mirror of
https://github.com/italicsjenga/slang-shaders.git
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516 lines
14 KiB
Plaintext
516 lines
14 KiB
Plaintext
#version 450
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// Seabirds at Sunset - dr2 - 2014-12-24
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// https://www.shadertoy.com/view/Mtl3z4
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// Searching for dinner.
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// "Seabirds at Sunset" by dr2 - 2014
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// License: Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
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// Clouds and sky colors borrowed from nimitz's "PostCard".
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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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const float pi = 3.14159;
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const vec4 cHashA4 = vec4 (0., 1., 57., 58.);
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const vec3 cHashA3 = vec3 (1., 57., 113.);
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const float cHashM = 43758.54;
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vec4 Hashv4f (float p)
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{
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return fract (sin (p + cHashA4) * cHashM);
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}
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float Noisefv2 (vec2 p)
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{
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vec2 i = floor (p);
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vec2 f = fract (p);
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f = f * f * (3. - 2. * f);
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vec4 t = Hashv4f (dot (i, cHashA3.xy));
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return mix (mix (t.x, t.y, f.x), mix (t.z, t.w, f.x), f.y);
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}
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float Noisefv3 (vec3 p)
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{
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vec3 i = floor (p);
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vec3 f = fract (p);
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f = f * f * (3. - 2. * f);
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float q = dot (i, cHashA3);
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vec4 t1 = Hashv4f (q);
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vec4 t2 = Hashv4f (q + cHashA3.z);
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return mix (mix (mix (t1.x, t1.y, f.x), mix (t1.z, t1.w, f.x), f.y),
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mix (mix (t2.x, t2.y, f.x), mix (t2.z, t2.w, f.x), f.y), f.z);
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}
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float SmoothMin (float a, float b, float r)
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{
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float h = clamp (0.5 + 0.5 * (b - a) / r, 0., 1.);
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return mix (b, a, h) - r * h * (1. - h);
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}
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float SmoothBump (float lo, float hi, float w, float x)
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{
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return (1. - smoothstep (hi - w, hi + w, x)) * smoothstep (lo - w, lo + w, x);
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}
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vec2 Rot2D (vec2 q, float a)
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{
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return q * cos (a) * vec2 (1., 1.) + q.yx * sin (a) * vec2 (-1., 1.);
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}
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float PrSphDf (vec3 p, float s)
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{
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return length (p) - s;
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}
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float PrCapsDf (vec3 p, float r, float h)
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{
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return length (p - vec3 (0., 0., h * clamp (p.z / h, -1., 1.))) - r;
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}
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float PrCylDf (vec3 p, float r, float h)
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{
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return max (length (p.xy) - r, abs (p.z) - h);
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}
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float PrFlatCylDf (vec3 p, float rhi, float rlo, float h)
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{
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return max (length (p.xy - vec2 (rhi *
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clamp (p.x / rhi, -1., 1.), 0.)) - rlo, abs (p.z) - h);
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}
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float PrTorusDf (vec3 p, float ri, float rc)
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{
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return length (vec2 (length (p.xy) - rc, p.z)) - ri;
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}
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int idObj, idObjGrp;
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mat3 bdMat, birdMat[2];
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vec3 bdPos, birdPos[2], fltBox, qHit, sunDir, waterDisp, cloudDisp;
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float tCur, birdVel, birdLen, legAng;
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const float dstFar = 100.;
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const int idWing = 21, idBdy = 22, idEye = 23, idBk = 24, idLeg = 25;
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float WaterHt (vec3 p)
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{
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p *= 0.03;
