mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
289 lines
7.2 KiB
Plaintext
289 lines
7.2 KiB
Plaintext
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#version 450
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// Emerging - Kali - 2015-03-10
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// https://www.shadertoy.com/view/XlfGWI
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// An emerging fractal tower. You can use the mouse. Or not.
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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const vec2 madd = vec2(0.5, 0.5);
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = gl_Position.xy;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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float iGlobalTime = float(global.FrameCount)*0.025;
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vec2 iResolution = global.OutputSize.xy;
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#define ENABLE_HARD_SHADOWS // turn off to enable faster AO soft shadows
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#define RAY_STEPS 80
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#define SHADOW_STEPS 50
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#define LIGHT_COLOR vec3(.97,.92,.82)
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#define AMBIENT_COLOR vec3(.57,.55,.6)
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#define FLOOR_COLOR vec3(.35,.25,.2)
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#define ENERGY_COLOR vec3(1.,.7,.4)
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#define BRIGHTNESS 1.5
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#define GAMMA 1.2
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#define SATURATION .9
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#define detail .00003
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#define t iGlobalTime*.1
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float cc,ss;
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vec3 lightdir=normalize(vec3(0.5,-0.4,-1.));
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vec3 ambdir=normalize(vec3(0.,0.,1.));
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const vec3 origin=vec3(0.,3.11,0.);
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float det=0.0;
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vec3 pth1;
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float smin( float a, float b, float k )
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{
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float h = clamp( 0.5+0.5*(b-a)/k, 0.0, 1.0 );
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return mix( b, a, h ) - k*h*(1.0-h);
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}
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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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vec3 path(float ti) {
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return vec3(0.,2.5,0.)+vec3(cos(ti)*.9,cos(ti*.5),sin(ti)*.8);
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}
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vec4 formula (vec4 p) {
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p.y-=t*.25;
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p.y=abs(3.-mod(p.y-t,6.));
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for (int i=0; i<6; i++) {
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p.xyz = abs(p.xyz)-vec3(.0,1.,.0);
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p=p*1.6/clamp(dot(p.xyz,p.xyz),.2,1.)-vec4(0.4,1.5,0.4,0.);
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p.xz*=mat2(cc,ss,-ss,cc);
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}
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return p;
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}
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float texture1(vec3 p) {
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p=abs(1.-mod(p,2.));
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vec3 c=vec3(3.);
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float es=1000., l=0.;
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for (int i = 0; i < 8; i++) {
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p = abs(p + c) - abs(p - c) - p;
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p/= clamp(dot(p, p), .25, 1.);
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p = p* -1.5 + c;
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es=min(min(abs(p.x),abs(p.y)),es);
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}
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return es*es;
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}
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float texture2 (vec3 p) {
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//p.xz=abs(.75-mod(p.xz,1.5));
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p=formula(vec4(p,0.)).xyz;
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return .13+clamp(pow(max(0.,1.-max(abs(p.x),abs(p.z))),2.)*2.,.1,.7);
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}
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vec2 de(vec3 pos) {
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float aa=smoothstep(0.,1.,clamp(cos(t-pos.y*.4)*1.5,0.,1.))*3.14159;
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cc=cos(aa);ss=sin(aa);
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float hid=0.;
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vec3 tpos=pos;
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//tpos.xz=abs(1.5-mod(tpos.xz,3.))-1.5;
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vec4 p=vec4(tpos,1.);
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float y=max(0.,.3-abs(pos.y-3.3))/.3;
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p=formula(p);
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float fl=pos.y-3.7-length(sin(pos.xz*60.))*.01;
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float fr=max(abs(p.z/p.w)-.01,length(p.zx)/p.w-.002);
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float bl=max(abs(p.x/p.w)-.01,length(p.zy)/p.w-.0005);
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fr=smin(bl,fr,.02);
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fr*=.9;
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//float fr=length(p.xyz)/p.w;
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fl-=(length(p.xz)*.005+length(sin(pos*3.+t*5.))*.15);
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fl*=.9;
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float d=smin(fl,fr,.7);
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if (abs(d-fl)<.2) {
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hid=1.;
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}
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return vec2(d,hid);
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}
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vec3 normal(vec3 p) {
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vec3 e = vec3(0.0,det,0.0);
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return normalize(vec3(
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de(p+e.yxx).x-de(p-e.yxx).x,
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de(p+e.xyx).x-de(p-e.xyx).x,
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de(p+e.xxy).x-de(p-e.xxy).x
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)
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);
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}
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float shadow(vec3 pos, vec3 sdir) {//THIS ONLY RUNS WHEN WITH HARD SHADOWS
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float sh=1.0;
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float totdist =2.0*det;
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float dist=5.;
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for (int steps=0; steps<SHADOW_STEPS; steps++) {
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if (totdist<4. && dist>detail) {
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vec3 p = pos - totdist * sdir;
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dist = de(p).x;
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sh = min( sh, max(20.*dist/totdist,0.0) );
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totdist += max(.01,dist);
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}
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}
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return clamp(sh,0.1,1.0);
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}
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float calcAO( const vec3 pos, const vec3 nor ) {
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float aodet=detail*75.;
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float totao = 0.0;
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float sca = 10.0;
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for( int aoi=0; aoi<5; aoi++ ) {
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float hr = aodet*float(aoi*aoi);
