From 71558435943874a2677bf2f80b8266e37efcf40e Mon Sep 17 00:00:00 2001 From: Twinaphex Date: Fri, 23 Feb 2018 17:07:10 +0100 Subject: [PATCH] Create reinder-wolfenstein3d.slang --- procedural/reinder-wolfenstein3d.slang | 470 +++++++++++++++++++++++++ 1 file changed, 470 insertions(+) create mode 100644 procedural/reinder-wolfenstein3d.slang diff --git a/procedural/reinder-wolfenstein3d.slang b/procedural/reinder-wolfenstein3d.slang new file mode 100644 index 0000000..b681ac7 --- /dev/null +++ b/procedural/reinder-wolfenstein3d.slang @@ -0,0 +1,470 @@ +#version 450 +// Wolfenstein. Created by Reinder Nijhoff 2013 +// @reindernijhoff + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + uint FrameCount; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +const vec2 madd = vec2(0.5, 0.5); +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = gl_Position.xy; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +float iGlobalTime = float(global.FrameCount)*0.025; +vec2 iResolution = global.OutputSize.xy; + +#define NUM_MATERIALS 3 +#define NUM_OBJECTS 1 +#define SECONDS_IN_ROOM 3. +#define ROOM_SIZE 10. +#define MAXSTEPS 17 +#define MATERIAL_DOOR 200 +#define MATERIAL_DOORWAY 201 + +#define COL(r,g,b) vec3(r/255.,g/255.,b/255.) + +#define time (iGlobalTime+40.) +vec3 rdcenter; + +//---------------------------------------------------------------------- +// Math functions + +float hash( const float n ) { + return fract(sin(n*14.1234512)*51231.545341231); +} +float hash( const vec2 x ) { + float n = dot( x, vec2(14.1432,1131.15532) ); + return fract(sin(n)*51231.545341231); +} +float crossp( const vec2 a, const vec2 b ) { return a.x*b.y - a.y*b.x; } +vec3 rotate(vec3 r, float v){ return vec3(r.x*cos(v)+r.z*sin(v),r.y,r.z*cos(v)-r.x*sin(v));} +bool intersectSegment(const vec3 ro, const vec3 rd, const vec2 a, const vec2 b, out float dist, out float u) { + vec2 p = ro.xz; vec2 r = rd.xz; + vec2 q = a-p; vec2 s = b-a; + float rCrossS = crossp(r, s); + + if( rCrossS == 0.){ + return false; + } else { + dist = crossp(q, s) / rCrossS; + u = crossp(q, r) / rCrossS; + + if(0. <= dist && 0. <= u && u <= 1.){ + return true; + } else { + return false; + } + } +} + +//---------------------------------------------------------------------- +// Material helper functions + +float onCircle( const vec2 c, const vec2 centre, const float radius ) { + return clamp( 4.*(radius - distance(c,centre)), 0., 1. ); +} +float onCircleLine( const vec2 c, const vec2 centre, const float radius ) { + return clamp( 1.-1.5*abs(radius - distance(c,centre)), 0., 1. ); +} +float onLine( const float c, const float b ) { + return clamp( 1.