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p += waterDisp;
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float ht = 0.;
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const float wb = 1.414;
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float w = wb;
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for (int j = 0; j < 7; j ++) {
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w *= 0.5;
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p = wb * vec3 (p.y + p.z, p.z - p.y, 2. * p.x) + 20. * waterDisp;
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ht += w * abs (Noisefv3 (p) - 0.5);
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}
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return ht;
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}
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vec3 WaterNf (vec3 p, float d)
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{
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vec2 e = vec2 (max (0.01, 0.001 * d * d), 0.);
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float ht = WaterHt (p);
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return normalize (vec3 (ht - WaterHt (p + e.xyy), e.x, ht - WaterHt (p + e.yyx)));
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}
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float FbmS (vec2 p)
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{
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float a = 1.;
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float v = 0.;
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for (int i = 0; i < 5; i ++) {
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v += a * (sin (6. * Noisefv2 (p)) + 1.);
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a *= 0.5;
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p *= 2.;
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p *= mat2 (0.8, -0.6, 0.6, 0.8);
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}
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return v;
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}
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vec3 SkyCol (vec3 ro, vec3 rd)
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{
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vec3 col, skyCol, sunCol, p;
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float ds, fd, att, attSum, d, dDotS, skyHt;
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skyHt = 200.;
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p = ro + rd * (skyHt - ro.y) / rd.y;
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ds = 0.1 * sqrt (distance (ro, p));
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fd = 0.001 / (smoothstep (0., 10., ds) + 0.1);
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p.xz *= fd;
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p.xz += cloudDisp.xz;
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att = FbmS (p.xz);
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attSum = att;
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d = fd;
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ds *= fd;
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for (int i = 0; i < 4; i ++) {
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attSum += FbmS (p.xz + d * sunDir.xz);
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d += ds;
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}
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attSum *= 0.27;
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att *= 0.27;
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dDotS = clamp (dot (sunDir, rd), 0., 1.);
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skyCol = mix (vec3 (0.7, 1., 1.), vec3 (1., 0.4, 0.1), 0.25 + 0.75 * dDotS);
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sunCol = vec3 (1., 0.8, 0.7) * pow (dDotS, 1024.) +
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vec3 (1., 0.4, 0.2) * pow (dDotS, 256.);
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col = mix (vec3 (0.5, 0.75, 1.), skyCol, exp (-2. * (3. - dDotS) *
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max (rd.y - 0.1, 0.))) + 0.3 * sunCol;
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attSum = 1. - smoothstep (1., 9., attSum);
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col = mix (vec3 (0.4, 0., 0.2), mix (col, vec3 (0.2), att), attSum) +
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vec3 (1., 0.4, 0.) * pow (attSum * att, 3.) * (pow (dDotS, 10.) + 0.5);
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return col;
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}
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float AngQnt (float a, float s1, float s2, float nr)
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{
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return (s1 + floor (s2 + a * (nr / (2. * pi)))) * (2. * pi / nr);
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}
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float BdWingDf (vec3 p, float dHit)
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{
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vec3 q, qh;
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float d, dd, a, wr;
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float wngFreq = 6.;
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float wSegLen = 0.15 * birdLen;
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float wChord = 0.3 * birdLen;
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float wSpar = 0.03 * birdLen;
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float fTap = 8.;
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float tFac = (1. - 1. / fTap);
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q = p - vec3 (0., 0., 0.3 * birdLen);
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q.x = abs (q.x) - 0.1 * birdLen;
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float wf = 1.;
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a = -0.1 + 0.2 * sin (wngFreq * tCur);
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d = dHit;
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qh = q;
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for (int k = 0; k < 5; k ++) {
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q.xy = Rot2D (q.xy, a);
