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Create shane-quasi-infinite-zoom-voronoi.slang
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procedural/shane-quasi-infinite-zoom-voronoi.slang
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procedural/shane-quasi-infinite-zoom-voronoi.slang
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#version 450
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/*
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Quasi Infinite Zoom Voronoi
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---------------------------
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The infinite zoom effect has been keeping me amused for years.
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This one is based on something I wrote some time ago, but was inspired by Fabrice Neyret's
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"Infinite Fall" shader. I've aired on the side of caution and called it "quasi infinite,"
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just in case it doesn't adhere to his strict infinite zoom standards. :)
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Seriously though, I put together a couple of overly optimized versions a couple of days ago,
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just for fun, and Fabrice's comments were pretty helpful. I also liked the way he did the
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layer rotation in his "Infinite Fall" version, so I'm using that. The rest is stock standard
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infinite zoom stuff that has been around for years.
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Most people like to use noise for this effect, so I figured I'd do something different
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and use Voronoi. I've also bump mapped it, added specular highlights, etc. It was
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tempting to add a heap of other things, but I wanted to keep the example relatively simple.
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By the way, most of the code is basic bump mapping and lighting. The infinite zoom code
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takes up just a small portion.
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Fabrice Neyret's versions:
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infinite fall - short
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https://www.shadertoy.com/view/ltjXWW
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infinite fall - FabriceNeyret2
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https://www.shadertoy.com/view/4sl3RX
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Other examples:
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Fractal Noise - mu6k
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https://www.shadertoy.com/view/Msf3Wr
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Infinite Sierpinski - gleurop
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https://www.shadertoy.com/view/MdfGR8
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Infinite Zoom - fizzer
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https://www.shadertoy.com/view/MlXGW7
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Private link to a textured version of this.
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Bumped Infinite Zoom Texture - Shane
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https://www.shadertoy.com/view/Xl2XWw
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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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vec2 hash22(vec2 p) {
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// Faster, but doesn't disperse things quite as nicely. However, when framerate
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// is an issue, and it often is, this is a good one to use. Basically, it's a tweaked
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// amalgamation I put together, based on a couple of other random algorithms I've
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// seen around... so use it with caution, because I make a tonne of mistakes. :)
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float n = sin(dot(p, vec2(41, 289)));
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return fract(vec2(262144, 32768)*n);
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// Animated.
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//p = fract(vec2(262144, 32768)*n);
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//return sin( p*6.2831853 + time )*0.5 + 0.5;
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}
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// One of many 2D Voronoi algorithms getting around, but all are based on IQ's
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// original. I got bored and roughly explained it. It was a slow day. :) The
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// explanations will be obvious to many, but not all.
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float Voronoi(vec2 p)
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{
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// Partitioning the 2D space into repeat cells.
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vec2 ip = floor(p); // Analogous to the cell's unique ID.
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p = fract(p); // Fractional reference point within the cell.
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// Set the minimum distance (squared distance, in this case, because it's
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// faster) to a maximum of 1. Outliers could reach as high as 2 (sqrt(2)^2)
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// but it's being capped to 1, because it covers a good portion of the range
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// (basically an inscribed unit circle) and dispenses with the need to
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// normalize the final result.
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//
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// If you're finding that your Voronoi patterns are a little too contrasty,
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// you could raise "d" to something like "1.5." Just remember to divide
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// the final result by the same amount.
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float d = 1.;
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// Put a "unique" random point in the cell (using the cell ID above), and it's 8
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// neighbors (using their cell IDs), then check for the minimum squared distance
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// between the current fractional cell point and these random points.
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for (float i = -1.; i < 1.1; i++){
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for (float j = -1.; j < 1.1; j++){
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vec2 cellRef = vec2(i, j); // Base cell reference point.
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vec2 offset = hash22(ip + cellRef); // 2D offset.
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// Vector from the point in the cell to the offset point.
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vec2 r = cellRef + offset - p;
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float d2 = dot(r, r); // Squared length of the vector above.
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d = min(d, d2); // If it's less than the previous minimum, store it.
