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Update mudlord-emeraldenvy4.slang
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@ -1,11 +1,11 @@
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#version 450
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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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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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@ -16,8 +16,8 @@ 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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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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@ -37,76 +37,76 @@ float ground_z = speed*0.125;
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vec2 rotate(vec2 k,float t)
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{
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return vec2(cos(t)*k.x-sin(t)*k.y, sin(t)*k.x+cos(t)*k.y);
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return vec2(cos(t)*k.x-sin(t)*k.y, sin(t)*k.x+cos(t)*k.y);
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}
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float scene(vec3 p)
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{
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float ball_p = 0.25;
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float ball_w = ball_p*1.0;
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float ball = length(mod(p.xyz,ball_p)-ball_p*0.5)-ball_w;
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float hole_w = ball_p*0.55;
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float hole = length(mod(p.xyz,ball_p)-ball_p*0.5)-hole_w;
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float pipe_p = 0.015;
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float pipe_w = pipe_p*0.42;//-0.00375*sync;
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float pipe_y = length(max(abs(mod(p.xy,pipe_p)-pipe_p*0.5)-pipe_w,0.0));
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float pipe_z = length(max(abs(mod(p.xz,pipe_p)-pipe_p*0.5)-pipe_w,0.0));
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float ball_p = 0.25;
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float ball_w = ball_p*1.0;
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float ball = length(mod(p.xyz,ball_p)-ball_p*0.5)-ball_w;
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float hole_w = ball_p*0.55;
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float hole = length(mod(p.xyz,ball_p)-ball_p*0.5)-hole_w;
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float pipe_p = 0.015;
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float pipe_w = pipe_p*0.42;//-0.00375*sync;
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float pipe_y = length(max(abs(mod(p.xy,pipe_p)-pipe_p*0.5)-pipe_w,0.0));
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float pipe_z = length(max(abs(mod(p.xz,pipe_p)-pipe_p*0.5)-pipe_w,0.0));
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return max(max(ball,-hole),max(pipe_y,max(pipe_y,pipe_z)));
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return max(max(ball,-hole),max(pipe_y,max(pipe_y,pipe_z)));
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}
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vec3 getNormal(vec3 pos)
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{
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vec3 e = vec3(0.0, 0.0001, 0.0);
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vec3 e = vec3(0.0, 0.0001, 0.0);
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return normalize(vec3(scene(pos+e.yxx) - scene(pos-e.yxx),
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scene(pos+e.xyx) - scene(pos-e.xyx),
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return normalize(vec3(scene(pos+e.yxx) - scene(pos-e.yxx),
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scene(pos+e.xyx) - scene(pos-e.xyx),
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scene(pos+e.xxy) - scene(pos-e.xxy)));
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}
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float render_scene(vec3 ray_origin, vec3 ray_dir,float t)
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{
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const int ray_n=96;
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for(int i = 0; i<ray_n; i++)
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{
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float k = scene(ray_origin+ray_dir*t);
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t += k*fade;
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}
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return t;
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const int ray_n=96;
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for(int i = 0; i<ray_n; i++)
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{
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float k = scene(ray_origin+ray_dir*t);
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t += k*fade;
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}
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return t;
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}
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void main(void)
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{
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vec2 FragCoord = vTexCoord.xy*global.OutputSize.xy;
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FragCoord.y = -FragCoord.y;
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vec2 FragCoord = vTexCoord.xy*global.OutputSize.xy;
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FragCoord.y = -FragCoord.y;
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vec2 position = (FragCoord.xy/resolution.xy);
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vec2 p = -1.0+2.0*position;
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//set up camera
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float speed = time*0.5;
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vec3 dir = normalize(vec3(p*vec2(1.0,1.0),1.));
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dir.yz = rotate(dir.yz,PI*1.0*sin(speed*0.25)); // rotation x
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dir.zx = rotate(dir.zx,PI*1.0*cos(speed*0.25)); // rotation y
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dir.xy = rotate(dir.xy,-speed*0.5); // rotation z
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vec3 ray = vec3(ground_x,ground_y,ground_z);
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//the raymarch
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float t = 0.0;
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t = render_scene(ray,dir,t);
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vec3 hit = ray + dir*t;
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t += hit.x;
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//get normal for reflection
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vec3 n = getNormal(hit);
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//render reflection
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dir = reflect(dir, n);
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dir = normalize(refract(dir, n, .82));
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t = render_scene(ray, dir, t);
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float c = (n.x*1.0 + n.y+n.z)*0.5;
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vec3 color = vec3(0., c*t*0.125*p.x + t*0.1, c*t*0.);
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color *= 2.412;
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FragColor = vec4(color, 1.0);
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vec2 position = (FragCoord.xy/resolution.xy);
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vec2 p = -1.0+2.0*position;
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//set up camera
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float speed = time*0.5;
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vec3 dir = normalize(vec3(p*vec2(1.0,1.0),1.));
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dir.yz = rotate(dir.yz,PI*1.0*sin(speed*0.25)); // rotation x
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dir.zx = rotate(dir.zx,PI*1.0*cos(speed*0.25)); // rotation y
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dir.xy = rotate(dir.xy,-speed*0.5); // rotation z
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vec3 ray = vec3(ground_x,ground_y,ground_z);
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//the raymarch
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float t = 0.0;
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t = render_scene(ray,dir,t);
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vec3 hit = ray + dir*t;
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t += hit.x;
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//get normal for reflection
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vec3 n = getNormal(hit);
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//render reflection
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dir = reflect(dir, n);
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dir = normalize(refract(dir, n, .82));
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t = render_scene(ray, dir, t);
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float c = (n.x*1.0 + n.y+n.z)*0.5;
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vec3 color = vec3(0., c*t*0.125*p.x + t*0.1, c*t*0.);
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color *= 2.412;
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FragColor = vec4(color, 1.0);
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}
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