diff --git a/procedural/mudlord-emeraldenvy4.slang b/procedural/mudlord-emeraldenvy4.slang index b4df035..1f186b9 100644 --- a/procedural/mudlord-emeraldenvy4.slang +++ b/procedural/mudlord-emeraldenvy4.slang @@ -1,11 +1,11 @@ #version 450 layout(std140, set = 0, binding = 0) uniform UBO { - mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 SourceSize; - uint FrameCount; + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + uint FrameCount; } global; #pragma stage vertex @@ -16,8 +16,8 @@ const vec2 madd = vec2(0.5, 0.5); void main() { - gl_Position = global.MVP * Position; - vTexCoord = gl_Position.xy; + gl_Position = global.MVP * Position; + vTexCoord = gl_Position.xy; } #pragma stage fragment @@ -37,76 +37,76 @@ float ground_z = speed*0.125; vec2 rotate(vec2 k,float t) { - return vec2(cos(t)*k.x-sin(t)*k.y, sin(t)*k.x+cos(t)*k.y); + return vec2(cos(t)*k.x-sin(t)*k.y, sin(t)*k.x+cos(t)*k.y); } float scene(vec3 p) { - float ball_p = 0.25; - float ball_w = ball_p*1.0; - float ball = length(mod(p.xyz,ball_p)-ball_p*0.5)-ball_w; - float hole_w = ball_p*0.55; - float hole = length(mod(p.xyz,ball_p)-ball_p*0.5)-hole_w; - float pipe_p = 0.015; - float pipe_w = pipe_p*0.42;//-0.00375*sync; - float pipe_y = length(max(abs(mod(p.xy,pipe_p)-pipe_p*0.5)-pipe_w,0.0)); - float pipe_z = length(max(abs(mod(p.xz,pipe_p)-pipe_p*0.5)-pipe_w,0.0)); + float ball_p = 0.25; + float ball_w = ball_p*1.0; + float ball = length(mod(p.xyz,ball_p)-ball_p*0.5)-ball_w; + float hole_w = ball_p*0.55; + float hole = length(mod(p.xyz,ball_p)-ball_p*0.5)-hole_w; + float pipe_p = 0.015; + float pipe_w = pipe_p*0.42;//-0.00375*sync; + float pipe_y = length(max(abs(mod(p.xy,pipe_p)-pipe_p*0.5)-pipe_w,0.0)); + float pipe_z = length(max(abs(mod(p.xz,pipe_p)-pipe_p*0.5)-pipe_w,0.0)); - return max(max(ball,-hole),max(pipe_y,max(pipe_y,pipe_z))); + return max(max(ball,-hole),max(pipe_y,max(pipe_y,pipe_z))); } vec3 getNormal(vec3 pos) { - vec3 e = vec3(0.0, 0.0001, 0.0); + vec3 e = vec3(0.0, 0.0001, 0.0); - return normalize(vec3(scene(pos+e.yxx) - scene(pos-e.yxx), - scene(pos+e.xyx) - scene(pos-e.xyx), + return normalize(vec3(scene(pos+e.yxx) - scene(pos-e.yxx), + scene(pos+e.xyx) - scene(pos-e.xyx), scene(pos+e.xxy) - scene(pos-e.xxy))); } float render_scene(vec3 ray_origin, vec3 ray_dir,float t) { - const int ray_n=96; - for(int i = 0; i