ajotuksia + valo
This commit is contained in:
39
shader.glsl
39
shader.glsl
@ -387,7 +387,7 @@ vec3 postProcess(vec3 col) {
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// zoom camera on glyph lock for extra oomph
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float cameraZoomAnim(float o) {
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float delay = 11.2;
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float delay = 10.7;
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if(u_time > delay) {
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o += (0.25 - smoothstep(-0.7,0.5,sin((timedSine(1.5, delay, 35.0))))) * 0.1;
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@ -439,7 +439,7 @@ vec3 cameraPointAt(vec3 p) {
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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 = 11.25;
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float delay = 10.75;
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if(u_time > delay) {
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float x = smoothstep(-1.0,0.8,sin((timedSine(0.8, delay, 8.0)*2.0)));
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col = mix(col, glyphColor * (x * 1.4), x * 0.76);
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@ -459,6 +459,8 @@ void main()
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float d = rayMarch(ro, rd);
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if (d < 500.) {
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// Lighting
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vec3 p = ro + rd * d;
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@ -474,6 +476,12 @@ void main()
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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( -3, 5, 5), 1., 0.2);
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// Color for light 2
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@ -483,6 +491,33 @@ void main()
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// Color for light 2
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col += vec3(dif * light2Color);
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vec3 lightPosition = glyph1Pos;
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lightPosition.z = lightPosition.z + 0.3;
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// dif = getLight(p, lightPosition, 3.75, 1.0);
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// float minLight = 0.01;
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// float radius = sqrt(1.0 / (lightPosition * minLight))
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vec3 ld = lightPosition-p;
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float len = length( ld ); // Distance from the light to the surface point.
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ld /= len; // Normalizing the light-to-surface, aka light-direction, vector.
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// float lightAtten = min( 1.0 / ( 0.25*len*len ), 1.0 ); // Keeps things between 0 and 1.
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// float att = clamp(1.0 - len/radius, 0.0, 1.0);
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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 * glyphColor * att);
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}
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vec3 n = getNormal(p);
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vec3 dir = vec3(1. , 10., 1.);
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float ind = clamp( dot( n, normalize(dir )), 0.0, 1.0 );
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@ -37,12 +37,12 @@ const char *__temp_cleaned_shader_glsl =
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"float m(vec3 v,vec3 y,vec3 m,float x)"
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"{"
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"vec3 f=m-y,c=v-y;"
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"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.?"
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"-min(d,F):"
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"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.?"
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"-min(d,D):"
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"(s>0.?"
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"d:"
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"0.)+(z>0.?"
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"F:"
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"D:"
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"0.);"
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"return sign(g)*sqrt(abs(g))/i;"
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"}"
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@ -62,12 +62,12 @@ const char *__temp_cleaned_shader_glsl =
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"if(v.x+y*v.y>0.)"
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"v.xy=vec2(v.x-y*v.y,-y*v.x-v.y)/2.;"
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"v.x-=clamp(v.x,-2.,0.);"
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"float i=length(v.xy)*sign(-v.y)*f.x,c=abs(v.z)-f.y;"
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"return length(max(vec2(i,c),0.))+min(max(i,c),0.);"
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"float i=length(v.xy)*sign(-v.y)*f.x,z=abs(v.z)-f.y;"
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"return length(max(vec2(i,z),0.))+min(max(i,z),0.);"
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"}"
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"vec3 y=vec3(0,-.5,0);"
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"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);"
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"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);"
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"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);"
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"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);"
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"float m(float y,float f,float m)"
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"{"
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"float i=2.*acos(-1.)/2.;"
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@ -103,56 +103,56 @@ const char *__temp_cleaned_shader_glsl =
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"{"
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"float y=0.;"
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"const float i=2.*acos(-1.)/24.;"
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"float x=floor(atan(f.y,f.x)/i+.5)*i;"
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"float z=floor(atan(f.y,f.x)/i+.5)*i;"
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"vec3 r=f;"
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"r.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*r.xy;"
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"r.xy=mat2(cos(z),-sin(z),sin(z),cos(z))*r.xy;"
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"float c=length(max(abs(r.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;"
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"c=min(c,abs(length(f.xy)-1.8)-.2);"
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"float e=abs(length(f.xy)-1.75)-.08;"
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"e=n(e,abs(f.z-.1)-.04,.005);"
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"c=max(-e,c);"
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"float x=abs(length(f.xy)-1.75)-.08;"
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"x=n(x,abs(f.z-.1)-.04,.005);"
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"c=max(-x,c);"
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"c=n(c,abs(f.z)-.1,.02);"
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"float z=1.;"
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"for(int a=0;a<8;a++)"
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"float a=1.;"
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"for(int e=0;e<8;e++)"
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"{"
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"vec3 d=f;"
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"float g=24.67/(2.*acos(-1.))+z*(2.*acos(-1.)/8.);"
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"if(a==1)"
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"float g=24.67/(2.*acos(-1.))+a*(2.*acos(-1.)/8.);"
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"if(e==1)"
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"g+=.2;"
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"if(a==7)"
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"if(e==7)"
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"g-=.2;"
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"d.xy=n(g)*d.xy;"