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vec3 aopos = nor * hr + pos;
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float dd = de( aopos ).x;
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totao += -(dd-hr)*sca;
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sca *= 0.7;
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}
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return clamp( 1.0 - 5.0*totao, 0., 1. );
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}
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vec3 light(in vec3 p, in vec3 dir, in vec3 n, in float hid) {//PASSING IN THE NORMAL
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#ifdef ENABLE_HARD_SHADOWS
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float sh=shadow(p, lightdir);
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#else
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float sh=calcAO(p,-2.5*lightdir);//USING AO TO MAKE VERY SOFT SHADOWS
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#endif
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float ao=calcAO(p,n);
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float diff=max(0.,dot(lightdir,-n))*sh*.95;
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float y=3.16-p.y;
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vec3 amb=max(.6,dot(dir,-n))*.7*AMBIENT_COLOR;
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vec3 r = reflect(lightdir,n);
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float spec=pow(max(0.,dot(dir,-r))*sh,15.)*.5;
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vec3 col;
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float energysource=pow(max(0.,.1-abs(y))/.1,3.)*1.5;
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float k=texture2(p);
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col=mix(vec3(k,k*k,k*k*k)*.9+.1,vec3(k)*1.5,.4);
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if (abs(hid-1.)<.001) col=FLOOR_COLOR;
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col=col*(amb*ao+diff*(.3+ao*.5)*LIGHT_COLOR)+spec*LIGHT_COLOR;
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return col;
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}
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vec3 raymarch(in vec3 from, in vec3 dir)
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{
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float ey=mod(t*.5,1.);
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float glow,eglow,ref,sphdist,totdist=glow=eglow=ref=sphdist=0.;
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vec2 d=vec2(1.,0.);
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vec3 p, col=vec3(0.);
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vec3 origdir=dir,origfrom=from,sphNorm;
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for (int i=0; i<RAY_STEPS; i++) {
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if (d.x>det && totdist<6.0) {
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p=from+totdist*dir;
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d=de(p);
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det=detail*(1.+totdist*60.)*(1.+ref*5.);
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totdist+=max(detail,d.x);
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if (d.y<.5) glow+=max(0.,.02-d.x)/.02;
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}
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}
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vec3 ov=normalize(vec3(1.,.5,1.));
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vec3 sol=dir+lightdir;
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float l=pow(max(0.,dot(normalize(-dir*ov),normalize(lightdir*ov))),1.5)+sin(atan(sol.x,sol.y)*20.+length(from)*50.)*.002;
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totdist=min(5.9,totdist);
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p=from+dir*(totdist-detail);
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vec3 backg=.4*(1.2-l)+LIGHT_COLOR*l*.75;
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backg*=AMBIENT_COLOR*(1.-max(0.2,dot(normalize(dir),vec3(0.,1.,0.)))*.2);
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float fondo=0.;
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vec3 pp=p*.5+sin(t*2.)*.5;
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for (int i=0; i<15; i++) {
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fondo+=clamp(0.,1.,texture1(pp+dir*float(i)*.02))*max(0.,1.-exp(-.03*float(i)));
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}
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vec3 backg2=backg*(1.+fondo*(LIGHT_COLOR)*.75);
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if (d.x<.01) {
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vec3 norm=normal(p);
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col=mix(light(p-abs(d.x-det)*dir, dir, norm, d.y),backg,1.-exp(-.3*totdist*totdist));
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col = mix(col, backg2, 1.0-exp(-.02*pow(abs(totdist),2.)));
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} else {
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col=backg2;
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}
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vec3 lglow=LIGHT_COLOR*pow(abs(l),30.)*.5;
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col+=glow*(.3+backg+lglow)*.005;
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col+=lglow*min(1.,totdist*totdist*.03)*1.2;
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return col;
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}
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vec3 move(inout mat2 rotview1,inout mat2 rotview2) {
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vec3 go=path(t);
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vec3 adv=path(t+.5);
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vec3 advec=normalize(adv-go);
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float an=atan(advec.x,advec.z);
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rotview1=mat2(cos(an),sin(an),-sin(an),cos(an));
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an=advec.y*1.5-.2;
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rotview2=mat2(cos(an),sin(an),-sin(an),cos(an));
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return go;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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pth1 = path(t+.3)+origin+vec3(0.,.01,0.);
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vec2 uv = fragCoord.xy / iResolution.xy*2.-1.;
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vec2 uv2=uv;
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uv.y*=iResolution.y/iResolution.x;
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#ifdef MOUSE
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vec2 mouse=(iMouse.xy/iResolution.xy-.5)*3.;
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if (iMouse.z<1.) mouse=vec2(0.);
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##else
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vec2 mouse=(0.0 / iResolution.xy-.5)*3.;
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#endif
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mat2 rotview1, rotview2;
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vec3 from=origin+move(rotview1,rotview2);
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vec3 dir=normalize(vec3(uv*1.5,1.));
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dir.yz*=rot(mouse.y);
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dir.xz*=rot(mouse.x-1.);
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dir.yz*=rotview2;
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dir.xz*=rotview1;
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vec3 color=raymarch(from,dir);
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color=clamp(color,vec3(.0),vec3(1.));
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color=pow(abs(color),vec3(GAMMA))*BRIGHTNESS;
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color=mix(vec3(length(color)),color,SATURATION);
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color*=1.2-length(pow(abs(uv2),vec2(4.)))*.3;
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float fadein=clamp(iGlobalTime-.5,0.,1.);
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fragColor = vec4(color*vec3(.93,.95,.91),1.)*fadein;
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}
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void main(void)
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{
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//just some shit to wrap shadertoy's stuff
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vec2 FragmentCoord = vTexCoord.xy*global.OutputSize.xy;
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FragmentCoord.y = -FragmentCoord.y;
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mainImage(FragColor,FragmentCoord);
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}
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