-abs(b-c), 0., 1. ); +} +float onBand( const float c, const float mi, const float ma ) { + return clamp( (ma-c+1.), 0., 1. )*clamp( (c-mi+1.), 0., 1. ); +} +float onLineSegmentX( const vec2 c, const float b, const float mi, const float ma ) { + return onLine( c.x, b )*onBand( c.y, mi, ma ); +} +float onLineSegmentY( const vec2 c, const float b, const float mi, const float ma ) { + return onLine( c.y, b )*onBand( c.x, mi, ma ); +} +float onRect( const vec2 c, const vec2 lt, const vec2 rb ) { + return onBand( c.x, lt.x, rb.x )*onBand( c.y, lt.y, rb.y ); +} +vec3 addBevel( const vec2 c, const vec2 lt, const vec2 rb, const float size, const float strength, const float lil, const float lit, const vec3 col ) { + float xl = clamp( (c.x-lt.x)/size, 0., 1. ); + float xr = clamp( (rb.x-c.x)/size, 0., 1. ); + float yt = clamp( (c.y-lt.y)/size, 0., 1. ); + float yb = clamp( (rb.y-c.y)/size, 0., 1. ); + + return mix( col, col*clamp(1.0+strength*(lil*(xl-xr)+lit*(yb-yt)), 0., 2.), onRect( c, lt, rb ) ); +} +vec3 addKnob( const vec2 c, const vec2 centre, const float radius, const float strength, const vec3 col ) { + vec2 lv = normalize( centre-c ); + return mix( col, col*(1.0+strength*dot(lv,vec2(-0.7071,0.7071))), onCircle(c, centre, radius ) ); +} +float stepeq( float a, float b ) { + return step( a, b )*step( b, a ); +} +//---------------------------------------------------------------------- +// Generate materials! + +void getMaterialColor( const int material, in vec2 uv, const float decorationHash, out vec3 col ) { + vec3 fgcol; + + uv = floor( mod(uv+64., vec2(64.)) ); + vec2 uvs = uv / 64.; + + // basecolor + vec3 basecol = vec3( mix(55./255.,84./255.,uvs.y ) ); + float br = hash(uv); + col = basecol; +// grey bricks + if( material == 0 || material == 1 ) { + vec2 buv = vec2( mod(uv.x+1. + (floor((uv.y+1.) / 16.) * 16.), 32.) , mod( uv.y+1., 16.) ); + float bbr = mix( 190./255., 91./255., (buv.y)/14. ) + 0.05*br; + if ( buv.x < 2. || buv.y < 2.) { + bbr = 72./255.; + } + col = vec3(bbr*0.95); + col = addBevel( buv, vec2(1.,1.), vec2( 31.5, 15.), 2., 0.35, 1., 1., col); + // blue wall + if( material == 1 ) { + col *= 1.3*COL(11.,50.,209.); + col = mix( col, COL(2.,15.,86.), onBand(uv.y,14.,49.)); + col = mix( col, COL(9.,44.,185.)*(0.9+0.1*br), onBand(uv.y,16.,47.)); + col = mix( col, COL(3.,25.,122.), onBand(uv.y,21.,42.)); + col = addBevel( uv, vec2(-1.,16.), vec2( 65., 21.), 1., 0.35, 1., 1., col); + col = addBevel( uv, vec2(-1.,43.), vec2( 65., 48.), 1., 0.35, 1., 1., col); + + col = mix( col, COL(2.,11.,74.), onRect(uv, vec2(22.,22.), vec2(42.,42.))); + col = mix( col, COL(9.,44.,185.)*(0.95+0.1*br), onRect(uv, vec2(22.,23.), vec2(42.,40.))); + col = addBevel( uv, vec2(22.,23.), vec2(42.,40.), 1., 0.2, -1., 1., col); + col = mix( col, mix(COL(2.,11.,74.), COL(3.,25.,122.), (uv.x-26.)/3.), onRect(uv, vec2(26.,23.), vec2(29.,29.))); + col = mix( col, mix(COL(2.,11.,74.), COL(3.,25.,122.), (uv.y-34.)