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}
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}
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// In this case, the distance is being returned, but the squared distance
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// can be used too, if prefered.
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return sqrt(d);
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}
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/*
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// 2D 2nd-order Voronoi: Obviously, this is just a rehash of IQ's original. I've tidied
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// up those if-statements. Since there's less writing, it should go faster. That's how
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// it works, right? :)
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//
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float Voronoi2(vec2 p){
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vec2 g = floor(p), o;
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p -= g;// p = fract(p);
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vec2 d = vec2(1); // 1.4, etc.
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for(int y = -1; y <= 1; y++){
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for(int x = -1; x <= 1; x++){
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o = vec2(x, y);
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o += hash22(g + o) - p;
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float h = dot(o, o);
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d.y = max(d.x, min(d.y, h));
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d.x = min(d.x, h);
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}
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}
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//return sqrt(d.y) - sqrt(d.x);
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return (d.y - d.x); // etc.
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}
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*/
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void mainImage( out vec4 fragColor, in vec2 fragCoord ){
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// Screen coordinates.
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vec2 uv = (fragCoord - iResolution.xy*.5)/iResolution.y;
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// Variable setup, plus rotation.
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float t = iGlobalTime, s, a, b, e;
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// Rotation the canvas back and forth.
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float th = sin(iGlobalTime*0.1)*sin(iGlobalTime*0.13)*4.;
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float cs = cos(th), si = sin(th);
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uv *= mat2(cs, -si, si, cs);
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// Setup: I find 2D bump mapping more intuitive to pretend I'm raytracing, then lighting a bump mapped plane
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// situated at the origin. Others may disagree. :)
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vec3 sp = vec3(uv, 0); // Surface posion. Hit point, if you prefer. Essentially, a screen at the origin.
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vec3 ro = vec3(0, 0, -1); // Camera position, ray origin, etc.
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vec3 rd = normalize(sp-ro); // Unit direction vector. From the origin to the screen plane.
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vec3 lp = vec3(cos(iGlobalTime)*0.375, sin(iGlobalTime)*0.1, -1.); // Light position - Back from the screen.
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// The number of layers. More gives you a more continous blend, but is obviously slower.
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// If you change the layer number, you'll proably have to tweak the "gFreq" value.
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const float L = 8.;
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// Global layer frequency, or global zoom, if you prefer.
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const float gFreq = 0.5;
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float sum = 0.; // Amplitude sum, of sorts.
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// Setting up the layer rotation matrix, used to rotate each layer.
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// Not completely necessary, but it helps mix things up. It's standard practice, but
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// this one is based on Fabrice's example.
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th = 3.14159265*0.7071/L;
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cs = cos(th), si = sin(th);
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mat2 M = mat2(cs, -si, si, cs);
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// The overall scene color. Initiated to zero.
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vec3 col = vec3(0);
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// Setting up the bump mapping variables and initiating them to zero.
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// f - Function value
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// fx - Change in "f" in in the X-direction.
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// fy - Change in "f" in in the Y-direction.
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float f=0., fx=0., fy=0.;
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vec2 eps = vec2(4./iResolution.y, 0.);
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// I've had to off-center this just a little to avoid an annoying white speck right
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// in the middle of the canvas. If anyone knows how to get rid of it, I'm all ears. :)
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vec2 offs = vec2(0.1);
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// Infinite Zoom.
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//
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// The first three lines are a little difficult to explain without describing what infinite
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// zooming is in the first place. A lot of it is analogous to fBm. Sum a bunch of increasing
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// frequencies with decreasing amplitudes.
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//
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// Anyway, the effect is nothing more than a series of layers being expanded from an initial
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// size to a final size, then being snapped back to its original size to repeat the process
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// again. However, each layer is doing it at diffent incremental stages in time, which tricks
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// the brain into believing the process is continuous. If you wish to spoil the illusion,
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// simply reduce the layer count. If you wish to completely ruin the effect, set it to one.
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// Infinite zoom loop.
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for (float i = 0.; i<L; i++){
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// Fractional time component. Obviously, incremented by "1./L" and ranging from
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// zero to one, whist on a repeat cycle.
