mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
282 lines
6.9 KiB
Plaintext
282 lines
6.9 KiB
Plaintext
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#version 450
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// A lot of spheres. Created by Reinder Nijhoff 2013
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// @reindernijhoff
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//
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// https://www.shadertoy.com/view/lsX3WH
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//
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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 SHADOW
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#define REFLECTION
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#define RAYCASTSTEPS 40
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#define EXPOSURE 0.9
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#define EPSILON 0.0001
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#define MAXDISTANCE 400.
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#define GRIDSIZE 8.
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#define GRIDSIZESMALL 5.
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#define MAXHEIGHT 10.
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#define SPEED 0.5
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#define time iGlobalTime
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//
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// math functions
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//
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const mat2 mr = mat2 (0.84147, 0.54030,
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0.54030, -0.84147 );
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float hash( float n ) {
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return fract(sin(n)*43758.5453);
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}
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vec2 hash2( float n ) {
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return fract(sin(vec2(n,n+1.0))*vec2(2.1459123,3.3490423));
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}
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vec2 hash2( vec2 n ) {
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return fract(sin(vec2( n.x*n.y, n.x+n.y))*vec2(2.1459123,3.3490423));
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}
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vec3 hash3( float n ) {
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return fract(sin(vec3(n,n+1.0,n+2.0))*vec3(3.5453123,4.1459123,1.3490423));
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}
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vec3 hash3( vec2 n ) {
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return fract(sin(vec3(n.x, n.y, n+2.0))*vec3(3.5453123,4.1459123,1.3490423));
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}
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//
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// intersection functions
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//
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bool intersectPlane(vec3 ro, vec3 rd, float height, out float dist) {
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if (rd.y==0.0) {
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return false;
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}
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float d = -(ro.y - height)/rd.y;
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d = min(100000.0, d);
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if( d > 0. ) {
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dist = d;
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return true;
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}
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return false;
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}
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bool intersectUnitSphere ( in vec3 ro, in vec3 rd, in vec3 sph, out float dist, out vec3 normal ) {
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vec3 ds = ro - sph;
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float bs = dot( rd, ds );
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float cs = dot( ds, ds ) - 1.0;
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float ts = bs*bs - cs;
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if( ts > 0.0 ) {
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ts = -bs - sqrt( ts );
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if( ts>0. ) {
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normal = normalize( (ro+ts*rd)-sph );
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dist = ts;
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return true;
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}
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}
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return false;
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}
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//
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// Scene
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//
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void getSphereOffset( vec2 grid, inout vec2 center ) {
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center = (hash2( grid+vec2(43.12,1.23) ) - vec2(0.5) )*(GRIDSIZESMALL);
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}
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void getMovingSpherePosition( vec2 grid, vec2 sphereOffset, inout vec3 center ) {
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// falling?
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float s = 0.1+hash( grid.x*1.23114+5.342+754.324231*grid.y );
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float t = 14.*s + time/s;
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float y = s * MAXHEIGHT * abs( cos( t ) );
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vec2 offset = grid + sphereOffset;
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center = vec3( offset.x, y, offset.y ) + 0.5*vec3( GRIDSIZE, 2., GRIDSIZE );
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}
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void getSpherePosition( vec2 grid, vec2 sphereOffset, inout vec3 center ) {
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vec2 offset = grid + sphereOffset;
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center = vec3( offset.x, 0., offset.y ) + 0.5*vec3( GRIDSIZE, 2., GRIDSIZE );
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}
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vec3 getSphereColor( vec2 grid ) {
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return normalize( hash3( grid+vec2(43.12*grid.y,12.23*grid.x) ) );
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}
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vec3 trace(vec3 ro, vec3 rd, out vec3 intersection, out vec3 normal, out float dist, out int material) {
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material = 0; // sky
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dist = MAXDISTANCE;
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float distcheck;
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vec3 sphereCenter, col, normalcheck;
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if( intersectPlane( ro, rd, 0., distcheck) && distcheck < MAXDISTANCE ) {
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dist = distcheck;
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material = 1;
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normal = vec3( 0., 1., 0. );
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col = vec3( 1. );
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} else {
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col = vec3( 0. );
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}
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// trace grid
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vec3 pos = floor(ro/GRIDSIZE)*GRIDSIZE;
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vec3 ri = 1.0/rd;
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vec3 rs = sign(rd) * GRIDSIZE;