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"float F=(z-2.)*2.+1.5+9.;"
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"if(a>0)"
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"float D=(a-2.)*2.+1.5+9.;"
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"if(e>0)"
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"{"
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"d.x-=1.95;"
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"vec3 l=d;"
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"if(v>F)"
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"l.x=h(l.x,F);"
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"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);"
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"L=min(L,w);"
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"c=min(c,L);"
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"if(c==L)"
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"if(v>D)"
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"l.x=h(l.x,D);"
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"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);"
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"K=min(K,w);"
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"c=min(c,K);"
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"if(c==K)"
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"y=4.;"
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"if(c==w)"
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"if(v>F+.2)"
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"if(v>D+.2)"
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"y=5.;"
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"}"
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"z+=1.;"
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"a+=1.;"
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"}"
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"vec3 a=h(f);"
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"float F=2.*acos(-1.)/32.;"
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"vec3 d=a;"
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"d.xy=n(floor(atan(a.y,a.x)/F+.5)*F)*d.xy;"
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"float l=m(d.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
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"c=min(c,l);"
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"if(c==l)"
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"vec3 d=h(f);"
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"float e=2.*acos(-1.)/32.;"
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"vec3 l=d;"
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"l.xy=n(floor(atan(d.y,d.x)/e+.5)*e)*l.xy;"
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"float D=m(l.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
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"c=min(c,D);"
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"if(c==D)"
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"y=4.;"
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"float g=1.5,L=1e3;"
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"float g=1.5,K=1e3;"
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"for(int J=0;J<4;J++)"
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"{"
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"float w=m(vec3(f.x,f.y+g,f.z),vec3(2,.1,g))-.05;"
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"L=min(L,w);"
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"K=min(K,w);"
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"c=min(c,w);"
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"g+=.2;"
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"}"
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@ -160,15 +160,15 @@ const char *__temp_cleaned_shader_glsl =
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"w+=n(f.yz,.25);"
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"w+=.025*n(f.xz*50.+1e2,.05);"
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"c=min(c,w);"
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"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.;"
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"A=m(f)*clamp((v-24.)*.5,0.,.25);"
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"H+=A;"
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"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.;"
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"F=m(f)*clamp((v-24.)*.5,0.,.25);"
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"H+=F;"
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"J=max(-p,H);"
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"J=max(J,C);"
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"c=min(c,J);"
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"if(c==J)"
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"y=1.;"
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"else if(c==L)"
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"else if(c==K)"
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"y=2.;"
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"else if(c==w)"
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"y=3.;"
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@ -179,8 +179,8 @@ const char *__temp_cleaned_shader_glsl =
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"float f=0.,c;"
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"for(int i=0;i<100;i++)"
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"{"
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"vec3 x=v+y*f;"
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"c=w(x).x;"
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"vec3 z=v+y*f;"
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"c=w(z).x;"
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"f+=c;"
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"if(c<.001||f>5e2)"
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"break;"
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@ -197,15 +197,15 @@ const char *__temp_cleaned_shader_glsl =
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"float A(vec3 v,vec3 f,float y,float m)"
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"{"
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"vec3 c=normalize(f-v),i=A(v);"
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"float x=clamp(dot(i,c),0.,y),a=t(v+i*.0025,c);"
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"if(a<length(f-v))"
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"float x=clamp(dot(i,c),0.,y),z=t(v+i*.0025,c);"
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"if(z<length(f-v))"
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"x*=m;"
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"return x;"
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"}"
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"vec3 A(vec2 v,vec3 y,vec3 f)"
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"{"
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"vec3 c=normalize(f-y),a=normalize(cross(vec3(0,1,0),c));"
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"return normalize(c*2.+v.x*a+v.y*cross(c,a));"
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"vec3 c=normalize(f-y),z=normalize(cross(vec3(0,1,0),c));"
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"return normalize(c*2.+v.x*z+v.y*cross(c,z));"
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"}"
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"vec3 B(vec3 v)"
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"{"
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@ -215,8 +215,8 @@ const char *__temp_cleaned_shader_glsl =
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"}"
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"float E(float y)"
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"{"
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"if(v>11.2)"
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"y+=(.25-smoothstep(-.7,.5,sin(m(1.5,11.2,35.))))*.1;"
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"if(v>10.7)"
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"y+=(.25-smoothstep(-.7,.5,sin(m(1.5,10.7,35.))))*.1;"
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"return y;"
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"}"
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"vec3 A()"
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@ -234,51 +234,59 @@ const char *__temp_cleaned_shader_glsl =
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"vec3 G(vec3 y)"
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"{"
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"if(v>10.5)"
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"y=a;"
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"y=l;"
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"if(v>12.)"
