mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-11-27 02:20:41 +00:00
327 lines
8.7 KiB
Plaintext
327 lines
8.7 KiB
Plaintext
#version 450
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// Generators - Kali - 2013-10-10
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// https://www.shadertoy.com/view/Xtf3Rn
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// Generators!
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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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// "GENERATORS REDUX" by Kali
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// Same fractal as "Ancient Temple" + rotations, improved shading
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// (better coloring, AO and shadows), some lighting effects, and a path for the camera
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// following a liquid metal ball.
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#define ENABLE_HARD_SHADOWS // turn off to enable faster AO soft shadows
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//#define ENABLE_VIBRATION
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//#define ENABLE_POSTPROCESS // Works better on window view rather than full screen
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#define RAY_STEPS 70
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#define SHADOW_STEPS 50
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#define LIGHT_COLOR vec3(.85,.9,1.)
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#define AMBIENT_COLOR vec3(.8,.83,1.)
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#define FLOOR_COLOR vec3(1.,.7,.9)
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#define ENERGY_COLOR vec3(1.,.7,.4)
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#define BRIGHTNESS .9
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#define GAMMA 1.3
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#define SATURATION .85
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#define detail .00005
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#define t iGlobalTime*.25
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vec3 lightdir=normalize(vec3(0.5,-0.3,-1.));
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vec3 ambdir=normalize(vec3(0.,0.,1.));
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const vec3 origin=vec3(0.,3.11,0.);
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vec3 energy=vec3(0.01);
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#ifdef ENABLE_VIBRATION
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float vibration=sin(iGlobalTime*60.)*.0013;
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#else
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float vibration=0.;
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#endif
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float det=0.0;
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vec3 pth1;
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mat2 rot(float a) {
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return mat2(cos(a),sin(a),-sin(a),cos(a));
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}
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vec3 path(float ti) {
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return vec3(sin(ti),.3-sin(ti*.632)*.3,cos(ti*.5))*.5;
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}
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float Sphere(vec3 p, vec3 rd, float r){//A RAY TRACED SPHERE
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float b = dot( -p, rd );
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float inner = b * b - dot( p, p ) + r * r;
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if( inner < 0.0 ) return -1.0;
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return b - sqrt( inner );
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}
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vec2 de(vec3 pos) {
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float hid=0.;
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vec3 tpos=pos;
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tpos.xz=abs(.5-mod(tpos.xz,1.));
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vec4 p=vec4(tpos,1.);
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float y=max(0.,.35-abs(pos.y-3.35))/.35;
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for (int i=0; i<7; i++) {//LOWERED THE ITERS
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p.xyz = abs(p.xyz)-vec3(-0.02,1.98,-0.02);
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p=p*(2.0+vibration*y)/clamp(dot(p.xyz,p.xyz),.4,1.)-vec4(0.5,1.,0.4,0.);
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p.xz*=mat2(-0.416,-0.91,0.91,-0.416);
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}
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float fl=pos.y-3.013;
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float fr=(length(max(abs(p.xyz)-vec3(0.1,5.0,0.1),vec3(0.0)))-0.05)/p.w;//RETURN A RRECT
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//float fr=length(p.xyz)/p.w;
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float d=min(fl,fr);
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d=min(d,-pos.y+3.95);
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if (abs(d-fl)<.001) hid=1.;
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return vec2(d,hid);
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}
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vec3 normal(vec3 p) {
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vec3 e = vec3(0.0,det,0.0);
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return normalize(vec3(
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de(p+e.yxx).x-de(p-e.yxx).x,
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de(p+e.xyx).x-de(p-e.xyx).x,
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de(p+e.xxy).x-de(p-e.xxy).x
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)
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);
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}
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float shadow(vec3 pos, vec3 sdir) {//THIS ONLY RUNS WHEN WITH HARD SHADOWS
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float sh=1.0;
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float totdist =2.0*det;
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float dist=10.;
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float t1=Sphere((pos-.005*sdir)-pth1,-sdir,0.015);
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if (t1>0. && t1<.5) {
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vec3 sphglowNorm=normalize(pos-t1*sdir-pth1);
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sh=1.-pow(max(.0,dot(sphglowNorm,sdir))*1.2,3.);
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}
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for (int steps=0; steps<SHADOW_STEPS; steps++) {
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if (totdist<.6 && dist>detail) {
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vec3 p = pos - totdist * sdir;
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dist = de(p).x;
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sh = min( sh, max(50.*dist/totdist,0.0) );
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totdist += max(.01,dist);
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}
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}
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return clamp(sh,0.1,1.0);
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}
