3(f.x,f.y+g,f.z),vec3(2,.1,g))-.05;"
"L=min(L,w);" "K=min(K,w);"
"c=min(c,w);" "c=min(c,w);"
"g+=.2;" "g+=.2;"
"}" "}"
@ -160,15 +160,15 @@ const char *__temp_cleaned_shader_glsl =
"w+=n(f.yz,.25);" "w+=n(f.yz,.25);"
"w+=.025*n(f.xz*50.+1e2,.05);" "w+=.025*n(f.xz*50.+1e2,.05);"
"c=min(c,w);" "c=min(c,w);"
"float J=1e3,H=m(f,vec3(0),vec3(0,0,-.01),1.6),p=m(f,vec3(0,0,1),vec3(0,0,-1),clamp(2.-v*2.+46.,0.,2.)),C=m(f,vec3(0,0,1),vec3(0,0,-1),1.6),A=0.;" "float J=1e3,H=m(f,vec3(0),vec3(0,0,-.01),1.6),p=m(f,vec3(0,0,1),vec3(0,0,-1),clamp(2.-v*2.+46.,0.,2.)),C=m(f,vec3(0,0,1),vec3(0,0,-1),1.6),F=0.;"
"A=m(f)*clamp((v-24.)*.5,0.,.25);" "F=m(f)*clamp((v-24.)*.5,0.,.25);"
"H+=A;" "H+=F;"
"J=max(-p,H);" "J=max(-p,H);"
"J=max(J,C);" "J=max(J,C);"
"c=min(c,J);" "c=min(c,J);"
"if(c==J)" "if(c==J)"
"y=1.;" "y=1.;"
"else if(c==L)" "else if(c==K)"
"y=2.;" "y=2.;"
"else if(c==w)" "else if(c==w)"
"y=3.;" "y=3.;"
@ -179,8 +179,8 @@ const char *__temp_cleaned_shader_glsl =
"float f=0.,c;" "float f=0.,c;"
"for(int i=0;i<100;i++)" "for(int i=0;i<100;i++)"
"{" "{"
"vec3 x=v+y*f;" "vec3 z=v+y*f;"
"c=w(x).x;" "c=w(z).x;"
"f+=c;" "f+=c;"
"if(c<.001||f>5e2)" "if(c<.001||f>5e2)"
"break;" "break;"
@ -197,15 +197,15 @@ const char *__temp_cleaned_shader_glsl =
"float A(vec3 v,vec3 f,float y,float m)" "float A(vec3 v,vec3 f,float y,float m)"
"{" "{"
"vec3 c=normalize(f-v),i=A(v);" "vec3 c=normalize(f-v),i=A(v);"
"float x=clamp(dot(i,c),0.,y),a=t(v+i*.0025,c);" "float x=clamp(dot(i,c),0.,y),z=t(v+i*.0025,c);"
"if(a<length(f-v))" "if(z<length(f-v))"
"x*=m;" "x*=m;"
"return x;" "return x;"
"}" "}"
"vec3 A(vec2 v,vec3 y,vec3 f)" "vec3 A(vec2 v,vec3 y,vec3 f)"
"{" "{"
"vec3 c=normalize(f-y),a=normalize(cross(vec3(0,1,0),c));" "vec3 c=normalize(f-y),z=normalize(cross(vec3(0,1,0),c));"
"return normalize(c*2.+v.x*a+v.y*cross(c,a));" "return normalize(c*2.+v.x*z+v.y*cross(c,z));"
"}" "}"
"vec3 B(vec3 v)" "vec3 B(vec3 v)"
"{" "{"
@ -215,8 +215,8 @@ const char *__temp_cleaned_shader_glsl =
"}" "}"
"float E(float y)" "float E(float y)"
"{" "{"
"if(v>11.2)" "if(v>10.7)"
"y+=(.25-smoothstep(-.7,.5,sin(m(1.5,11.2,35.))))*.1;" "y+=(.25-smoothstep(-.7,.5,sin(m(1.5,10.7,35.))))*.1;"
"return y;" "return y;"
"}" "}"
"vec3 A()" "vec3 A()"
@ -234,51 +234,59 @@ const char *__temp_cleaned_shader_glsl =
"vec3 G(vec3 y)" "vec3 G(vec3 y)"
"{" "{"
"if(v>10.5)" "if(v>10.5)"
"y=a;" "y=l;"
"if(v>12.)" "if(v>12.)"