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"y=vec3(0,.1,0);"
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"return y;"
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"}"
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"vec3 I(vec3 f)"
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"{"
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"if(v>11.25)"
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"if(v>10.75)"
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"{"
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"float y=smoothstep(-1.,.8,sin(m(.8,11.25,8.)*2.));"
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"f=mix(f,y*1.4*l,y*.76);"
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"float y=smoothstep(-1.,.8,sin(m(.8,10.75,8.)*2.));"
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"f=mix(f,y*1.4*d,y*.76);"
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"}"
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"return f;"
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"}"
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"void main()"
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"{"
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"vec2 v=(gl_FragCoord.xy*2.-i.xy)/i.y;"
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"vec3 f=A(),c=A(v,f,G(y)),m=vec3(0);"
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"float a=t(f,c);"
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"if(a<5e2)"
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"vec2 f=(gl_FragCoord.xy*2.-i.xy)/i.y;"
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"vec3 c=A(),z=A(f,c,G(y)),m=vec3(0);"
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"float x=t(c,z);"
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"if(x<5e2)"
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"{"
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"vec3 x=f+c*a;"
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"float s=w(x).y,r=0.;"
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"r=A(x,vec3(-3,5,5),1.,.2);"
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"vec3 s=c+z*x;"
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"float a=w(s).y,r=0.;"
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"r=A(s,vec3(-3,5,5),1.,.2);"
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"m+=vec3(r*e);"
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"r=A(x,vec3(3,-2,5),.75,.8);"
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"r=A(s,vec3(3,-2,5),.75,.8);"
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"m+=vec3(r*H);"
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"vec3 z=A(x);"
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"m+=L*clamp(dot(z,normalize(vec3(1,10,1))),0.,1.);"
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"if(s==0.)"
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"vec3 n=l;"
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"n.z=n.z+.3;"
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"vec3 C=n-s;"
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"float p=length(C);"
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"C/=p;"
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"float E=8./(1.+8.1*p+.01*p*p);"
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"if(v>10.76)"
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"m+=vec3(r*d*E);"
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"vec3 h=A(s);"
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"m+=F*clamp(dot(h,normalize(vec3(1,10,1))),0.,1.);"
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"if(a==0.)"
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"m*=vec3(.3);"
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"else if(s==1.)"
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"else if(a==1.)"
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"m*=vec3(0,0,.5);"
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"else if(s==2.)"
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"else if(a==2.)"
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"m*=vec3(.3608,.1765,.0471);"
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"else if(s==3.)"
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"else if(a==3.)"
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"m*=vec3(.8471,.8549,.4667);"
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"else if(s==4.)"
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"else if(a==4.)"
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"m*=vec3(.1);"
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"else if(s==5.)"
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"m*=l;"
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"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));"
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"else if(a==5.)"
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"m*=d;"
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"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));"
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"}"
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"else"
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" m=mix(g,J,c.y*1.2);"
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" m=mix(K,J,z.y*1.2);"
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"m=I(m);"
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"gl_FragColor=vec4(B(m),1);"
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"}";
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