mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
337 lines
8.3 KiB
Plaintext
337 lines
8.3 KiB
Plaintext
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#version 450
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// Stairway to the Stars - dr2 - 2015-05-13
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// https://www.shadertoy.com/view/lls3z7
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// A long climb; use the mouse to look around.
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// "Stairway to the Stars" by dr2 - 2015
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// License: Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
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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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const float pi = 3.14159;
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const vec4 cHashA4 = vec4 (0., 1., 57., 58.);
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const vec3 cHashA3 = vec3 (1., 57., 113.);
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const float cHashM = 43758.54;
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vec4 Hashv4f (float p)
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{
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return fract (sin (p + cHashA4) * cHashM);
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}
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float Noisefv2 (vec2 p)
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{
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vec2 i = floor (p);
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vec2 f = fract (p);
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f = f * f * (3. - 2. * f);
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vec4 t = Hashv4f (dot (i, cHashA3.xy));
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return mix (mix (t.x, t.y, f.x), mix (t.z, t.w, f.x), f.y);
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}
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float Fbm2 (vec2 p)
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{
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float s = 0.;
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float a = 1.;
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for (int i = 0; i < 5; i ++) {
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s += a * Noisefv2 (p);
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a *= 0.5;
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p *= 2.;
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}
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return s;
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}
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float PrSphDf (vec3 p, float s)
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{
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return length (p) - s;
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}
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vec2 Rot2D (vec2 q, float a)
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{
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return q * cos (a) * vec2 (1., 1.) + q.yx * sin (a) * vec2 (-1., 1.);
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}
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#define REFBALL
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int idObj;
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float tCur, stPitch, rotAng, rOut, rIn, rWid;
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vec3 qHit, ltPos[2];
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int doLt;
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const float dstFar = 20.;
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vec3 BrickCol (vec2 p)
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{
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vec2 i = floor (p);
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if (2. * floor (i.y / 2.) != i.y) {
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p.x += 0.5;
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i = floor (p);
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}
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p = smoothstep (0.02, 0.08, abs (fract (p + 0.5) - 0.5));
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return (0.5 + 0.5 * p.x * p.y) * vec3 (0.5, 0.4, 0.3);
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}
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vec3 WoodCol (vec2 p)
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{
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float f = Fbm2 (p * vec2 (1., 0.1));
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return mix (vec3 (0.8, 0.4, 0.2), vec3 (0.45, 0.25, 0.1), f);
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}
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float ObjDf (vec3 p)
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{
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vec3 q, pp;
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float d, dr, da, dy, dMin, r, ns, nh, sh, sw, rw, ca, sa;
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const int ins = 12;
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const int inh = 6;
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dMin = dstFar;
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ns = float (ins);
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nh = float (inh);
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sh = 0.2 * stPitch / ns;
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sw = 1.1 * pi * rOut / ns;
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rw = 0.09;
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pp = p;
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pp.xz = Rot2D (pp.xz, rotAng);
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pp.y += stPitch * rotAng / (2. * pi);
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r = length (pp.xz);
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dr = max (r - rOut, rIn - r);
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q = pp;
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d = dMin;
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dy = stPitch / ns;
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q.y -= dy;
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da = 2. * pi / ns;
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ca = cos (da); sa = sin (da);
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for (int j = 0; j < ins; j ++) {
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q.y = mod (q.y + dy + 0.5 * stPitch, stPitch) - 0.5 * stPitch;
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d = min (d, max (max (max (dr, abs (q.z) - sw), q.x), abs (q.y) - sh));
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if (d < dMin) { dMin = d; idObj = 1; qHit = q; }
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q.xz = q.xz * ca + q.zx * vec2 (- sa, sa);
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}
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d = min (min (d, max (r - rIn, - (r - rIn + rWid))),
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max (r - rOut - rWid, - (r - rOut)));