"y=vec3(0,.1,0);" "y=vec3(0,.1,0);"
"return y;" "return y;"
"}" "}"
"vec3 I(vec3 f)" "vec3 I(vec3 f)"
"{" "{"
"if(v>11.25)" "if(v>10.75)"
"{" "{"
"float y=smoothstep(-1.,.8,sin(m(.8,11.25,8.)*2.));" "float y=smoothstep(-1.,.8,sin(m(.8,10.75,8.)*2.));"
"f=mix(f,y*1.4*l,y*.76);" "f=mix(f,y*1.4*d,y*.76);"
"}" "}"
"return f;" "return f;"
"}" "}"
"void main()" "void main()"
"{" "{"
"vec2 v=(gl_FragCoord.xy*2.-i.xy)/i.y;" "vec2 f=(gl_FragCoord.xy*2.-i.xy)/i.y;"
"vec3 f=A(),c=A(v,f,G(y)),m=vec3(0);" "vec3 c=A(),z=A(f,c,G(y)),m=vec3(0);"
"float a=t(f,c);" "float x=t(c,z);"
"if(a<5e2)" "if(x<5e2)"
"{" "{"
"vec3 x=f+c*a;" "vec3 s=c+z*x;"
"float s=w(x).y,r=0.;" "float a=w(s).y,r=0.;"
"r=A(x,vec3(-3,5,5),1.,.2);" "r=A(s,vec3(-3,5,5),1.,.2);"
"m+=vec3(r*e);" "m+=vec3(r*e);"
"r=A(x,vec3(3,-2,5),.75,.8);" "r=A(s,vec3(3,-2,5),.75,.8);"
"m+=vec3(r*H);" "m+=vec3(r*H);"
"vec3 z=A(x);" "vec3 n=l;"
"m+=L*clamp(dot(z,normalize(vec3(1,10,1))),0.,1.);" "n.z=n.z+.3;"
"if(s==0.)" "vec3 C=n-s;"
"float p=length(C);"
"C/=p;"
"float E=8./(1.+8.1*p+.01*p*p);"
"if(v>10.76)"
"m+=vec3(r*d*E);"
"vec3 h=A(s);"
"m+=F*clamp(dot(h,normalize(vec3(1,10,1))),0.,1.);"
"if(a==0.)"
"m*=vec3(.3);" "m*=vec3(.3);"
"else if(s==1.)" "else if(a==1.)"
"m*=vec3(0,0,.5);" "m*=vec3(0,0,.5);"
"else if(s==2.)" "else if(a==2.)"
"m*=vec3(.3608,.1765,.0471);" "m*=vec3(.3608,.1765,.0471);"
"else if(s==3.)" "else if(a==3.)"
"m*=vec3(.8471,.8549,.4667);" "m*=vec3(.8471,.8549,.4667);"
"else if(s==4.)" "else if(a==4.)"
"m*=vec3(.1);" "m*=vec3(.1);"
"else if(s==5.)" "else if(a==5.)"
"m*=l;" "m*=d;"
"m=m*exp(-a*.02)+mix(m,mix(d,F,pow(max(dot(c,vec3(0,.3,-1)),0.),8.)),1.-exp(-a*.02))*(1.-exp(-a*.02));" "m=m*exp(-x*.02)+mix(m,mix(g,D,pow(max(dot(z,vec3(0,.3,-1)),0.),8.)),1.-exp(-x*.02))*(1.-exp(-x*.02));"
"}" "}"
"else" "else"
" m=mix(g,J,c.y*1.2);" " m=mix(K,J,z.y*1.2);"
"m=I(m);" "m=I(m);"
"gl_FragColor=vec4(B(m),1);" "gl_FragColor=vec4(B(m),1);"
"}"; "}";