mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-11-23 16:30:05 +00:00
399 lines
9.4 KiB
Plaintext
399 lines
9.4 KiB
Plaintext
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#version 450
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// Frozen Wasteland - 2015-03-02
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// https://www.shadertoy.com/view/Xls3D2
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// Frozen wasteland. Built on nimitz's model, although I didn't use his fog stuff afterall. It uses fog ray tracing included within the main ray march.
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// Frozen wasteland
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// https://www.shadertoy.com/view/Xls3D2
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// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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// By Dave Hoskins
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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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#define ITR 90
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#define FAR 110.
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#define time iGlobalTime
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#define MOD3 vec3(.16532,.17369,.15787)
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#define SUN_COLOUR vec3(1., .95, .85)
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#define TRIANGLE_NOISE // .. This
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//#define FOUR_D_NOISE // ...Or this
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//#define TEXTURE_NOISE // .. Or this (faster, but not as sharp edged)
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//#define VALUE_NOISE // .. or more normal noise.
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float height(in vec2 p)
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{
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float h = sin(p.x*.1+p.y*.2)+sin(p.y*.1-p.x*.2)*.5;
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h += sin(p.x*.04+p.y*.01+3.0)*4.;
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h -= sin(h*10.0)*.1;
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return h;
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}
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float camHeight(in vec2 p)
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{
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float h = sin(p.x*.1+p.y*.2)+sin(p.y*.1-p.x*.2)*.5;
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h += sin(p.x*.04+p.y*.01+3.0)*4.;
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return h;
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}
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float smin( float a, float b)
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{
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const float k = 2.7;
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float h = clamp( 0.5 + 0.5*(b-a)/k, 0.0, 1.0 );
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return mix( b, a, h ) - k*h*(1.0-h);
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}
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#define MOD2 vec2(.16632,.17369)
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#define MOD3 vec3(.16532,.17369,.15787)
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float tri(in float x){return abs(fract(x)-.5);}
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float hash12(vec2 p)
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{
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p = fract(p * MOD2);
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p += dot(p.xy, p.yx+19.19);
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return fract(p.x * p.y);
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}
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float vine(vec3 p, in float c, in float h)
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{
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p.y += sin(p.z*.5625+1.3)*3.5-.5;
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p.x += cos(p.z*2.)*1.;
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vec2 q = vec2(mod(p.x, c)-c/2., p.y);
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return length(q) - h*1.4 -sin(p.z*3.+sin(p.x*7.)*0.5)*0.1;
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}
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//========================================================================
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// ################ DIFFERENT NOISE FUNCTIONS ################
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#ifdef TRIANGLE_NOISE
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vec3 tri3(in vec3 p){return vec3( tri(p.z+tri(p.y)), tri(p.z+tri(p.x)), tri(p.y+tri(p.x)));}
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float Noise3d(in vec3 p)
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{
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float z=1.4;
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float rz = 0.;
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vec3 bp = p;
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for (float i=0.; i<= 2.; i++ )
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{
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vec3 dg = tri3(bp);
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p += (dg);
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bp *= 2.;
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z *= 1.5;
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p *= 1.3;
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rz+= (tri(p.z+tri(p.x+tri(p.y))))/z;
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bp += 0.14;
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}
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return rz;
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}
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#endif
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//--------------------------------------------------------------------------------
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#ifdef FOUR_D_NOISE
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vec4 quad(in vec4 p){return abs(fract(p.yzwx+p.wzxy)-.5);}
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float Noise3d(in vec3 q)
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{
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float z=1.4;
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vec4 p = vec4(q, iGlobalTime*.1);
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float rz = 0.;
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vec4 bp = p;
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for (float i=0.; i<= 2.; i++ )
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{
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vec4 dg = quad(bp);
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p += (dg);
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z *= 1.5;
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p *= 1.3;
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rz+= (tri(p.z+tri(p.w+tri(p.y+tri(p.x)))))/z;
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bp = bp.yxzw*2.0+.14;
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}
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return rz;
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}
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#endif
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//--------------------------------------------------------------------------------
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#ifdef TEXTURE_NOISE