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q = pp;
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dy = stPitch / nh;
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q.y -= 0.25 * stPitch + dy;
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da = 2. * pi / nh;
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ca = cos (da); sa = sin (da);
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for (int j = 0; j < inh; j ++) {
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q.y = mod (q.y + dy + 0.5 * stPitch, stPitch) - 0.5 * stPitch;
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d = max (d, - length (q.xy) + rw);
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q.xz = q.xz * ca + q.zx * vec2 (- sa, sa);
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}
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if (d < dMin) { dMin = d; idObj = 2; qHit = q; }
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if (doLt != 0) {
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d = PrSphDf (p - ltPos[0], 0.07 * rIn);
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if (d < dMin) { dMin = d; idObj = 5; }
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}
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if (doLt != 1) {
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d = PrSphDf (p - ltPos[1], 0.07 * rIn);
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if (d < dMin) { dMin = d; idObj = 6; }
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}
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#ifdef REFBALL
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d = min (d, max (r - 0.006 * rIn, 0.));
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if (d < dMin) { dMin = d; idObj = 3; }
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pp = p;
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pp.y = mod (pp.y + stPitch * rotAng / (2. * pi) + 0.5 * stPitch, stPitch) -
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0.5 * stPitch;
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d = PrSphDf (pp, 0.3 * rIn);
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if (d < dMin) { dMin = d; idObj = 4; }
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#endif
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return dMin;
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}
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vec3 ObjNf (vec3 p)
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{
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const vec3 e = vec3 (0.001, -0.001, 0.);
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vec4 v = vec4 (ObjDf (p + e.xxx), ObjDf (p + e.xyy),
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ObjDf (p + e.yxy), ObjDf (p + e.yyx));
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return normalize (vec3 (v.x - v.y - v.z - v.w) + 2. * vec3 (v.y, v.z, v.w));
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}
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float ObjRay (vec3 ro, vec3 rd)
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{
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float dHit, d;
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dHit = 0.;
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for (int j = 0; j < 100; j ++) {
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d = ObjDf (ro + dHit * rd);
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dHit += d;
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if (d < 0.001 || dHit > dstFar) break;
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}
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return dHit;
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}
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vec3 ObjCol (vec3 ro, vec3 rd, vec3 vn)
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{
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vec3 ltDir, acDif, col;
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float ltDist, ltDistSq, dif, atten, acSpe, sh, d, h;
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col = vec3 (0.);
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if (idObj == 1) {
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col = WoodCol (120. * qHit.zx);
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} else if (idObj == 2) {
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if (abs (vn.y) > 0.005) col = 0.4 * vec3 (0.5, 0.4, 0.3);
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else col = BrickCol (vec2 (20. * (atan (qHit.z, qHit.x) / pi + 1.),
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40. * qHit.y));
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} else if (idObj == 3) {
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col = vec3 (0.4, 0.4, 0.2);
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} else if (idObj == 5) {
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col = vec3 (1., 1., 0.5) * (0.75 + 0.25 * dot (rd, normalize (ltPos[0] - ro)));
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} else if (idObj == 6) {
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col = vec3 (1., 1., 0.5) * (0.75 + 0.25 * dot (rd, normalize (ltPos[1] - ro)));
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}
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if (idObj < 5) {
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acDif = vec3 (0.);
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acSpe = 0.;
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for (int j = 0; j < 2; j ++) {
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doLt = j;
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ltDir = ltPos[j] - ro;
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ltDistSq = dot (ltDir, ltDir);
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ltDist = sqrt (ltDistSq);
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ltDir /= ltDist;
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dif = clamp (dot (vn, ltDir), 0., 1.);
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sh = 0.;
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if (dif > 0.) {
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sh = 1.;
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d = 0.01;
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for (int i = 0; i < 60; i ++) {
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h = ObjDf (ro + ltDir * d);
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sh = min (sh, 50. * h / d);
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d += h;
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if (d > ltDist) break;
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}
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dif *= sh;
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}
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atten = 1. / (0.1 + ltDistSq);
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acDif += atten * dif;
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acSpe += atten * sh * pow (clamp (dot (reflect (rd, vn), ltDir), 0., 1.), 16.);
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}
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col = (0.4 + 0.2 * acDif) * col + 0.03 * acSpe * vec3 (1.);
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}