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q.x -= wSegLen;
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wr = wf * (1. - 0.5 * q.x / (fTap * wSegLen));
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dd = PrFlatCylDf (q.zyx, wr * wChord, wr * wSpar, wSegLen);
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if (k < 4) {
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q.x -= wSegLen;
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dd = min (dd, PrCapsDf (q, wr * wSpar, wr * wChord));
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} else {
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q.x += wSegLen;
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dd = max (dd, PrCylDf (q.xzy, wr * wChord, wSpar));
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dd = min (dd, max (PrTorusDf (q.xzy, 0.98 * wr * wSpar,
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wr * wChord), - q.x));
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}
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if (dd < d) { d = dd; qh = q; }
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a *= 1.03;
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wf *= tFac;
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}
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if (d < dHit) { dHit = min (dHit, d); idObj = idObjGrp + idWing; qHit = qh; }
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return dHit;
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}
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float BdBodyDf (vec3 p, float dHit)
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{
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vec3 q;
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float d, a, wr;
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float bkLen = 0.15 * birdLen;
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q = p;
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wr = q.z / birdLen;
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float tr, u;
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if (wr > 0.5) {
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u = (wr - 0.5) / 0.5;
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tr = 0.17 - 0.11 * u * u;
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} else {
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u = clamp ((wr - 0.5) / 1.5, -1., 1.);
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u *= u;
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tr = 0.17 - u * (0.34 - 0.18 * u);
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}
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d = PrCapsDf (q, tr * birdLen, birdLen);
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if (d < dHit) {
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dHit = d; idObj = idObjGrp + idBdy; qHit = q;
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}
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q = p;
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q.x = abs (q.x);
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wr = (wr + 1.) * (wr + 1.);
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q -= birdLen * vec3 (0.3 * wr, 0.1 * wr, -1.2);
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d = PrCylDf (q, 0.009 * birdLen, 0.2 * birdLen);
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if (d < dHit) { dHit = min (dHit, d); idObj = idObjGrp + idBdy; qHit = q; }
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q = p;
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q.x = abs (q.x);
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q -= birdLen * vec3 (0.08, 0.05, 0.9);
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d = PrSphDf (q, 0.04 * birdLen);
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if (d < dHit) { dHit = d; idObj = idObjGrp + idEye; qHit = q; }
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q = p; q -= birdLen * vec3 (0., -0.015, 1.15);
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wr = clamp (0.5 - 0.3 * q.z / bkLen, 0., 1.);
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d = PrFlatCylDf (q, 0.25 * wr * bkLen, 0.25 * wr * bkLen, bkLen);
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if (d < dHit) { dHit = d; idObj = idObjGrp + idBk; qHit = q; }
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return dHit;
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}
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float BdFootDf (vec3 p, float dHit)
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{
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vec3 q;
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float d;
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float lgLen = 0.1 * birdLen;
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float ftLen = 0.5 * lgLen;
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q = p;
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q.x = abs (q.x);
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q -= birdLen * vec3 (0.1, -0.12, 0.6);
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q.yz = Rot2D (q.yz, legAng);
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q.xz = Rot2D (q.xz, -0.05 * pi);
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q.z += lgLen;
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d = PrCylDf (q, 0.15 * lgLen, lgLen);
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if (d < dHit) { dHit = d; idObj = idLeg; qHit = q; }
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q.z += lgLen;
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q.xy = Rot2D (q.xy, 0.5 * pi);
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q.xy = Rot2D (q.xy, AngQnt (atan (q.y, - q.x), 0., 0.5, 3.));
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q.xz = Rot2D (q.xz, - pi + 0.4 * legAng);
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q.z -= ftLen;
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d = PrCapsDf (q, 0.2 * ftLen, ftLen);
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if (d < dHit) { dHit = d; idObj = idObjGrp + idLeg; qHit = q; }
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return dHit;
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}
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float BirdDf (vec3 p, float dHit)
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{
