lisäyksiä

This commit is contained in:
Teemu Järvisalo
2024-07-27 00:18:28 +03:00
parent a7eed4cefb
commit fa12676bee
2 changed files with 220 additions and 146 deletions

View File

@ -102,18 +102,29 @@ float sdTriPrism( vec3 p, vec2 h, float rot )
// ANIMATION //
//////////////////
const float TWOPI = 6.28318530718;
vec3 lookAtPoint = vec3(0, -1., 0.);
// Rotate ring with duration d and startTime s
float ringRotateFunc(float maxCycles, float startTime, float timeFact) {
float phase = ((u_time * timeFact) - startTime) / TWOPI;
phase = min(phase, maxCycles);
return TWOPI * phase;
const vec3 glyph1Pos = vec3(1.7,-1.1,0.0);
const vec3 glyph2Pos = vec3(2.0,0.0,0.0);
const vec3 glyph3Pos = vec3(1.5,1.4,0.0);
const vec3 glyph4Pos = vec3(0.0,2.0,0.0);
const vec3 glyph5Pos = vec3(1.5,1.4,0.0);
const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0);
const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0);
// with duration d, startTime s and speed up with timeFact
float timedSine(float maxCycles, float startTime, float timeFact) {
float pi = TWOPI / 2.0;
startTime *= timeFact;
float phase = ((u_time * timeFact) - startTime) / pi;
phase = min(phase, maxCycles);
return pi * phase;
}
float calcFactor (float startTime)
{
const float FACTOR = 9.0;
float factor = FACTOR+FACTOR*clamp(sin(ringRotateFunc(2.0, startTime, 1.0) * 0.05), -0.9, 0.9);
float factor = 9.0 + 9.0*clamp(sin(timedSine(2.0, startTime, 2.5) * 0.05), -0.9, 0.9);
return factor;
}
@ -129,9 +140,9 @@ vec3 ringAnim( in vec3 p) {
p.xy = rot2D(calcFactor(STARTDELAY)) * p.xy;
}
if(u_time >= OTHERDELAY) {
p.xy = rot2D(calcFactor(OTHERDELAY) * -1.0) * p.xy;
}
// if(u_time >= OTHERDELAY) {
// p.xy = rot2D(calcFactor(OTHERDELAY) * -1.0) * p.xy;
// }
return p;
}
@ -139,12 +150,11 @@ vec3 ringAnim( in vec3 p) {
// Animate prism movements
float prismAnim(in float x, in float delay) {
if(u_time >= delay) {
x += (0.045*clamp(sin((ringRotateFunc(2.4, delay*10.0, 10.0) * 0.4)),-0.9, 0.9));
x += (0.045*clamp(sin((timedSine(2.0, delay, 10.0) * 0.4)),-0.9, 0.9));
}
return x;
}
//////////////
// SCENE //
//////////////
@ -197,14 +207,25 @@ vec2 map(in vec3 p)
// We can now call each prism by it's index
// draw all except the middle bottom prism
if (i > 0) {
q.x -= 1.95;
q.x = prismAnim(q.x, float(i)*13.);
q.x -= 1.95;
vec3 q2 = q;
q2.x = prismAnim(q2.x, float(i)*13.);
float d4 = sdTriPrism(vec3(q.x, q.y - 0.0 , q.z - 0.0), vec2(0.2,0.2), 0.5) - 0.02;
float prismOut = sdTriPrism(vec3(q2.x - 0.14, q2.y - 0.0 , q2.z), vec2(0.22,0.22), 0.5) - 0.01;
float prismIn = sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(0.2,0.12), 0.5) - 0.02;
float prismTop = sdTriPrism(vec3(q.x - 0.06, q.y, q.z), vec2(0.10,0.15), 0.5) - 0.01;
//float d4 = sdTriPrism(vec3(q.x, q.y - 0.0 , q.z - 0.0), vec2(0.2,0.2), 0.5) - 0.02;
float d4 = max(-prismOut, prismIn);
d4 = min(d4, prismTop);
d = min(d, d4);
if (d==d4) {
mat = 4.;
}
if(d==prismTop) {
if(u_time > 13.5 && i == 1) {
mat = 5.;
}
}
}
index += 1.0;