/2.), onRect(uv, vec2(22.,34.), vec2(29.,36.))); + col = mix( col, mix(COL(2.,11.,74.), COL(3.,25.,122.), (uv.y-27.)/2.), onRect(uv, vec2(35.,27.), vec2(42.,29.))); + col = mix( col, mix(COL(2.,11.,74.), COL(3.,25.,122.), (uv.y-34.)/8.), onRect(uv, vec2(35.,34.), vec2(38.,42.))); + } + } +// wooden wall + else if( material == 2 ) { + float mx = mod( uv.x, 64./5. ); + float h1 = hash( floor(uv.x/(64./5.)) ); + float h2 = hash( 1.+1431.16*floor(uv.x/(64./5.)) ); + col = mix( COL(115.,75.,43.),COL( 71.,56.,26.), smoothstep( 0.2, 1., (0.7+h2)*abs(mod( h2-uv.y*(0.05+0.1*h2)+(1.+h1+h2)*sin(mx*(0.1+0.2*h2)), 2. )-1.) ) ); + + col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x)/2.), step(uv.x,2.) ); + col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x-10.)/2.), step(10.,uv.x)*step(uv.x,12.) ); + col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x-26.)/2.), step(26.,uv.x)*step(uv.x,28.) ); + col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x-40.)/2.), step(40.,uv.x)*step(uv.x,42.) ); + col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x-54.)/2.), step(54.,uv.x)*step(uv.x,56.) ); + + col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x- 8.)), step( 8.,uv.x)*step(uv.x,9.) ); + col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x-24.)), step(24.,uv.x)*step(uv.x,25.) ); + col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x-38.)), step(38.,uv.x)*step(uv.x,39.) ); + col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x-52.)), step(52.,uv.x)*step(uv.x,53.) ); + col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x-62.)), step(62.,uv.x) ); + + col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.y)/2.), step(uv.y,2.) ); + col *= 1.-0.3*stepeq(uv.y,3.); + } +// door + else if( material == MATERIAL_DOOR ) { + fgcol = COL(44., 176., 175.)*(0.95+0.15*sin(-0.25+ 4.*((-0.9-uvs.y)/(1.3-0.8*uvs.x)) ) ); + fgcol = addBevel( uv, vec2(-1.,1.), vec2(62.,66.), 2., 0.4, -1., -1., fgcol); + fgcol = addBevel( uv, vec2( 6.,6.), vec2(57.,57.), 2.25, 0.5, -1., -1., fgcol); + fgcol = mix( addKnob( mod( uv, vec2(8.) ), vec2(3.5), 1.65, 0.5, fgcol ), fgcol, onRect( uv, vec2( 6.,6.), vec2(57.,57.)) ) ; + + //knob + fgcol *= 1.-0.2*onRect( uv, vec2( 13.5, 28.5 ), vec2( 22.5, 44.5 ) ); + fgcol = mix( fgcol, mix( COL(44.,44.,44.),COL(152.,152.,152.), ((uv.x+(43.-uv.y)-15.)/25. ) ), onRect( uv, vec2( 15., 27. ), vec2( 24., 43. ) ) ); + fgcol = addBevel( uv, vec2( 15., 27. ), vec2( 24., 43. ), 1., 0.45, 1., 1., fgcol); + fgcol = mix( fgcol, addKnob( mod( uv, vec2(6.) ), vec2(4.25,5.5), 1.15, 0.75, fgcol ), onRect( uv, vec2( 15., 27. ), vec2( 24., 43. ) ) ) ; + + fgcol *= 1.-0.5*onRect( uv, vec2( 16.5, 33.5 ), vec2( 20.5, 38.5 ) ); + fgcol = mix( fgcol, mix( COL(88.,84.,11.),COL(251.,242.,53.), ((uv.x+(37.