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float Noise3d(in vec3 x)
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{
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x*=10.0;
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float h = 0.0;
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float a = .34;
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for (int i = 0; i < 4; i++)
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{
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vec3 p = floor(x);
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vec3 f = fract(x);
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f = f*f*(3.0-2.0*f);
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vec2 uv = (p.xy+vec2(37.0,17.0)*p.z) + f.xy;
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vec2 rg = textureLod( iChannel0, (uv+ 0.5)/256.0, 0.0 ).yx;
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h += mix( rg.x, rg.y, f.z )*a;
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a*=.5;
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x+=x;
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}
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return h;
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}
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#endif
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//--------------------------------------------------------------------------------
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#ifdef VALUE_NOISE
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float Hash(vec3 p)
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{
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p = fract(p * MOD3);
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p += dot(p.xyz, p.yzx + 19.19);
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return fract(p.x * p.y * p.z);
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}
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float Noise3d(in vec3 p)
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{
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vec2 add = vec2(1.0, 0.0);
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p *= 10.0;
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float h = 0.0;
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float a = .3;
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for (int n = 0; n < 4; n++)
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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 * (3.0-2.0*f);
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h += mix(
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mix(mix(Hash(i), Hash(i + add.xyy),f.x),
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mix(Hash(i + add.yxy), Hash(i + add.xxy),f.x),
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f.y),
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mix(mix(Hash(i + add.yyx), Hash(i + add.xyx),f.x),
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mix(Hash(i + add.yxx), Hash(i + add.xxx),f.x),
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f.y),
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f.z)*a;
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a*=.5;
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p += p;
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}
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return h;
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}
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#endif
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//--------------------------------------------------------------------------------
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float map(vec3 p)
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{
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p.y += height(p.zx);
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float d = p.y+.5;
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d = smin(d, vine(p+vec3(.8,0.,0),30.,3.3) );
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d = smin(d, vine(p.zyx+vec3(0.,0,17.),33.,1.4) );
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d += Noise3d(p*.05)*(p.y*1.2);
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p.xz *=.2;
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d+= Noise3d(p*.3);
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return d;
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}
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float fogmap(in vec3 p, in float d)
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{
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p.xz -= time*7.+sin(p.z*.3)*3.;
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p.y -= time*.5;
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return (max(Noise3d(p*.008+.1)-.1,0.0)*Noise3d(p*.1))*.3;
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}
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float march(in vec3 ro, in vec3 rd, out float drift, in vec2 scUV)
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{
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float precis = 0.01;
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float h=precis*2.0;
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float d = hash12(scUV);
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drift = 0.0;
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for( int i=0; i<ITR; i++ )
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{
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vec3 p = ro+rd*d;
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if(h < precis || d > FAR) break;
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h = map(p);
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drift += fogmap(p, d);
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d += min(h*.65 + d * .002, 8.0);
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}
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drift = min(drift, 1.0);
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return d;
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}
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vec3 normal( in vec3 pos, in float d )
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{
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vec2 eps = vec2( d *d* .003+.01, 0.0);
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vec3 nor = vec3(
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map(pos+eps.xyy) - map(pos-eps.xyy),
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map(pos+eps.yxy) - map(pos-eps.yxy),
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map(pos+eps.yyx) - map(pos-eps.yyx) );
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return normalize(nor);
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}
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float bnoise(in vec3 p)
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{
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p.xz*=.4;
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float n = Noise3d(p*3.)*0.4;
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n += Noise3d(p*1.5)*0.2;
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return n*n*.2;
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}
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vec3 bump(in vec3 p, in vec3 n, in float ds)
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{
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p.xz *= .4;
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//p *= 1.0;
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vec2 e = vec2(.01,0);
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float n0 = bnoise(p);