@ -353,9 +374,44 @@ vec3 cameraPos()
{
cPos += vec3(0, clamp(7.5-u_time,-1.,0.), 0.);
}
if (u_time > 12.) {
cPos = vec3(2.0,-1.0,1.0);
}
return cPos;
}
vec3 cameraPointAt(vec3 p) {
if(u_time > 12.) {
p = glyph1Pos;
}
return p;
}
// flash screen with glyph color when it is locked
vec3 colorFlashesAnim(in vec3 col) {
vec3 flashColor = vec3(0.95, 0.35, 0.06);
float delay = 13.2;
if(u_time > delay) {
float x = smoothstep(-1.0,0.8,sin((timedSine(0.38, delay*2.0, 2.0)*2.0)));
col = mix(col, flashColor * (x * 1.4), x * 0.76);
}
return col;
}
// zoom camera on glyph lock for extra oomph
float cameraZoomAnim(float o) {
float delay = 13.0;
if(u_time > delay) {
o -= smoothstep(-0.7,0.5,sin((timedSine(0.4, delay, 1.0)*2.0))) * 0.2;
}
return o;
}
void main()
{
// Initialization
@ -363,11 +419,13 @@ void main()
vec3 ro = cameraPos();
vec3 rd = getCameraRayDir(uv, ro, vec3(0, -1., 0.), 1.); // ray direction
vec3 rd = getCameraRayDir(uv, ro, cameraPointAt(lookAtPoint), 1.); // ray direction
vec3 col = vec3(0); // color
float d = rayMarch(ro, rd);
// ro.z = cameraZoomAnim(ro.z);
if (d < 500.) {
// Lighting
vec3 p = ro + rd * d;
@ -411,11 +469,15 @@ void main()
}
else if(mat==4.){
col *= vec3(.1,0.1,0.1);
} else if(mat ==5.) {
col *= vec3(0.95, 0.35, 0.06);
}
float fogAmount = 0.02;
col = col*exp(-d*fogAmount) + applyFog(col, d, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-d*fogAmount));
// col = colorFlashesAnim(col); // animated color flash
} else {
col = vec3(0.1529, 0.1765, 0.3922) + rd.y * 0.4;
}

View File

@ -3,11 +3,11 @@
# define SHADER_MINIFIED_H_
# define VAR_texts "f"
# define VAR_texture_sampler "x"
# define VAR_u_resolution "y"
# define VAR_u_resolution "i"
# define VAR_u_time "v"
const char *__temp_cleaned_shader_glsl =
"uniform vec2 y;"
"uniform vec2 i;"
"uniform float v;"
"uniform sampler2D x,f;"
"mat2 n(float v)"
@ -17,8 +17,8 @@ const char *__temp_cleaned_shader_glsl =
"}"
"float n(float v,float y,float x)"
"{"
"float m=max(x-abs(v-y),0.);"
"return max(v,y)+m*m*.25/x;"
"float i=max(x-abs(v-y),0.);"
"return max(v,y)+i*i*.25/x;"
"}"
"float s(vec2 v)"
"{"
@ -27,33 +27,32 @@ const char *__temp_cleaned_shader_glsl =
"}"
"float n(vec2 v,float y)"
"{"
"vec2 m=floor(v),a=fract(v),f=a*a*(3.-2.*a);"
"return-y+y*mix(mix(s(m+vec2(0)),s(m+vec2(1,0)),f.x),mix(s(m+vec2(0,1)),s(m+vec2(1)),f.x),f.y);"
"vec2 i=floor(v),m=fract(v),f=m*m*(3.-2.*m);"
"return-y+y*mix(mix(s(i+vec2(0)),s(i+vec2(1,0)),f.x),mix(s(i+vec2(0,1)),s(i+vec2(1)),f.x),f.y);"
"}"
"float m(vec3 y)"
"float m(vec3 i)"
"{"
"return n(10.*y.xy+v+999.,.2)+.5*n(10.*(y.xy+2.)-v+999.,.2);"
"return n(10.*i.xy+v+999.,.2)+.5*n(10.*(i.xy+2.)-v+999.,.2);"
"}"
"float m(vec3 v,vec3 y,vec3 m,float x)"
"float m(vec3 v,vec3 y,vec3 m,float i)"
"{"
"vec3 f=m-y,a=v-y;"
"float i=dot(f,f),c=dot(a,f),s=length(a*i-f*c)-x*i,n=abs(c-i*.5)-i*.5,d=s*s,z=n*n*i,l=max(s,n)<0.?"
"vec3 f=m-y,x=v-y;"
"float a=dot(f,f),c=dot(x,f),s=length(x*a-f*c)-i*a,n=abs(c-a*.5)-a*.5,d=s*s,z=n*n*a,l=max(s,n)<0.?"
"-min(d,z):"
"(s>0.?"
"d:"
"0.)+(n>0.?"