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return col;
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}
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float GlowCol (vec3 ro, vec3 rd, float dstHit)
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{
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vec3 ltDir;
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float ltDist, wGlow;
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wGlow = 0.;
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for (int j = 0; j < 2; j ++) {
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ltDir = ltPos[j] - ro;
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ltDist = length (ltDir);
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ltDir /= ltDist;
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if (ltDist < dstHit) wGlow += pow (max (dot (rd, ltDir), 0.), 1024.) / ltDist;
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}
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return clamp (0.5 * wGlow, 0., 1.);
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}
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vec3 ShowScene (vec3 ro, vec3 rd)
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{
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vec3 col, vn, roo, rds;
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float dstHit, rLt, aLt;
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int idObjT;
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rotAng = 0.3 * tCur;
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stPitch = 0.4;
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rWid = 0.006;
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rLt = 0.6 * rOut;
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aLt = 0.1 * pi;
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ltPos[0] = vec3 (rLt * cos (aLt), stPitch * (0.1 - 0.14 * cos (tCur)),
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rLt * sin (aLt));
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aLt = - 0.95 * pi;
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ltPos[1] = vec3 (rLt * cos (aLt), stPitch * (-0.4 + 0.14 * sin (tCur)),
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rLt * sin (aLt));
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roo = ro;
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idObj = -1;
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doLt = -1;
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dstHit = ObjRay (ro, rd);
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if (idObj < 0) dstHit = dstFar;
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#ifdef REFBALL
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if (idObj == 4 && dstHit < dstFar) {
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ro += rd * dstHit;
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rd = reflect (rd, ObjNf (ro));
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ro += 0.01 * rd;
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roo = ro;
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idObj = -1;
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dstHit = ObjRay (ro, rd);
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}
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#endif
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if (dstHit >= dstFar) {
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col = vec3 (0., 0., 0.1);
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rds = rd;
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rds.xz = Rot2D (rds.xz, rotAng);
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rds = (rds + vec3 (1.));
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for (int j = 0; j < 10; j ++)
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rds = 11. * abs (rds) / dot (rds, rds) - 3.;
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col += min (1., 1.5e-6 * pow (min (16., length (rds)), 5.)) *
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vec3 (0.7, 0.6, 0.6);
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} else {
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ro += rd * dstHit;
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idObjT = idObj;
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vn = ObjNf (ro);
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idObj = idObjT;
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col = ObjCol (ro, rd, vn);
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}
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col = mix (col, vec3 (1., 1., 0.5), GlowCol (roo, rd, dstHit));
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return clamp (col, 0., 1.);
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}
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void mainImage (out vec4 fragColor, in vec2 fragCoord)
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{
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vec2 canvas = iResolution.xy;
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vec2 uv = 2. * fragCoord.xy / canvas - 1.;
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uv.x *= canvas.x / canvas.y;
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tCur = iGlobalTime;
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#ifdef MOUSE
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vec4 mPtr = iMouse;
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mPtr.xy = mPtr.xy / canvas - 0.5;
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#endif
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mat3 vuMat;
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vec3 ro, rd;
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vec2 vEl, vAz;
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float az, el;
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rOut = 0.5;
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rIn = 0.2;
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ro = - vec3 (0., 0.1, 0.9) * rOut;
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az = 0.2;
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el = 0.1;
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#ifdef MOUSE
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if (mPtr.z > 0.) {
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ro.z = clamp (ro.z + 0.8 * mPtr.x, - 0.99 * rOut, - 0.4 * rIn);
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el = clamp (el + 3. * mPtr.y, -1.5, 1.5);
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}
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#endif
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vEl = vec2 (cos (el), sin (el));
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vAz = vec2 (cos (az), sin (az));
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vuMat = mat3 (1., 0., 0., 0., vEl.x, - vEl.y, 0., vEl.y, vEl.x) *
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mat3 (vAz.x, 0., vAz.y, 0., 1., 0., - vAz.y, 0., vAz.x);
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rd = normalize (vec3 (uv, 1.5)) * vuMat;
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fragColor = vec4 (ShowScene (ro, rd), 1.);
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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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