mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
240 lines
7.5 KiB
Plaintext
240 lines
7.5 KiB
Plaintext
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#version 450
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// Tribute to Marc-Antoine Mathieu - leon - 2017-11-21
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// https://www.shadertoy.com/view/XlfBR7
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// Raymarching skectch inspired by the work of Marc-Antoine Mathieu
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// Raymarching sketch inspired by the work of Marc-Antoine Mathieu
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// Leon 2017-11-21
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// using code from IQ, Mercury, LJ, Duke, Koltes
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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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// tweak it
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#define donut 30.
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#define cell 4.
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#define height 2.
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#define thin .04
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#define radius 15.
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#define speed 1.
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#define STEPS 100.
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#define VOLUME 0.001
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#define PI 3.14159
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#define TAU (2.*PI)
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#define time iGlobalTime
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// raymarching toolbox
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float rng (vec2 seed) { return fract(sin(dot(seed*.1684,vec2(54.649,321.547)))*450315.); }
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mat2 rot (float a) { float c=cos(a),s=sin(a); return mat2(c,-s,s,c); }
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float sdSphere (vec3 p, float r) { return length(p)-r; }
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float sdCylinder (vec2 p, float r) { return length(p)-r; }
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float sdDisk (vec3 p, vec3 s) { return max(max(length(p.xz)-s.x, s.y), abs(p.y)-s.z); }
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float sdIso(vec3 p, float r) { return max(0.,dot(p,normalize(sign(p))))-r; }
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float sdBox( vec3 p, vec3 b ) { vec3 d = abs(p) - b; return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0)); }
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float sdTorus( vec3 p, vec2 t ) { vec2 q = vec2(length(p.xz)-t.x,p.y); return length(q)-t.y; }
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float amod (inout vec2 p, float count) { float an = TAU/count; float a = atan(p.y,p.x)+an/2.; float c = floor(a/an); c = mix(c,abs(c),step(count*.5,abs(c))); a = mod(a,an)-an/2.; p.xy = vec2(cos(a),sin(a))*length(p); return c; }
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float amodIndex (vec2 p, float count) { float an = TAU/count; float a = atan(p.y,p.x)+an/2.; float c = floor(a/an); c = mix(c,abs(c),step(count*.5,abs(c))); return c; }
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float repeat (float v, float c) { return mod(v,c)-c/2.; }
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vec2 repeat (vec2 v, vec2 c) { return mod(v,c)-c/2.; }
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vec3 repeat (vec3 v, float c) { return mod(v,c)-c/2.; }
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float smoo (float a, float b, float r) { return clamp(.5+.5*(b-a)/r, 0., 1.); }
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float smin (float a, float b, float r) { float h = smoo(a,b,r); return mix(b,a,h)-r*h*(1.-h); }
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float smax (float a, float b, float r) { float h = smoo(a,b,r); return mix(a,b,h)+r*h*(1.-h); }
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vec2 displaceLoop (vec2 p, float r) { return vec2(length(p.xy)-r, atan(p.y,p.x)); }
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float map (vec3);
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float getShadow (vec3 pos, vec3 at, float k) {
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vec3 dir = normalize(at - pos);
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float maxt = length(at - pos);
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float f = 01.;
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float t = VOLUME*50.;
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for (float i = 0.; i <= 1.; i += 1./15.) {
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float dist = map(pos + dir * t);
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if (dist < VOLUME) return 0.;
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f = min(f, k * dist / t);
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t += dist;
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if (t >= maxt) break;
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}
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return f;
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}
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vec3 getNormal (vec3 p) { vec2 e = vec2(.01,0); return normalize(vec3(map(p+e.xyy)-map(p-e.xyy),map(p+e.yxy)-map(p-e.yxy),map(p+e.yyx)-map(p-e.yyx))); }
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void camera (inout vec3 p) {
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p.xz *= rot(PI/8.);
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p.yz *= rot(PI/6.);
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}
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float windowCross (vec3 pos, vec4 size, float salt) {
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vec3 p = pos;
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float sx = size.x * (.6+salt*.4);
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float sy = size.y * (.3+salt*.7);
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vec2 sxy = vec2(sx,sy);
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p.xy = repeat(p.xy+sxy/2., sxy);
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float scene = sdBox(p, size.zyw*2.);
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scene = min(scene, sdBox(p, size.xzw*2.));
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scene = max(scene, sdBox(pos, size.xyw));
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return scene;
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}
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float window (vec3 pos, vec2 dimension, float salt) {
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float thinn = .008;
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float depth = .04;
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float depthCadre = .06;
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float padding = .08;
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float scene = windowCross(pos, vec4(dimension,thinn,depth), salt);
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float cadre = sdBox(pos, vec3(dimension, depthCadre));
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cadre = max(cadre, -sdBox(pos, vec3(dimension - padding, depthCadre*2.)));
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scene = min(scene, cadre);
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return scene;
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}
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float boxes (vec3 pos, float salt) {
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vec3 p = pos;
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float ry = cell * .43*(.3+salt);
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float rz = cell * .2*(.5+salt);
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float salty = rng(vec2(floor(pos.y/ry), floor(pos.z/rz)));