-uv.y)-18.)/7. ) ), onRect( uv, vec2( 18., 33. ), vec2( 21., 37. ) ) ); + fgcol = mix( fgcol, COL(0.,0.,0.), onRect( uv, vec2( 19., 34. ), vec2( 20., 35.7 ) ) ); + + fgcol *= 1.-0.2*onRect( uv, vec2( 6.5, 29.5 ), vec2( 10.5, 41.5 ) ); + fgcol = mix( fgcol, mix( COL(88.,84.,11.),COL(251.,242.,53.), ((uv.x+(40.-uv.y)-9.)/13. ) ), onRect( uv, vec2( 9., 29. ), vec2( 11., 40. ) ) ); + fgcol = addBevel( uv, vec2( 9., 29. ), vec2( 11., 40. ), 0.75, 0.5, 1., 1., fgcol); + + col = mix( basecol, fgcol, onRect( uv, vec2(1.,1.), vec2(62.,62.) ) ); + } +// doorway + else if( material == MATERIAL_DOORWAY ) { + fgcol = COL(44., 176., 175.)*(0.95+0.15*sin(-0.25+ 4.*((-0.9-uvs.y)/(1.3-0.8*uvs.x)) ) ); + vec2 uvhx = vec2( 32.-abs(uv.x-32.), uv.y ); + fgcol = addBevel( uvhx, vec2(-1.,1.), vec2(28.,66.), 2., 0.4, -1., -1., fgcol); + fgcol = addBevel( uvhx, vec2( 6.,6.), vec2(23.,57.), 2.25, 0.5, -1., -1., fgcol); + fgcol = mix( addKnob( vec2( mod( uvhx.x, 22. ), mod( uvhx.y, 28. )), vec2(3.5), 1.65, 0.5, fgcol ), fgcol, onRect( uvhx, vec2( 6.,6.), vec2(24.,57.)) ) ; + fgcol = mix( fgcol, vec3(0.), onRect( uv, vec2( 29., 1.), vec2( 35., 63.) ) ); + col = mix( basecol, fgcol, onRect( uv, vec2(1.,1.), vec2(62.,62.) ) ); + } + +// prison door + if( decorationHash > 0.93 && material < (NUM_MATERIALS+1) ) { + vec4 prisoncoords = vec4(12.,14.,52.,62.); + // shadow + col *= 1.-0.5*onRect( uv, vec2( 11., 13. ), vec2( 53., 63. ) ); + // hinge + col = mix( col, COL(72.,72.,72.), stepeq(uv.x, 53.)*step( mod(uv.y+2.,25.), 5.)*step(13.,uv.y) ); + col = mix( col, COL(100.,100.,100.), stepeq(uv.x, 53.)*step( mod(uv.y+1.,25.), 3.)*step(13.,uv.y) ); + + vec3 pcol = vec3(0.)+COL(100.,100.,100.)*step( mod(uv.x-4., 7.), 0. ); + pcol += COL(55.,55.,55.)*step( mod(uv.x-5., 7.), 0. ); + pcol = addBevel(uv, vec2(0.,17.), vec2(63.,70.), 3., 0.8, 0., -1., pcol); + pcol = addBevel(uv, vec2(0.,45.), vec2(22.,70.), 3., 0.8, 0., -1., pcol); + + fgcol = COL(72.,72.,72.); + fgcol = addBevel(uv, prisoncoords.xy, prisoncoords.zw+vec2(1.,1.), 1., 0.5, -1., 1., fgcol ); + fgcol = addBevel(uv, prisoncoords.xy+vec2(3.,3.), prisoncoords.zw-vec2(2.,1.), 1., 0.5, 1., -1., fgcol ); + fgcol = mix( fgcol, pcol, onRect( uv, prisoncoords.xy+vec2(3.,3.), prisoncoords.zw-vec2(3.,2.) ) ); + fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uv, vec2(15.,32.5), vec2(21.,44.) ) ); + + fgcol = mix( fgcol, mix( COL(0.,0.,0.), COL(43.,43.,43.), (uv.y-37.) ), stepeq(uv.x, 15.)*step(37.,uv.y)*step(uv.y,38.) ); + fgcol = mix( fgcol, mix( COL(0.,0.,0.), COL(43.,43.,43.), (uv.y-37.)/3. ), stepeq(uv.x, 17.)*step(37.,uv.y)*step(uv.y,40.) ); + fgcol = mix( fgcol, COL(43.,43.,43.), stepeq(uv.x, 18.)