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float calcAO( const vec3 pos, const vec3 nor ) {
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float aodet=detail*40.;
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float totao = 0.0;
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float sca = 14.0;
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for( int aoi=0; aoi<5; aoi++ ) {
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float hr = aodet*float(aoi*aoi);
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vec3 aopos = nor * hr + pos;
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float dd = de( aopos ).x;
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totao += -(dd-hr)*sca;
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sca *= 0.7;
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}
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return clamp( 1.0 - 5.0*totao, 0., 1.0 );
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}
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float _texture(vec3 p) {
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p=abs(.5-fract(p*10.));
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vec3 c=vec3(3.);
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float es, l=es=0.;
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for (int i = 0; i < 10; i++) {
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p = abs(p + c) - abs(p - c) - p;
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p/= clamp(dot(p, p), .0, 1.);
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p = p* -1.5 + c;
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if ( mod(float(i), 2.) < 1. ) {
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float pl = l;
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l = length(p);
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es+= exp(-1. / abs(l - pl));
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}
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}
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return es;
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}
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vec3 light(in vec3 p, in vec3 dir, in vec3 n, in float hid) {//PASSING IN THE NORMAL
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#ifdef ENABLE_HARD_SHADOWS
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float sh=shadow(p, lightdir);
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#else
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float sh=calcAO(p,-2.5*lightdir);//USING AO TO MAKE VERY SOFT SHADOWS
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#endif
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float ao=calcAO(p,n);
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float diff=max(0.,dot(lightdir,-n))*sh;
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float y=3.35-p.y;
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vec3 amb=max(.5,dot(dir,-n))*.5*AMBIENT_COLOR;
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if (hid<.5) {
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amb+=max(0.2,dot(vec3(0.,1.,0.),-n))*FLOOR_COLOR*pow(max(0.,.2-abs(3.-p.y))/.2,1.5)*2.;
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amb+=energy*pow(max(0.,.4-abs(y))/.4,2.)*max(0.2,dot(vec3(0.,-sign(y),0.),-n))*2.;
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}
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vec3 r = reflect(lightdir,n);
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float spec=pow(max(0.,dot(dir,-r))*sh,10.);
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vec3 col;
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float energysource=pow(max(0.,.04-abs(y))/.04,4.)*2.;
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if (hid>1.5) {col=vec3(1.); spec=spec*spec;}
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else{
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float k=_texture(p)*.23+.2;
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k=min(k,1.5-energysource);
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col=mix(vec3(k,k*k,k*k*k),vec3(k),.3);
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if (abs(hid-1.)<.001) col*=FLOOR_COLOR*1.3;
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}
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col=col*(amb+diff*LIGHT_COLOR)+spec*LIGHT_COLOR;
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if (hid<.5) {
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col=max(col,energy*2.*energysource);
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}
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col*=min(1.,ao+length(energy)*.5*max(0.,.1-abs(y))/.1);
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return col;
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}
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vec3 raymarch(in vec3 from, in vec3 dir)
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{
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float ey=mod(t*.5,1.);
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float glow,eglow,ref,sphdist,totdist=glow=eglow=ref=sphdist=0.;
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vec2 d=vec2(1.,0.);
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vec3 p, col=vec3(0.);
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vec3 origdir=dir,origfrom=from,sphNorm;
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//FAKING THE SQUISHY BALL BY MOVING A RAY TRACED BALL
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vec3 wob=cos(dir*500.0*length(from-pth1)+(from-pth1)*250.+iGlobalTime*10.)*0.0005;
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float t1=Sphere(from-pth1+wob,dir,0.015);
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float tg=Sphere(from-pth1+wob,dir,0.02);
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if(t1>0.){
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ref=1.0;from+=t1*dir;sphdist=t1;
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sphNorm=normalize(from-pth1+wob);
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dir=reflect(dir,sphNorm);
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}
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else if (tg>0.) {
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vec3 sphglowNorm=normalize(from+tg*dir-pth1+wob);
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glow+=pow(max(0.,dot(sphglowNorm,-dir)),5.);
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};
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for (int i=0; i<RAY_STEPS; i++) {
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if (d.x>det && totdist<3.0) {
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p=from+totdist*dir;
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d=de(p);
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det=detail*(1.+totdist*60.)*(1.+ref*5.);
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totdist+=d.x;
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energy=ENERGY_COLOR*(1.5+sin(iGlobalTime*20.+p.z*10.))*.25;
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if(d.x<0.015)glow+=max(0.,.015-d.x)*exp(-totdist);
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if (d.y<.5 && d.x<0.03){//ONLY DOING THE GLOW WHEN IT IS CLOSE ENOUGH
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float glw=min(abs(3.35-p.y-ey),abs(3.35-p.y+ey));//2 glows at once
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eglow+=max(0.,.03-d.x)/.03*
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(pow(max(0.,.05-glw)/.05,5.)