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pos.y = repeat(pos.y, ry);
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pos.z = repeat(pos.z, rz);
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float scene = sdBox(pos, vec3(.1+.8*salt+salty,.1+.2*salt,.1+.2*salty));
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scene = max(scene, sdBox(p, vec3(cell*.2)));
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return scene;
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}
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float map (vec3 pos) {
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vec3 camOffset = vec3(-4,0,0.);
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float scene = 1000.;
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vec3 p = pos + camOffset;
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float segments = PI*radius;
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float indexX, indexY, salt;
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vec2 seed;
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// donut distortion
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vec3 pDonut = p;
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pDonut.x += donut;
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pDonut.y += radius;
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pDonut.xz = displaceLoop(pDonut.xz, donut);
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pDonut.z *= donut;
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pDonut.xzy = pDonut.xyz;
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pDonut.xz *= rot(time*.05*speed);
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// ground
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p = pDonut;
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scene = min(scene, sdCylinder(p.xz, radius-height));
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// walls
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p = pDonut;
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float py = p.y + time * speed;
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indexY = floor(py / (cell+thin));
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p.y = repeat(py, cell+thin);
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scene = min(scene, max(abs(p.y)-thin, sdCylinder(p.xz, radius)));
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amod(p.xz, segments);
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p.x -= radius;
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scene = min(scene, max(abs(p.z)-thin, p.x));
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// horizontal windot
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p = pDonut;
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p.xz *= rot(PI/segments);
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py = p.y + time * speed;
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indexY = floor(py / (cell+thin));
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p.y = repeat(py, cell+thin);
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indexX = amodIndex(p.xz, segments);
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amod(p.xz, segments);
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seed = vec2(indexX, indexY);
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salt = rng(seed);
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p.x -= radius;
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vec2 dimension = vec2(.75,.5);
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p.x += dimension.x * 1.5;
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scene = max(scene, -sdBox(p, vec3(dimension.x, .1, dimension.y)));
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scene = min(scene, window(p.xzy, dimension, salt));
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// vertical window
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p = pDonut;
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py = p.y + cell/2. + time * speed;
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indexY = floor(py / (cell+thin));
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p.y = repeat(py, cell+thin);
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indexX = amodIndex(p.xz, segments);
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amod(p.xz, segments);
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seed = vec2(indexX, indexY);
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salt = rng(seed);
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p.x -= radius;
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dimension.y = 1.5;
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p.x += dimension.x * 1.25;
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scene = max(scene, -sdBox(p, vec3(dimension, .1)));
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scene = min(scene, window(p, dimension, salt));
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// elements
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p = pDonut;
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p.xz *= rot(PI/segments);
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py = p.y + cell/2. + time * speed;
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indexY = floor(py / (cell+thin));
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p.y = repeat(py, cell+thin);
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indexX = amodIndex(p.xz, segments);
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amod(p.xz, segments);
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seed = vec2(indexX, indexY);
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salt = rng(seed);
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p.x -= radius - height;
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scene = min(scene, boxes(p, salt));
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return scene;
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}
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void mainImage( out vec4 color, in vec2 coord ) {
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vec2 uv = (coord.xy-.5*iResolution.xy)/iResolution.y;
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vec3 eye = vec3(0,0,-20);
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vec3 ray = normalize(vec3(uv, 1.3));
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camera(eye);
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camera(ray);
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float dither = rng(uv+fract(time));
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vec3 pos = eye;
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float shade = 0.;
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for (float i = 0.; i <= 1.; i += 1./STEPS) {
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float dist = map(pos);
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if (dist < VOLUME) {
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shade = 1.-i;
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break;
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}
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dist *= .5 + .1 * dither;
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pos += ray * dist;
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}
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vec3 light = vec3(40.,100.,-10.);
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float shadow = getShadow(pos, light, 4.);
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color = vec4(1);
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color *= shade;
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color *= shadow;
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color = smoothstep(.0, .5, color);
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color.rgb = sqrt(color.rgb);
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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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