206 lines
5.3 KiB
GLSL
206 lines
5.3 KiB
GLSL
precision mediump float;
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uniform float u_time;
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uniform vec2 u_resolution;
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uniform sampler2D texture_sampler;
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uniform sampler2D texts;
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mat2 rot(float a) {
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return mat2(cos(a), sin(a), -sin(a), cos(a));
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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 pMod1(inout float p, float size) {
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float halfsize = size*0.5;
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float c = floor((p + halfsize)/size);
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p = mod(p + halfsize, size) - halfsize;
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return c;
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}
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vec2 map(vec3 pos) {
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vec3 p = pos;
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float d = 1e3;
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float mat = 0.;
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for (float i = 0.; i < 60.; i++) {
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vec3 q = p;
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pMod1(q.z, 1.);
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q.xy *= rot(sin(u_time*0.25)*3.);
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q.x -= 1.5 * cos(i / 3.1415);
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q.y -= 1.5 * sin(i / 3.1415);
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q.z += (8. - i) * 0.01;
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float b = sdSphere(q, 0.02);
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d = min(d, b);
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if (d == b) {
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mat = 0.;
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}
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}
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for (float i = 0.; i < 99.; i++) {
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vec3 q = p;
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pMod1(q.z, 1.);
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q.z -= .5;
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q.xy *= rot(cos(-u_time*0.25)*2.);
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q.x -= 3. * cos(i / 3.1415);
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q.y -= 3. * sin(i / 3.1415);
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q.z += i * 0.01;
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float b = sdSphere(q, 0.03);
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d = min(d, b);
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if (d == b) {
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mat = 1.;
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}
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}
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for (float i = 0.; i < 20.; i++) {
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vec3 q = p;
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pMod1(q.z, 0.5);
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q.xy *= rot(-sin(u_time)*1.5);
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q.x -= .25 * cos(i / 3.1415);
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q.y -= .25 * sin(i / 3.1415);
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float b = sdSphere(q, 0.01);
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d = min(d, b);
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if (d == b) {
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mat = 2.;
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}
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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, 0.6666, 0.3333);
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return a + b * cos(6.28318 * (c*t+d));
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}
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vec2 rayMarch2(vec3 ro, vec3 rd) {
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float t = 0.;
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float d;
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float ac = 0.;
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for (int i = 0; i < 60; i++) {
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vec3 p = ro + rd * t; // "cast" rays
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d = map(p).x; // Get distance to objects
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t += d; // "march" the ray
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ac += exp(-d * 10.);
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if (abs(d) < .002 || t > 20.) break;
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}
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return vec2(t, ac);
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}
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vec4 mainImage2() {
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vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y;
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//vec3 ro = vec3( u_time * 4., -u_time , u_time * 8.);
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vec3 ro=vec3(0,0,u_time );
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vec3 ray = normalize(vec3(uv, .7));
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ray.xy *= rot(sin(u_time)*0.5);
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vec2 rm = rayMarch2(ro, ray);
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float d = rm.x;
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float ac = rm.y;
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vec3 p = ro + ray * d;
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float mat = map(p).y;
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vec3 col = vec3(0.0235, 0.0157, 0.1451);
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if (d < 10.) {
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if (mat == 0.) {
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col = mix(col, vec3( 0., 0.3, 0.6) + 1. * 0.1*d, 0.4) * ac * 0.3;
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}
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if (mat == 1.) {
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col = mix(col, palette(1. - 0.4*d), 0.2)*ac*0.5;
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}
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if (mat == 2.) {
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col = palette( 0.5 + (1. -0.75 * d ) * 0.4);
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}
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}
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return vec4(col, 1.0);
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}
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void main(void) {
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gl_FragColor = mainImage2();
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}
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/*
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float rand(vec2 co) {
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float a = 12.9898;
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float b = 78.233;
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float c = 43758.5453;
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float dt= dot(co.xy ,vec2(a,b));
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float sn= mod(dt,3.14);
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return fract(sin(sn) * c);
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}
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vec3 noise(vec2 uv) {
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float rng = rand(vec2(uv.x+u_time, uv.y));
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vec3 col = vec3(0.0+rng*0.1, 0.2+rng*0.1, 0.4+rng*0.1);
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col.x += sin(uv.x+u_time*0.2)*0.1;
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col.y += sin(uv.y+u_time*0.2)*0.1;
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col.z += sin(uv.y+u_time*0.2)*0.1;
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return col;
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}
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vec3 wave(vec2 uv, float phase, float _offset, float height, float waveLenght, float color) {
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float val = -(sin(phase+uv.x*waveLenght+u_time) + (uv.y*6.+height)+_offset)*0.055;
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val *= 1. + sin(phase + uv.x*waveLenght+u_time) + (uv.y*6.-height+_offset);
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//return smoothstep(0.0, 1.0, val) * palette(color/360.);
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return clamp(val, 0., .9) * palette(color/360.);
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}
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float gStartTime = 0.;
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float gPrevTime = -0.1;
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vec4 waveTexture(vec2 uv) {
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uv.y = sin(uv.x*16. + u_time)/32. + uv.y-0.03;
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uv.x -= (u_time-gStartTime)*0.2;
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vec4 tex = texture2D(texts, uv);
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if (tex.y > 0. && (gPrevTime != gStartTime)) {
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gStartTime = u_time;
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gPrevTime = gStartTime;
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}
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return vec4(tex.rgb, 1.0);
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}
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void TextScroller(out vec4 fragColor, in vec2 fragCoord)
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{
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// Normalized pixel coordinates (from -1 to 1, origo at 0,0)
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vec2 uv = (fragCoord.xy * 2. - u_resolution.xy) / min(u_resolution.x, u_resolution.y);
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vec3 col = vec3(0., 0.4, 0.6);
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col += wave(uv, 0., 1., 3., 1., sin(u_time+0.3)*90.);
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col += wave(uv, sin(u_time), 0., 3., -1., sin(u_time-1.2)*120.);
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col += wave(uv, -3., 0., 3., 1., sin(u_time+0.5)*90.);
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vec4 outBuf = waveTexture(uv * 0.1);
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fragColor = max(mainImage2()*0.2, vec4(col*outBuf.xyz, 1.0)); // + vec4(random(uv*2.), 1.0);
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}
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void main(void) {
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gl_FragColor = mainImage2();
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// Get the initial color at this pixel.
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// Get the initial color at this pixel.
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/*else
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{
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mainImage2(gl_FragColor, gl_FragCoord.xy);
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vec4 l;
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vec2 texttop = vec2(0., -.35), pt = (gl_FragCoord.xy / u_resolution) - texttop;
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if(pt.y > 0.) {
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l = gl_FragColor + texture2D(texts, pt);
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}
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gl_FragColor = l;
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}
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}
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*/
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