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+pow(max(0.,.15-abs(3.35-p.y))/.15,8.))*1.5;
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}
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}
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}
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float l=pow(max(0.,dot(normalize(-dir.xz),normalize(lightdir.xz))),2.);
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l*=max(0.2,dot(-dir,lightdir));
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vec3 backg=.5*(1.2-l)+LIGHT_COLOR*l*.7;
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backg*=AMBIENT_COLOR;
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if (d.x<=det) {
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vec3 norm=normal(p-abs(d.x-det)*dir);//DO THE NORMAL CALC OUTSIDE OF LIGHTING (since we already have the sphere normal)
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col=light(p-abs(d.x-det)*dir, dir, norm, d.y)*exp(-.2*totdist*totdist);
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col = mix(col, backg, 1.0-exp(-1.*pow(totdist,1.5)));
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} else {
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col=backg;
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}
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vec3 lglow=LIGHT_COLOR*pow(l,30.)*.5;
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col+=glow*(backg+lglow)*1.3;
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col+=pow(eglow,2.)*energy*.015;
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col+=lglow*min(1.,totdist*totdist*.3);
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if (ref>0.5) {
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vec3 sphlight=light(origfrom+sphdist*origdir,origdir,sphNorm,2.);
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col=mix(col*.3+sphlight*.7,backg,1.0-exp(-1.*pow(sphdist,1.5)));
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}
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return col;
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}
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vec3 move(inout mat2 rotview1,inout mat2 rotview2) {
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vec3 go=path(t);
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vec3 adv=path(t+.7);
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vec3 advec=normalize(adv-go);
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float an=atan(advec.x,advec.z);
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rotview1=mat2(cos(an),sin(an),-sin(an),cos(an));
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an=advec.y*1.7;
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rotview2=mat2(cos(an),sin(an),-sin(an),cos(an));
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return go;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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pth1 = path(t+.3)+origin+vec3(0.,.01,0.);
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vec2 uv = fragCoord.xy / iResolution.xy*2.-1.;
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vec2 uv2=uv;
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#ifdef ENABLE_POSTPROCESS
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uv*=1.+pow(length(uv2*uv2*uv2*uv2),4.)*.07;
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#endif
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uv.y*=iResolution.y/iResolution.x;
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#ifdef MOUSE
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vec2 mouse=(iMouse.xy/iResolution.xy-.5)*3.;
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if (iMouse.z<1.) mouse=vec2(0.);
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#else
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vec2 mouse = vec2(0.0, 0.0);
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#endif
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mat2 rotview1, rotview2;
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vec3 from=origin+move(rotview1,rotview2);
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vec3 dir=normalize(vec3(uv*.8,1.));
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dir.yz*=rot(mouse.y);
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dir.xz*=rot(mouse.x);
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dir.yz*=rotview2;
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dir.xz*=rotview1;
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vec3 color=raymarch(from,dir);
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color=clamp(color,vec3(.0),vec3(1.));
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color=pow(color,vec3(GAMMA))*BRIGHTNESS;
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color=mix(vec3(length(color)),color,SATURATION);
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#ifdef ENABLE_POSTPROCESS
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vec3 rain=pow(texture(iChannel0,uv2+iGlobalTime*7.25468).rgb,vec3(1.5));
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color=mix(rain,color,clamp(iGlobalTime*.5-.5,0.,1.));
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color*=1.-pow(length(uv2*uv2*uv2*uv2)*1.1,6.);
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uv2.y *= iResolution.y / 360.0;
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color.r*=(.5+abs(.5-mod(uv2.y ,.021)/.021)*.5)*1.5;
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color.g*=(.5+abs(.5-mod(uv2.y+.007,.021)/.021)*.5)*1.5;
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color.b*=(.5+abs(.5-mod(uv2.y+.014,.021)/.021)*.5)*1.5;
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color*=.9+rain*.35;
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#endif
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fragColor = vec4(color,1.);
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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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