"z:"
"0.);"
"return sign(l)*sqrt(abs(l))/i;"
"return sign(l)*sqrt(abs(l))/a;"
"}"
"float m(vec3 v,vec3 y)"
"{"
"vec3 f=abs(v)-y;"
"return length(max(f,0.))+min(max(f.x,max(f.y,f.z)),0.);"
"}"
"float p(vec3 v)"
"float s(vec3 v,vec2 f)"
"{"
"vec2 f=vec2(.2);"
"v.xy*=n(.5);"
"const float y=sqrt(3.);"
"f.x*=.5*y;"
@ -63,177 +62,190 @@ const char *__temp_cleaned_shader_glsl =
"if(v.x+y*v.y>0.)"
"v.xy=vec2(v.x-y*v.y,-y*v.x-v.y)/2.;"
"v.x-=clamp(v.x,-2.,0.);"
"float m=length(v.xy)*sign(-v.y)*f.x,a=abs(v.z)-f.y;"
"return length(max(vec2(m,a),0.))+min(max(m,a),0.);"
"float i=length(v.xy)*sign(-v.y)*f.x,x=abs(v.z)-f.y;"
"return length(max(vec2(i,x),0.))+min(max(i,x),0.);"
"}"
"float m(float y,float x,float a)"
"vec3 y=vec3(0,-1,0);"
"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),C=vec3(1.5,1.4,0),D=vec3(-1.5,1.4,0),F=vec3(-1.7,-1.1,0);"
"float t(float y,float m)"
"{"
"float f=(v*a-x)/(2.*acos(-1.));"
"f=min(f,y);"
"return 2.*acos(-1.)*f;"
"float i=2.*acos(-1.)/2.;"
"y*=m;"
"float f=(v*m-y)/i;"
"f=min(f,2.);"
"return i*f;"
"}"
"float t(float v)"
"{"
"return 9.+9.*clamp(sin(m(2.,v,1.)*.05),-.9,.9);"
"}"
"vec3 h(vec3 y)"
"vec3 t(vec3 y)"
"{"
"if(v>=9.)"
"y.xy=n(t(9.))*y.xy;"
"if(v>=14.)"
"y.xy=n(t(14.)*-1.)*y.xy;"
"y.xy=n(9.+9.*clamp(sin(t(9.,2.5)*.05),-.9,.9))*y.xy;"
"return y;"
"}"
"float h(float y,float f)"
"float h(float y,float m)"
"{"
"if(v>=f)"
"y+=.045*clamp(sin(m(2.4,f*10.,10.)*.4),-.9,.9);"
"if(v>=m)"
"y+=.045*clamp(sin(t(m,10.)*.4),-.9,.9);"
"return y;"
"}"
"vec2 a(vec3 y)"
"vec2 h(vec3 f)"
"{"
"float f=0.;"
"const float a=2.*acos(-1.)/24.;"
"float x=floor(atan(y.y,y.x)/a+.5)*a;"
"vec3 i=y;"
"i.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*i.xy;"
"float r=length(max(abs(i.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;"
"r=min(r,abs(length(y.xy)-1.8)-.2);"
"float s=abs(length(y.xy)-1.75)-.08;"
"s=n(s,abs(y.z-.1)-.04,.005);"
"r=max(-s,r);"
"r=n(r,abs(y.z)-.1,.02);"
"float y=0.;"
"const float i=2.*acos(-1.)/24.;"
"float x=floor(atan(f.y,f.x)/i+.5)*i;"
"vec3 r=f;"
"r.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*r.xy;"
"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);"
"float a=abs(length(f.xy)-1.75)-.08;"
"a=n(a,abs(f.z-.1)-.04,.005);"
"c=max(-a,c);"
"c=n(c,abs(f.z)-.1,.02);"
"float l=1.;"
"for(int c=0;c<8;c++)"
"for(int e=0;e<8;e++)"
"{"
"vec3 e=y;"
"vec3 d=f;"
"float z=24.67/(2.*acos(-1.))+l*(2.*acos(-1.)/8.);"
"if(c==1)"
"if(e==1)"
"z+=.2;"
"if(c==7)"
"if(e==7)"
"z-=.2;"
"e.xy=n(z)*e.xy;"
"if(c>0)"
"d.xy=n(z)*d.xy;"
"if(e>0)"
"{"
"e.x-=1.95;"
"e.x=h(e.x,float(c)*13.);"
"float d=p(vec3(e))-.02;"
"r=min(r,d);"
"if(r==d)"
"f=4.;"
"d.x-=1.95;"
"vec3 p=d;"
"p.x=h(p.x,float(e)*13.);"
"float C=s(vec3(p.x-.14,p.yz),vec2(.22))-.01,D=s(vec3(p),vec2(.2,.12))-.02,F=s(vec3(d.x-.06,d.yz),vec2(.1,.15))-.01,g=max(-C,D);"
"g=min(g,F);"
"c=min(c,g);"
"if(c==g)"
"y=4.;"
"if(c==F)"
"if(v>13.5&&e==1)"
"y=5.;"
"}"
"l+=1.;"
"}"
"vec3 c=h(y);"
"vec3 d=t(f);"