*step(37.,uv.y)*step(uv.y,41.) ); + fgcol = mix( fgcol, mix( COL(0.,0.,0.), COL(100.,100.,100.), (uv.y-37.)/3. ), stepeq(uv.x, 18.)*step(36.,uv.y)*step(uv.y,40.) ); + fgcol = mix( fgcol, COL(43.,43.,43.), stepeq(uv.x, 19.)*step(37.,uv.y)*step(uv.y,40.) ); + + fgcol = mix( fgcol, mix( COL(84.,84.,84.), COL(108.,108.,108.), (uv.x-15.)/2. ), stepeq(uv.y, 32.)*step(15.,uv.x)*step(uv.x,17.) ); + fgcol = mix( fgcol, COL(81.,81.,81.), stepeq(uv.y, 32.)*step(20.,uv.x)*step(uv.x,21.) ); + + col = mix( col, fgcol, onRect( uv, prisoncoords.xy, prisoncoords.zw ) ); + } +// flag + else if( decorationHash > 0.63 && material < (NUM_MATERIALS+1) ) { + vec2 uvc = uv-vec2(32.,30.); + + // shadow + vec4 shadowcoords = vec4( 14., 7., + 54., max( 56. + sin( uv.x*0.32-1. ),56.) ); + col *= 1.-0.3*onRect( uv, vec2( 6., 6. ), vec2( 61., 7. ) ); + col *= 1.-0.3*clamp( 0.25*(56.-uv.x), 0., 1.)*onRect( uv, shadowcoords.xy, shadowcoords.zw ); + + // rod + col = mix( col, COL(250.,167.,98.), onLineSegmentX( vec2( abs(uv.x-32.), uv.y ), 26., 4., 6.5 ) ); + col = mix( col, COL(251.,242.,53.), onLineSegmentY( uv, 5., 4., 60. ) ); + col = mix( col, COL(155.,76.,17.), onLineSegmentY( uv, 6., 4., 60. ) ); + col = mix( col, COL(202.,96.,25.), onLineSegmentY( vec2( abs(uv.x-32.), uv.y ), 6., 26., 28. ) ); + col = mix( col, COL(251.,242.,53.), onLineSegmentX( vec2( abs(uv.x-32.), uv.y ), 25., 3., 7. ) ); + col = mix( col, COL(252.,252.,217.), onLineSegmentX( vec2( abs(uv.x-32.), uv.y ), 25., 4.3, 5.5 ) ); + col = mix( col, COL(252.,252.,217.), onLineSegmentX( vec2( abs(uv.x-32.), uv.y ), 26., 5.3, 5.5 ) ); + col = mix( col, COL(0.,0.,0.), onLineSegmentY( vec2( abs(uv.x-32.), uv.y ), 6., 18.3, 19.5 ) ); + + // flag + vec4 flagcoords = vec4( 13., min( 9.5 - pow(5.5* (uvs.x-0.5), 2.), 9. ), + 51., max( 55. + sin( uv.x*0.4+2.7 ),55.) ); + + fgcol = COL(249.,41.,27.); + + fgcol = mix( fgcol, COL(255.,255.,255.), onBand( min(abs(uvc.x), abs(uvc.y)), 2., 4. ) ); + fgcol = mix( fgcol, COL(72.,72.,72.), onLine( min(abs(uvc.x), abs(uvc.y)), 3. ) ); + + fgcol = mix( fgcol, COL(255.,255.,255.), onCircle( uv, vec2(32.,30.), 12.5 ) ); + fgcol = mix( fgcol, COL(0.,0.,0.), onCircleLine( uv, vec2(32.,30.), 11. ) ); + fgcol = mix( fgcol, COL(0.,0.,0.), onCircleLine( uv, vec2(32.,30.), 9. ) ); + + vec2 uvr = vec2( (uvc.x-uvc.y)*0.7071, (uvc.y+uvc.x)*0.7071)*sign( uvc.x+0.5 ); + fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uvr, vec2(-1.,-1.), vec2(1.,4.) ) ); + fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uvr, vec2(-4.2, 4.2), vec2(1.,6.15) ) ); + fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uvr, vec2(-1.,-1.), vec2(4.,1.) ) ); + fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uvr, vec2( 4.2,-1.), vec2(6.15,4.2) ) ); + + fgcol *= (0.8+0.2*sin( uv.x*0.4+2.7 )); + fgcol *= (0.8+0.2*clamp( 0.5*(uv.y-7.), 0., 1.)); + + // mix flag on background + col = mix( col, fgcol, onRect( uv, flagcoords.xy, flagcoords.zw ) ); + } + +// fake 8-bit color palette and dithering + col = floor( (col+0.5*mod(uv.x+uv.y,2.)