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dHit = BdWingDf (p, dHit);
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dHit = BdBodyDf (p, dHit);
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dHit = BdFootDf (p, dHit);
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return dHit;
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}
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vec4 BirdCol (vec3 n)
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{
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vec3 col;
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int ig = idObj / 256;
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int id = idObj - 256 * ig;
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float spec = 1.;
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if (id == idWing) {
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float gw = 0.15 * birdLen;
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float w = mod (qHit.x, gw);
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w = SmoothBump (0.15 * gw, 0.65 * gw, 0.1 * gw, w);
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col = mix (vec3 (0.05), vec3 (1.), w);
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} else if (id == idEye) {
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col = vec3 (0., 0.6, 0.);
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spec = 5.;
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} else if (id == idBdy) {
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vec3 nn;
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if (ig == 1) nn = birdMat[0] * n;
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else nn = birdMat[1] * n;
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col = mix (mix (vec3 (1.), vec3 (0.1), smoothstep (0.5, 1., nn.y)), vec3 (1.),
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1. - smoothstep (-1., -0.7, nn.y));
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} else if (id == idBk) {
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col = vec3 (1., 1., 0.);
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} else if (id == idLeg) {
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col = (0.5 + 0.4 * sin (100. * qHit.z)) * vec3 (0.6, 0.4, 0.);
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}
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col.gb *= 0.7;
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return vec4 (col, spec);
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}
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float ObjDf (vec3 p)
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{
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float dHit = dstFar;
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idObjGrp = 1 * 256;
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dHit = BirdDf (birdMat[0] * (p - birdPos[0]), dHit);
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idObjGrp = 2 * 256;
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dHit = BirdDf (birdMat[1] * (p - birdPos[1]), dHit);
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return 0.9 * dHit;
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}
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float ObjRay (vec3 ro, vec3 rd)
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{
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float dTol = 0.001;
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float d;
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float dHit = 0.;
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for (int j = 0; j < 150; j ++) {
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d = ObjDf (ro + dHit * rd);
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dHit += d;
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if (d < dTol || dHit > dstFar) break;
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}
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return dHit;
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}
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vec3 ObjNf (vec3 p)
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{
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vec3 e = vec3 (0.001, -0.001, 0.);
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vec4 v = vec4 (ObjDf (p + e.xxx), ObjDf (p + e.xyy),
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ObjDf (p + e.yxy), ObjDf (p + e.yyx));
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return normalize (vec3 (v.x - v.y - v.z - v.w) + 2. * vec3 (v.y, v.z, v.w));
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}
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vec3 ShowScene (vec3 ro, vec3 rd)
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{
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vec3 vn;
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vec4 objCol;
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float dstHit;
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float htWat = -1.5;
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float reflFac = 1.;
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vec3 col = vec3 (0.);
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idObj = -1;
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dstHit = ObjRay (ro, rd);
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if (rd.y < 0. && dstHit >= dstFar) {
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float dw = - (ro.y - htWat) / rd.y;
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ro += dw * rd;
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rd = reflect (rd, WaterNf (ro, dw));
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ro += 0.01 * rd;
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idObj = -1;
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dstHit = ObjRay (ro, rd);
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reflFac *= 0.7;
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}
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int idObjT = idObj;
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if (idObj < 0) dstHit = dstFar;
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if (dstHit >= dstFar) col = reflFac * SkyCol (ro, rd);
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else {
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ro += rd * dstHit;