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vec3 dis = (pos-ro + 0.5 * GRIDSIZE + rs*0.5) * ri;
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vec3 mm = vec3(0.0);
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vec2 offset;
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for( int i=0; i<RAYCASTSTEPS; i++ ) {
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if( material > 1 || distance( ro.xz, pos.xz ) > dist+GRIDSIZE ) break;
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vec2 offset;
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getSphereOffset( pos.xz, offset );
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getMovingSpherePosition( pos.xz, -offset, sphereCenter );
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if( intersectUnitSphere( ro, rd, sphereCenter, distcheck, normalcheck ) && distcheck < dist ) {
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dist = distcheck;
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normal = normalcheck;
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material = 2;
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}
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getSpherePosition( pos.xz, offset, sphereCenter );
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if( intersectUnitSphere( ro, rd, sphereCenter, distcheck, normalcheck ) && distcheck < dist ) {
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dist = distcheck;
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normal = normalcheck;
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col = vec3( 2. );
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material = 3;
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}
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mm = step(dis.xyz, dis.zyx);
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dis += mm * rs * ri;
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pos += mm * rs;
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}
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vec3 color = vec3( 0. );
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if( material > 0 ) {
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intersection = ro + rd*dist;
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vec2 map = floor(intersection.xz/GRIDSIZE)*GRIDSIZE;
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if( material == 1 || material == 3 ) {
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// lightning
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vec3 c = vec3( -GRIDSIZE,0., GRIDSIZE );
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for( int x=0; x<3; x++ ) {
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for( int y=0; y<3; y++ ) {
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vec2 mapoffset = map+vec2( c[x], c[y] );
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vec2 offset;
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getSphereOffset( mapoffset, offset );
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vec3 lcolor = getSphereColor( mapoffset );
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vec3 lpos;
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getMovingSpherePosition( mapoffset, -offset, lpos );
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float shadow = 1.;
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#ifdef SHADOW
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if( material == 1 ) {
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for( int sx=0; sx<3; sx++ ) {
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for( int sy=0; sy<3; sy++ ) {
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if( shadow < 1. ) continue;
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vec2 smapoffset = map+vec2( c[sx], c[sy] );
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vec2 soffset;
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getSphereOffset( smapoffset, soffset );
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vec3 slpos, sn;
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getSpherePosition( smapoffset, soffset, slpos );
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float sd;
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if( intersectUnitSphere( intersection, normalize( lpos - intersection ), slpos, sd, sn ) ) {
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shadow = 0.;
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}
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}
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}
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}
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#endif
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color += col * lcolor * ( shadow * max( dot( normalize(lpos-intersection), normal ), 0.) *
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(1. - clamp( distance( lpos, intersection )/GRIDSIZE, 0., 1.) ) );
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}
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}
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} else {
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// emitter
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color = (1.5+dot(normal, vec3( 0.5, 0.5, -0.5) )) *getSphereColor( map );
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}
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}
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return color;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
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vec2 q = fragCoord.xy/iResolution.xy;
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vec2 p = -1.0+2.0*q;
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p.x *= iResolution.x/iResolution.y;
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// camera
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vec3 ce = vec3( cos( 0.232*time) * 10., 6.+3.*cos(0.3*time), GRIDSIZE*(time/SPEED) );
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vec3 ro = ce;
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vec3 ta = ro + vec3( -sin( 0.232*time) * 10., -2.0+cos(0.23*time), 10.0 );
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float roll = -0.15*sin(0.5*time);
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// camera tx
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vec3 cw = normalize( ta-ro );
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vec3 cp = vec3( sin(roll), cos(roll),0.0 );
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vec3 cu = normalize( cross(cw,cp) );
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vec3 cv = normalize( cross(cu,cw) );
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vec3 rd = normalize( p.x*cu + p.y*cv + 1.5*cw );
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// raytrace
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int material;
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vec3 normal, intersection;
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float dist;
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vec3 col = trace(ro, rd, intersection, normal, dist, material);
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#ifdef REFLECTION
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if( material > 0 ) {
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vec3 ro = intersection + EPSILON*normal;
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rd = reflect( rd, normal );
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col += 0.05 * trace(ro, rd, intersection, normal, dist, material);
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}
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#endif
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col = pow( col, vec3(EXPOSURE, EXPOSURE, EXPOSURE) );
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col = clamp(col, 0.0, 1.0);
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// vigneting
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col *= 0.25+0.75*pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.15 );
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fragColor = vec4( col,1.0);
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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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