/32.)*32.)/32.; +} +bool getObjectColor( const int object, in vec2 uv, inout vec3 icol ) { + uv = floor( mod(uv, vec2(64.)) ); + vec2 uvs = uv / 64.; + vec3 col = vec3(20./255.); + float d; + +// only a lamp for now + + // lamp top + d = distance( uv*vec2(1.,2.), vec2(28.1, 5.8)*vec2(1.,2.) ); + col = mix( col, mix( COL(41.,250.,46.), COL(13.,99.,12.), clamp( d/8.-0.2, 0., 1.) ), + onCircle(uv, vec2(31.,13.6), 11.7 )*step( uv.y, 6. )); + col = mix( col, COL(9.,75.,6.), onCircleLine( uv, vec2(31.,14.), 11.6 ) * + step( length(uv-vec2(31.,13.6)), 11.7 )*step( uv.y, 6. ) ); + col = mix( col, COL(100.,100.,100.), onLine( abs(uv.x-31.), 1. )*step( uv.y, 1. ) ); + col = mix( col, COL(140.,140.,140.), onLine( abs(uv.x-31.), 0.25 )*step( uv.y, 1. )*step( 1., uv.y ) ); + + // lamp bottom + d = distance( uv*vec2(1.,2.), vec2(30.5, 6.5)*vec2(1.,2.) ); + col = mix( col, mix( COL(41.,250.,46.), COL(13.,99.,12.), clamp( abs(uv.x-31.)/4.-1.25, 0., 1. )), step( abs(uv.x-31.), 9. )*stepeq( uv.y, 7.) ); + col = mix( col, mix( COL(41.,250.,46.), COL(16.,123.,17.), clamp( abs(uv.x-31.)/4.-1.25, 0., 1. )), step( abs(uv.x-31.), 9. )*stepeq( uv.y, 8.) ); + col = mix( col, mix( COL(133.,250.,130.), COL(22.,150.,23.), clamp( abs(uv.x-31.)/4.-0.75, 0., 1. )), step( abs(uv.x-31.), 7. )*stepeq( uv.y, 9.) ); + + col = mix( col, mix( COL(255.,251.,187.), col, clamp( d/4.5-0.6, 0., 1.) ), + onCircle(uv, vec2(31.,1.), 10.2 )*step( uv.y, 8. )*step( 7., uv.y )); + col = mix( col, mix( COL(255.,255.,255.), col, clamp( d/4.-0.7, 0., 1.) ), + onCircle(uv, vec2(31.,1.), 7.2 )*step( uv.y, 8. )*step( 7., uv.y )); + + // floor + d = distance( vec2(mod(uv.x, 32.),uv.y)*vec2(1.5,30./3.), vec2(16., 61.5)*vec2(1.5,30./3.) ); + col = mix( col, mix( COL(168.,168.,168.), COL(124.,124.,124.), clamp(d/15.-0.5, 0., 1.) ), step(d,24.5)); + col = mix( col, mix( COL(124.,124.,124.), COL(140.,140.,140.), clamp((uv.y-59.)/1., 0., 1.)), step(59.,uv.y)*step(uv.x, 57.)*step(7.,uv.x)); + col = mix( col, mix( COL(168.,168.,168.), COL(124.,124.,124.), clamp(abs(32.-uv.x)/10.-2., 0., 1.)), step(uv.y, 62.)*step(62.,uv.y)*step(uv.x, 61.)*step(3.,uv.x)); + col = mix( col, mix( COL(152.,152.,152.), COL(124.,124.,124.), clamp(abs(32.-uv.x)/10.-2.25, 0., 1.)), step(uv.y, 61.)*step(61.,uv.y)*step(uv.x, 59.)*step(5.,uv.x)); + + col = floor( (col)*32.)/32.; + if( any(notEqual(col, vec3(floor((20./255.)*32.)