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s = fract((i - t*2.)/L);
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// Using the fractional time component to determine the layer frequency. It increases
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// with time, then snaps back to one in a cyclic fashion.
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// Note that exp2(t) is just another way to write pow(2., s). The latter is more
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// intuitive, but slower... Well, I assume it is.
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e = exp2(s*L)*gFreq; // Range (approx): [ 1, pow(2., L)*gFreq ]
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// Layer ampltude component. Inversely propotional to the frequency, which makes sense.
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// Because the layers are finite, you need to smoothly interpolate between them,
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// and the "cos" setup below is just one of many ways to do it.
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a = (1.-cos(s*6.283))/e; // Smooth transition.
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//a = (1. - abs(s-.5)*2.)/e; // Alternative linear fade. Not as smooth, or accurate.
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//a = (1. - abs(s-.5)*2.); a *= a*(3.-2.*a)/e; // Smooth linear fade, if so desired.
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// Accumulating each layer.
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// I had to have a bit of a think as to how to bump map this. Normally, you'd write a function
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// then call it three times, but that'd be too expensive, so it's all being done simultaneously.
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//
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// Either way, it's still pretty simple. In addition to accumulating the pixel value, accumulate
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// sample values just to the left of it and above. The X-gradient and Y-gradient can then be
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// determined outside the loop.
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//
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f += Voronoi(M*sp.xy*e + offs) * a; // Sample value multiplied by the amplitude.
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fx += Voronoi(M*(sp.xy-eps.xy)*e + offs) * a; // Same for the nearby sample in the X-direction.
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fy += Voronoi(M*(sp.xy-eps.yx)*e + offs) * a; // Same for the nearby sample in the Y-direction.
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// Sum each amplitude. Used to normalize the results once the loop is complete.
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sum += a;
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// Rotating each successive layer is pretty standard, but this is the way Fabrice does
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// it.
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M *= M;
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}
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// I doubt it'd happen, but just in case sum is zero.
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sum = max(sum, 0.001);
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// Normalizing the three Voronoi samples.
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f /= sum;
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fx /= sum;
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fy /= sum;
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// Common bump mapping stuff.
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float bumpFactor = 0.2;
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// Using the above to determine the dx and dy function gradients.
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fx = (fx-f)/eps.x; // Change in X
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fy = (fy-f)/eps.x; // Change in Y.
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// Using the gradient vector, "vec3(fx, fy, 0)," to perturb the XY plane normal ",vec3(0, 0, -1)."
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vec3 n = normalize( vec3(0, 0, -1) + vec3(fx, fy, 0)*bumpFactor );
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// Determine the light direction vector, calculate its distance, then normalize it.
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vec3 ld = lp - sp;
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float lDist = max(length(ld), 0.001);
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ld /= lDist;
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// Light attenuation.
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float atten = 1.25/(1. + lDist*0.15 + lDist*lDist*0.15);
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//float atten = min(1./(dist*dist*2.), 1.);
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// Diffuse value.
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float diff = max(dot(n, ld), 0.);
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// Enhancing the diffuse value a bit. Made up.
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diff = pow(diff, 2.)*0.66 + pow(diff, 4.)*0.34;
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// Specular highlighting.
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float spec = pow(max(dot( reflect(-ld, n), -rd), 0.), 16.);
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// Using the infinite Voronoi value to produce a purplish color.
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vec3 objCol = vec3(f*f, pow(f, 5.)*0.05, f*f*0.36);
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// Blood... ruby red.
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//vec3 objCol = vec3(f*f, pow(f, 16.), pow(f, 8.)*.5);
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// Using the values above to produce the final color.
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col = (objCol * (diff + .5) + vec3(.4, .6, 1.)*spec*1.5) * atten;
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// Done.
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fragColor = vec4(sqrt(min(col, 1.)), 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 FragCoord = vTexCoord.xy*global.OutputSize.xy;
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FragCoord.y = -FragCoord.y;
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mainImage(FragColor,FragCoord);
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}
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