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vn = ObjNf (ro);
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idObj = idObjT;
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objCol = BirdCol (vn);
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float dif = max (dot (vn, sunDir), 0.);
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col = reflFac * objCol.xyz * (0.2 + max (0., dif) *
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(dif + objCol.a * pow (max (0., dot (sunDir, reflect (rd, vn))), 128.)));
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}
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return col;
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}
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vec3 BirdTrack (float t)
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{
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t = - t;
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vec3 bp;
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float rdTurn = 0.45 * min (fltBox.x, fltBox.z);
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float tC = 0.5 * pi * rdTurn / birdVel;
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vec3 tt = vec3 (fltBox.x - rdTurn, length (fltBox.xy), fltBox.z - rdTurn) *
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2. / birdVel;
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float tCyc = 2. * (2. * tt.z + tt.x + 4. * tC + tt.y);
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float tSeq = mod (t, tCyc);
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float ti[9]; ti[0] = 0.; ti[1] = ti[0] + tt.z; ti[2] = ti[1] + tC;
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ti[3] = ti[2] + tt.x; ti[4] = ti[3] + tC; ti[5] = ti[4] + tt.z;
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ti[6] = ti[5] + tC; ti[7] = ti[6] + tt.y; ti[8] = ti[7] + tC;
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float a, h, hd, tf;
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h = - fltBox.y;
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hd = 1.;
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if (tSeq > 0.5 * tCyc) { tSeq -= 0.5 * tCyc; h = - h; hd = - hd; }
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float rSeg = -1.;
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vec3 fbR = vec3 (1.);
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fbR.xz -= vec2 (rdTurn) / fltBox.xz;
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bp.xz = fltBox.xz;
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bp.y = h;
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if (tSeq < ti[4]) {
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if (tSeq < ti[1]) {
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tf = (tSeq - ti[0]) / (ti[1] - ti[0]);
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bp.xz *= vec2 (1., fbR.z * (2. * tf - 1.));
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} else if (tSeq < ti[2]) {
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tf = (tSeq - ti[1]) / (ti[2] - ti[1]); rSeg = 0.;
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bp.xz *= fbR.xz;
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} else if (tSeq < ti[3]) {
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tf = (tSeq - ti[2]) / (ti[3] - ti[2]);
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bp.xz *= vec2 (fbR.x * (1. - 2. * tf), 1.);
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} else {
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tf = (tSeq - ti[3]) / (ti[4] - ti[3]); rSeg = 1.;
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bp.xz *= fbR.xz * vec2 (-1., 1.);
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}
|
|
} else {
|
|
if (tSeq < ti[5]) {
|
|
tf = (tSeq - ti[4]) / (ti[5] - ti[4]);
|
|
bp.xz *= vec2 (- 1., fbR.z * (1. - 2. * tf));
|
|
} else if (tSeq < ti[6]) {
|
|
tf = (tSeq - ti[5]) / (ti[6] - ti[5]); rSeg = 2.;
|
|
bp.xz *= - fbR.xz;
|
|
} else if (tSeq < ti[7]) {
|
|
tf = (tSeq - ti[6]) / (ti[7] - ti[6]);
|
|
bp.xz *= vec2 (fbR.x * (2. * tf - 1.), - 1.);
|
|
bp.y = h + 2. * fltBox.y * hd * tf;
|
|
} else {
|
|
tf = (tSeq - ti[7]) / (ti[8] - ti[7]); rSeg = 3.;
|
|
bp.xz *= fbR.xz * vec2 (1., -1.);
|
|
bp.y = - h;
|
|
}
|
|
}
|
|
if (rSeg >= 0.) {
|
|
a = 0.5 * pi * (rSeg + tf);
|
|
bp += rdTurn * vec3 (cos (a), 0., sin (a));
|
|
}
|
|
bp.y -= - 1.1 * fltBox.y;
|
|
return bp;
|
|
}
|
|
|
|
void BirdPM (float t)
|
|
{
|
|
float dt = 1.;
|
|
bdPos = BirdTrack (t);
|
|
vec3 bpF = BirdTrack (t + dt);
|
|
vec3 bpB = BirdTrack (t - dt);
|
|
vec3 vel = (bpF - bpB) / (2. * dt);
|
|
float vy = vel.y;
|
|
vel.y = 0.;
|
|
vec3 acc = (bpF - 2. * bdPos + bpB) / (dt * dt);
|
|
acc.y = 0.;
|
|
vec3 va = cross (acc, vel) / length (vel);
|
|
vel.y = vy;
|
|
float el = - 0.7 * asin (vel.y / length (vel));
|
|
vec3 ort = vec3 (el, atan (vel.z, vel.x) - 0.5 * pi, 0.2 * length (va) * sign (va.y));
|
|
vec3 cr = cos (ort);
|
|
vec3 sr = sin (ort);
|
|
bdMat = mat3 (cr.z, - sr.z, 0., sr.z, cr.z, 0., 0., 0., 1.) *
|
|
mat3 (1., 0., 0., 0., cr.x, - sr.x, 0., sr.x, cr.x) *
|
|
mat3 (cr.y, 0., - sr.y, 0., 1., 0., sr.y, 0., cr.y);
|
|
legAng = pi * clamp (0.4 + 1.5 * el, 0.12, 0.8);
|
|
}
|
|
|
|
void mainImage( out vec4 fragColor, in vec2 fragCoord )
|
|
{
|
|
vec2 uv = 2. * fragCoord.xy / iResolution.xy - 1.;
|
|
uv.x *= iResolution.x / iResolution.y;
|
|
tCur = iGlobalTime;
|
|
vec3 ro, rd, vd;
|
|
float zmFac = 2.4;
|
|
sunDir = normalize (vec3 (-1., 0.05, 0.));
|
|
waterDisp = -0.002 * tCur * vec3 (-1., 0., 1.);
|
|
cloudDisp = -0.05 * tCur * vec3 (1., 0., 1.);
|
|
birdLen = 1.2;
|
|
birdVel = 7.;
|
|
float tGap = 10.;
|
|
fltBox = vec3 (12., 4., 12.);
|
|
BirdPM (tCur);
|
|
birdMat[0] = bdMat;
|
|
birdPos[0] = bdPos;
|
|
BirdPM (tCur + tGap);
|
|
birdMat[1] = bdMat;
|
|
birdPos[1] = bdPos;
|
|
float el = 0.;
|
|
float az = -0.5 * pi;
|
|
vec2 ca = cos (vec2 (el, az));
|
|
vec2 sa = sin (vec2 (el, az));
|
|
mat3 vuMat = mat3 (ca.y, 0., - sa.y, 0., 1., 0., sa.y, 0., ca.y) *
|
|
mat3 (1., 0., 0., 0., ca.x, - sa.x, 0., sa.x, ca.x);
|
|
rd = vuMat * normalize (vec3 (uv, zmFac));
|
|
ro = vuMat * vec3 (0., 0., -30.);
|
|
ro.y = 4.;
|
|
vec3 col = ShowScene (ro, rd);
|
|
fragColor = vec4 (col, 1.);
|
|
}
|
|
|
|
void main(void)
|
|
{
|
|
//just some shit to wrap shadertoy's stuff
|
|
vec2 FragmentCoord = vTexCoord.xy*global.OutputSize.xy;
|
|
FragmentCoord.y = -FragmentCoord.y;
|
|
mainImage(FragColor,FragmentCoord);
|
|
}
|