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vec3 d = vec3(bnoise(p+e.xyy)-n0, bnoise(p+e.yxy)-n0, bnoise(p+e.yyx)-n0)/e.x;
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n = normalize(n-d*10./(ds));
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return n;
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}
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float shadow(in vec3 ro, in vec3 rd, in float mint)
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{
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float res = 1.0;
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float t = mint;
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for( int i=0; i<12; i++ )
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{
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float h = map(ro + rd*t);
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res = min( res, 4.*h/t );
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t += clamp( h, 0.1, 1.5 );
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}
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return clamp( res, 0., 1.0 );
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}
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vec3 Clouds(vec3 sky, vec3 rd)
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{
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rd.y = max(rd.y, 0.0);
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float ele = rd.y;
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float v = (200.0)/rd.y;
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rd.y = v;
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rd.xz = rd.xz * v - time*8.0;
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rd.xz *= .0004;
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float f = Noise3d(rd.xzz*3.) * Noise3d(rd.zxx*1.3)*2.5;
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f = f*pow(ele, .5)*2.;
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f = clamp(f-.15, 0.01, 1.0);
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return mix(sky, vec3(1),f );
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}
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vec3 Sky(vec3 rd, vec3 ligt)
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{
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rd.y = max(rd.y, 0.0);
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vec3 sky = mix(vec3(.1, .15, .25), vec3(.8), pow(.8-rd.y, 3.0));
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return mix(sky, SUN_COLOUR, min(pow(max(dot(rd,ligt), 0.0), 4.5)*1.2, 1.0));
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}
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float Occ(vec3 p)
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{
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float h = 0.0;
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h = clamp(map(p), 0.5, 1.0);
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return sqrt(h);
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 p = fragCoord.xy/iResolution.xy-0.5;
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vec2 q = fragCoord.xy/iResolution.xy;
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p.x*=iResolution.x/iResolution.y;
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#ifdef MOUSE
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vec2 mo = iMouse.xy / iResolution.xy-.5;
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#else
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vec2 mo = 0.0 / iResolution.xy-.5;
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#endif
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mo = (mo==vec2(-.5))?mo=vec2(-0.1,0.07):mo;
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mo.x *= iResolution.x/iResolution.y;
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vec3 ro = vec3(0.+smoothstep(0.,1.,tri(time*1.5)*.3)*1.5, smoothstep(0.,1.,tri(time*3.)*3.)*0.08, -time*3.5-130.0);
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ro.y -= camHeight(ro.zx)-.4;
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mo.x += smoothstep(0.7,1.,sin(time*.35))*.5-1.5 - smoothstep(-.7,-1.,sin(time*.35))*.5;
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vec3 eyedir = normalize(vec3(cos(mo.x),mo.y*2.-.05+sin(time*.5)*0.1,sin(mo.x)));
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vec3 rightdir = normalize(vec3(cos(mo.x+1.5708),0.,sin(mo.x+1.5708)));
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vec3 updir = normalize(cross(rightdir,eyedir));
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vec3 rd=normalize((p.x*rightdir+p.y*updir)*1.+eyedir);
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vec3 ligt = normalize( vec3(1.5, .9, -.5) );
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float fg;
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float rz = march(ro,rd, fg, fragCoord);
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vec3 sky = Sky(rd, ligt);
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vec3 col = sky;
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if ( rz < FAR )
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{
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vec3 pos = ro+rz*rd;
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vec3 nor= normal( pos, rz);
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float d = distance(pos,ro);
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nor = bump(pos,nor,d);
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float shd = (shadow(pos,ligt,.04));
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float dif = clamp( dot( nor, ligt ), 0.0, 1.0 );
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vec3 ref = reflect(rd,nor);
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float spe = pow(clamp( dot( ref, ligt ), 0.0, 1.0 ),5.)*2.;
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float fre = pow( clamp(1.+dot(rd, nor),0.0,1.0), 3. );
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col = vec3(.8);
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col = col*dif*shd + fre*spe*shd*SUN_COLOUR +abs(nor.y)*vec3(.12, .13, .13);
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// Fake the red absorption of ice...
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d = Occ(pos+nor*3.);
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col *= vec3(d, d, min(d*1.4, 1.0));
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// Fog from ice storm...
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col = mix(col, sky, smoothstep(FAR-25.,FAR,rz));
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}
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else
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{
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col = Clouds(col, rd);
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}
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// Fog mix...
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col = mix(col, vec3(0.7, .7, .7), fg);
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// Post...
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col = mix(col, vec3(.5), -.1);
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//col = clamp(pow(col*1.,vec3(0.4)),0.0, 1.0);
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col = sqrt(col);
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// Borders...
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float f = smoothstep(0.0, 3.0, iGlobalTime)*.5;
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col *= f+f*pow(70. *q.x*q.y*(1.0-q.x)*(1.0-q.y), .2);
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fragColor = vec4( col, 1.0 );
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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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