"float z=2.*acos(-1.)/32.;"
"vec3 e=c;"
"e.xy=n(floor(atan(c.y,c.x)/z+.5)*z)*e.xy;"
"float d=m(e.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
"r=min(r,d);"
"if(r==d)"
"f=4.;"
"float u=1.5,g=1e3;"
"for(int t=0;t<4;t++)"
"vec3 e=d;"
"e.xy=n(floor(atan(d.y,d.x)/z+.5)*z)*e.xy;"
"float F=m(e.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
"c=min(c,F);"
"if(c==F)"
"y=4.;"
"float g=1.5,p=1e3;"
"for(int C=0;C<4;C++)"
"{"
"float C=m(vec3(y.x,y.y+u,y.z),vec3(2,.1,u))-.05;"
"g=min(g,C);"
"r=min(r,C);"
"u+=.2;"
"float D=m(vec3(f.x,f.y+g,f.z),vec3(2,.1,g))-.05;"
"p=min(p,D);"
"c=min(c,D);"
"g+=.2;"
"}"
"float C=y.y+4.25+1.5*n(vec2(y.x*.04,(y.z-40.)*.04)+1e2,15.);"
"C+=n(y.yz,.25);"
"C+=.025*n(y.xz*50.+1e2,.05);"
"r=min(r,C);"
"float t=1e3,D=m(y,vec3(0),vec3(0,0,-.01),1.6),F=m(y,vec3(0,0,1),vec3(0,0,-1),clamp(2.-v*2.+26.,0.,2.)),G=m(y,vec3(0,0,1),vec3(0,0,-1),1.6),k=0.;"
"k=m(y)*clamp((v-14.)*.5,0.,.25);"
"D+=k;"
"t=max(-F,D);"
"t=max(t,G);"
"r=min(r,t);"
"if(r==t)"
"f=1.;"
"else if(r==g)"
"f=2.;"
"else if(r==C)"
"f=3.;"
"return vec2(r,f);"
"float D=f.y+4.25+1.5*n(vec2(f.x*.04,(f.z-40.)*.04)+1e2,15.);"
"D+=n(f.yz,.25);"
"D+=.025*n(f.xz*50.+1e2,.05);"
"c=min(c,D);"
"float C=1e3,u=m(f,vec3(0),vec3(0,0,-.01),1.6),w=m(f,vec3(0,0,1),vec3(0,0,-1),clamp(2.-v*2.+26.,0.,2.)),E=m(f,vec3(0,0,1),vec3(0,0,-1),1.6),k=0.;"
"k=m(f)*clamp((v-14.)*.5,0.,.25);"
"u+=k;"
"C=max(-w,u);"
"C=max(C,E);"
"c=min(c,C);"
"if(c==C)"
"y=1.;"
"else if(c==p)"
"y=2.;"
"else if(c==D)"
"y=3.;"
"return vec2(c,y);"
"}"
"float a(vec3 v,vec3 y)"
"float e(vec3 v,vec3 y)"
"{"
"float f=0.,r;"
"for(int i=0;i<200;i++)"
"float i=0.,f;"
"for(int c=0;c<200;c++)"
"{"
"vec3 x=v+y*f;"
"r=a(x).x;"
"f+=r;"
"if(r<.001||f>8e2)"
"vec3 x=v+y*i;"
"f=h(x).x;"
"i+=f;"
"if(f<.001||i>8e2)"
"break;"
"}"
"return f;"
"return i;"
"}"
"vec3 e(vec3 v)"
"{"
"float f=a(v).x;"
"vec2 y=vec2(.01,0);"
"vec3 r=f-vec3(a(v-y.xyy).x,a(v-y.yxy).x,a(v-y.yyx));"
"return normalize(r);"
"float m=h(v).x;"
"vec2 f=vec2(.01,0);"
"vec3 y=m-vec3(h(v-f.xyy).x,h(v-f.yxy).x,h(v-f.yyx));"
"return normalize(y);"
"}"
"float a(vec3 v,vec3 y,float f,float m)"
"float e(vec3 v,vec3 f,float y,float m)"
"{"
"vec3 x=normalize(y-v),r=e(v);"
"float i=clamp(dot(r,x),0.,f),c=a(v+r*.0025,x);"
"if(c<length(y-v))"
"vec3 c=normalize(f-v),x=e(v);"
"float i=clamp(dot(x,c),0.,y),a=e(v+x*.0025,c);"
"if(a<length(f-v))"
"i*=m;"
"return i;"
"}"
"vec3 e(vec2 y,vec3 v)"
"vec3 e(vec2 v,vec3 y,vec3 f)"
"{"
"vec3 f=normalize(vec3(0,-1,0)-v),a=normalize(cross(vec3(0,1,0),f));"
"return normalize(f+y.x*a+y.y*cross(f,a));"
"vec3 c=normalize(f-y),x=normalize(cross(vec3(0,1,0),c));"
"return normalize(c+v.x*x+v.y*cross(c,x));"
"}"
"vec3 i(vec3 v)"
"vec3 l(vec3 v)"
"{"
"v=mix(v,smoothstep(0.,1.,v),.9);"
"v*=vec3(1);"
"return pow(v,vec3(1./2.2));"
"}"
"vec3 a()"
"vec3 e()"
"{"
"vec3 y=vec3(0,clamp(6.-v,2.,6.),clamp(75.-v*8.,6.,75.));"
"if(v>7.5)"
"y+=vec3(0,clamp(7.5-v,-1.,0.),0);"
"if(v>12.)"
