From fa12676beebc26c61f157549271ff57f23913206 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Teemu=20J=C3=A4rvisalo?= Date: Sat, 27 Jul 2024 00:18:28 +0300 Subject: [PATCH] =?UTF-8?q?lis=C3=A4yksi=C3=A4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- shader.glsl | 92 +++++++++++++--- shader_minified.h | 274 ++++++++++++++++++++++++---------------------- 2 files changed, 220 insertions(+), 146 deletions(-) diff --git a/shader.glsl b/shader.glsl index f44c77c..81047e6 100644 --- a/shader.glsl +++ b/shader.glsl @@ -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; } diff --git a/shader_minified.h b/shader_minified.h index 05a632d..08b6635 100644 --- a/shader_minified.h +++ b/shader_minified.h @@ -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(c7.5)" "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_