/32.))) ) { + icol = col; + return true; + } + return false; +} + +//---------------------------------------------------------------------- +// Proocedural MAP functions + +bool isWall( const vec2 vos ) { + return vos.y<0.4*ROOM_SIZE || vos.y>2.75*ROOM_SIZE || any( equal( mod( vos, vec2( ROOM_SIZE ) ), vec2(0.,0.) ) ); +} +bool isDoor( const vec2 vos ) { + return isWall(vos) && ((hash(vos)>0.75 && any( equal( mod( vos, vec2( ROOM_SIZE*0.5 ) ), vec2(2.) ) )) + || any( equal( mod( vos, vec2( ROOM_SIZE ) ), vec2(ROOM_SIZE*0.5) ) )); +} +bool isObject( const vec2 vos ) { + return hash( vos*10. ) > 0.95; +} +bool map( const vec2 vos ) { + return isObject( vos ) || isWall( vos ); +} + +//---------------------------------------------------------------------- +// Render MAP functions + +bool intersectSprite( const vec3 ro, const vec3 rd, const vec3 vos, const vec3 nor, out vec2 uv ) { + float dist, u; + vec2 a = vos.xz + nor.zx*vec2(-0.5,0.5) + vec2(0.5, 0.5); + vec2 b = vos.xz - nor.zx*vec2(-0.5,0.5) + vec2(0.5, 0.5); + if( intersectSegment( ro, rd, a, b, dist, u) ) { + uv.x = u; uv.y = 1.-(ro+dist*rd).y; + if( sign(nor.x)<0. ) uv.x = 1.-uv.x; + return uv.y>0.&&uv.y<1.; + } + return false; +} +int getMaterialId( const vec2 vos ) { + return int( mod( 521.21 * hash( floor((vos-vec2(0.5))/ROOM_SIZE ) ), float(NUM_MATERIALS)) ); +} +bool getColorForPosition( const vec3 ro, const vec3 rd, const vec3 vos, const vec3 pos, const vec3 nor, inout vec3 col ) { + vec2 uv; + + if( isWall( vos.xz ) ) { + if( isDoor( vos.xz ) ) { + if( intersectSprite( ro, rd, vos+nor*0.03, nor, uv ) ) { + // open the door + uv.x -= clamp( 2.-0.75*distance( ro.xz, vos.xz+vec2(0.5) ), 0., 1.); + if( uv.x > 0. ) { + getMaterialColor( MATERIAL_DOOR, uv*64., 0., col ); + return true; + } + } + return false; + } + // a wall is hit + if( pos.y <= 1. && pos.y >= 0. ) { + vec2 mpos = vec2( dot(vec3(-nor.z,0.0,nor.x),pos), -pos.y ); + float sha = 0.6 + 0.4*abs(nor.z); + getMaterialColor( isDoor( vos.xz+nor.xz )?MATERIAL_DOORWAY:getMaterialId(vos.xz), mpos*64., hash( vos.xz ), col ); + col *= sha; + return true; + } + return true; + } + if( isObject( vos.xz ) && !isWall( vos.xz+vec2(1.,0.) ) && !isWall( vos.xz+vec2(-1.,0.) ) + && !isWall( vos.xz+vec2(0.,-1.) ) && !isWall( vos.xz+vec2(0.,1.) ) && + intersectSprite( ro, rd, vos, rdcenter, uv ) ) { + return getObjectColor( 0, uv*64., col ); + } + return false; +} + +bool castRay( const vec3 ro, const vec3 rd, inout vec3 col ) { + vec3 pos = floor(ro); + vec3 ri = 1.0/rd; + vec3 rs = sign(rd); + vec3 dis = (pos-ro + 0.5 + rs*0.5) * ri; + + float res = 0.0; + vec3 mm = vec3(0.0); + bool hit = false; + + for( int i=0; i0.?vec3(56./255.):vec3(112./255.); + castRay( ro, rd, col ); + + fragColor = vec4( col, 1.0 ); +} + +void main(void) +{ + //just some shit to wrap shadertoy's stuff + vec2 FragCoord = vTexCoord.xy*global.OutputSize.xy; + FragCoord.y = -FragCoord.y; + mainImage(FragColor,FragCoord); +}