"y=vec3(2,-1,1);"
"return y;"
"}"
"vec3 w(vec3 y)"
"{"
"if(v>12.)"
"y=a;"
"return y;"
"}"
"void main()"
"{"
"vec2 v=(gl_FragCoord.xy*2.-y.xy)/y.y;"
"vec3 f=a(),r=e(v,f),m=vec3(0);"
"float x=a(f,r);"
"if(x<5e2)"
"vec2 v=(gl_FragCoord.xy*2.-i.xy)/i.y;"
"vec3 f=e(),c=e(v,f,w(y)),x=vec3(0);"
"float a=e(f,c);"
"if(a<5e2)"
"{"
"vec3 c=f+r*x;"
"float s=a(c).y,t=0.;"
"t=a(c,vec3(-3,5,5),1.,.2);"
"m+=vec3(t*vec3(.502,.2824,.102));"
"t=a(c,vec3(3,-2,5),.75,.8);"
"m+=vec3(t*vec3(.2784,.3647,.6588));"
"vec3 d=e(c);"
"m+=vec3(.1216,.1216,.1137)*clamp(dot(d,normalize(vec3(1,10,1))),0.,1.);"
"if(s==0.)"
"m*=vec3(.3);"
"else if(s==1.)"
"m*=vec3(0,0,.5);"
"else if(s==2.)"
"m*=vec3(.3608,.1765,.0471);"
"else if(s==3.)"
"m*=vec3(.8471,.8549,.4667);"
"else if(s==4.)"
"m*=vec3(.1);"
"m=m*exp(-x*.02)+mix(m,mix(vec3(.2667,.2941,.3451),vec3(.302,.3176,.3725),pow(max(dot(r,vec3(0,.3,-1)),0.),8.)),1.-exp(-x*.02))*(1.-exp(-x*.02));"
"vec3 m=f+c*a;"
"float d=h(m).y,r=0.;"
"r=e(m,vec3(-3,5,5),1.,.2);"
"x+=vec3(r*vec3(.502,.2824,.102));"
"r=e(m,vec3(3,-2,5),.75,.8);"
"x+=vec3(r*vec3(.2784,.3647,.6588));"
"vec3 C=e(m);"
"x+=vec3(.1216,.1216,.1137)*clamp(dot(C,normalize(vec3(1,10,1))),0.,1.);"
"if(d==0.)"
"x*=vec3(.3);"
"else if(d==1.)"
"x*=vec3(0,0,.5);"
"else if(d==2.)"
"x*=vec3(.3608,.1765,.0471);"
"else if(d==3.)"
"x*=vec3(.8471,.8549,.4667);"
"else if(d==4.)"
"x*=vec3(.1);"
"else if(d==5.)"
"x*=vec3(.95,.35,.06);"
"x=x*exp(-a*.02)+mix(x,mix(vec3(.2667,.2941,.3451),vec3(.302,.3176,.3725),pow(max(dot(c,vec3(0,.3,-1)),0.),8.)),1.-exp(-a*.02))*(1.-exp(-a*.02));"
"}"
"else"
" m=vec3(.1529,.1765,.3922)+r.y*.4;"
"gl_FragColor=vec4(i(m),1);"
" x=vec3(.1529,.1765,.3922)+c.y*.4;"
"gl_FragColor=vec4(l(x),1);"
"}";
#endif // SHADER_MINIFIED_H_