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shader.frag
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shader.frag
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//#version 140
//uniform vec2 R;
uniform float t;
uniform sampler2D Tex;
//float PI=3.1415923;
vec3 E=vec3(0.,.01,1.);
vec2 R = vec2(1920., 1080.);
// Is not random enough
/* uint rand_seed = 1u; */
/* float rand() { */
/* rand_seed = rand_seed * 1103515245u + 12345u; */
/* //rand_seed = (rand_seed * 1664525u + 1013904223u); */
/* //return float(rand_seed&0xffffu) / float(0xffffu); */
/* //return float(rand_seed>>16) / float(0xffffu); */
/* return float(rand_seed) / float(0xffffffffu); */
/* } */
float hash1(float f){return fract(sin(f)*46347.4238);}
float hash2(vec2 v){return hash1(dot(v,vec2(79.53248,31.4328)));}
float noise2(vec2 v) {
vec2 V=floor(v);v-=V;
v*=v*(3.-2.*v);
return mix(
mix(hash2(V+E.xx), hash2(V+E.zx), v.x),
mix(hash2(V+E.xz), hash2(V+E.zz), v.x), v.y);
}
/* mat3 RX(float a){float c=cos(a),s=sin(a);return mat3(1.,0.,0.,0.,c,s,0.,-s,c);} */
/* mat3 RY(float a){float c=cos(a),s=sin(a);return mat3(c,0.,s,0.,1.,0.,-s,0.,c);} */
/* mat3 RZ(float a){float c=cos(a),s=sin(a);return mat3(c,s,0.,-s,c,0.,0.,0.,1.);} */
//float mtext = 0.;
float mask(vec2 p) {
if (t < 1016.) return 0.;
if (p.x < 0. || p.x > 32.) return 0.;
if (p.y > 2.8 ) return 0.;
//if (p.y > 1.8 || p.y < -1.) return 0.;
p -= 2.;
float line = floor(p.y / 1.5);
//if (line >= 0.) return 0.;
//if (line > 0. || line < -mtext) return 0.;
//if (line > 0. || line < -1.) return 0.;
if (t < 1152.) {
if (line == -1.) {
} else if (line == -2.) {
line = (t < 1056.) ? 0. : -2. - floor(t-1056.)/8.;
} else {
return 0.;
}
} else {
line -= 16.;
}
//line = 1.;
//line -= (1. + mod(floor(t)/8., 16.));
p.y = line * 1.5 + mod(p.y, 1.5);
//p.y = (line - 1. + line * (1. + mod(floor(t)/8., 16.))) * 1.5 + mod(p.y, 1.5);
return texture2D(Tex, p/32.).r;
}
float w(vec3 p) { return min(p.y+2., length(p)-2.); }
vec3 wn(vec3 p) { return normalize(vec3(
w(p+E.yxx),w(p+E.xyx),w(p+E.xxy))-w(p));
}
float tr(vec3 O, vec3 D, float l, float L, float steps) {
for (float i = 0.; i < steps; ++i) {
float d = w(O + D * l);
l += d;
if (d < .001 || l > L) break;
}
return l;
}
void main() {
vec2 uv=(gl_FragCoord.xy/vec2(1920.,1080.))*2.-1.;uv.x*=1.8;
//gl_FragColor = texture2D(Tex, uv); return;
vec3 c=vec3(0.);
vec3 O, D, P, N;
vec2 UV;
float M;
float l;
float seed = fract(t + uv.x);
float bar = floor(t/16.);
//mat3 mv = mat3(1,0,0,0,1,0,0,0,1);
vec3 sundir = normalize(vec3(-.5,.5,.4));
//float T = t;
//sundir = normalize(sundir + vec3(0.,.5*sin(t/4.),0.));
sundir = normalize(vec3(1.));
float dof = .4;
float fov = 1. + 1. * fract(t/32.);
vec3 ca = vec3(0., -1., 0.);
vec3 cp = vec3(0., 1.9, 5.);
cp.z += 4. * fract(t/32.);
float lfoc = 0.;
float mskymat = 0.;
float mballmat = 0.;
float mfloormat = 0;
float yu = 0.;
if (t < 304.) {
//mskymat = 0.;
mskymat = 0.;
mballmat = 0.;
mfloormat = 0.;
dof = .01;
fov = 2.;
//ca = vec3(0., -.1, 0);
ca = vec3(0., 0., 0.);
cp = vec3(0., 1., 5. + 2. * fract(t/16.));
} else {
ca = vec3(
sin(bar*3.) * 4.,
sin(bar*4.),
sin(bar*5.) * 4.);
mskymat = 1.;
mballmat = 0.;
mfloormat = 0.;
dof = .2;
fov = 2.;
//ca = vec3(0., sin(t*.1), 0.);
cp = vec3(
sin(bar) * 10.,
2. + 2. * sin(bar*7.),
10. * cos(bar*3.));
}
if (t > 362.) {
mskymat = 1.;
mfloormat = 3.;
mballmat = 0.;
float ph = fract((t-362.) / 128.);
ca = vec3(0., 0., 0.);
cp = vec3(0., 1., 5. + 32. * ph);
fov = 1. + 4. * ph;
}
if (t > 490.) {
mballmat = 1.;
//mfloormat = 1.;
//mskymat = 3.;
dof = .4;
}
if (t > 580.) {
ca = vec3(
sin(bar*3.) * 4.,
sin(bar*4.),
sin(bar*5.) * 4.);
cp = vec3(
sin(bar) * 10.,
2. + 2. * sin(bar*7.),
10. * cos(bar*3.));
}
if (t > 704.) {
mballmat = 2.;
//mfloormat = 1.;
mskymat = 2.;
dof = .4;
}
if (t > 832.) {
// FIXME proper material ranges
mskymat = mod(floor(t/8.),4.);
mballmat = mod(floor(t/4.)/*TODO beat sync, 4th beat is earlier*/,5.);
mfloormat = mod(floor(t/6.),4.);
if (mskymat == 3.)
mfloormat = 1.;
//mtext = 1.;
float ph = fract(t/16.);
float a = sin(bar), b = sin(bar+3.);
/* cp = mix(cp, vec3( */
/* sin(bar+4.) * 10., */
/* 2. + 2. * sin(bar*2.), */
/* 10. * cos(bar+5.)), ph * ph); */
cp = ca + mix(
vec3(cos(a)*10.,2+2.*sin(bar*2.),sin(a)*10.),
vec3(cos(b)*10.,2+2.*sin(bar*3.),sin(b)*10.), ph * ph);
cp *= max(1., 8. / length(cp));
//cp *= min(1., length
//a = mix(fract(a)*7., 7.*fract(b), ph * ph);
//cp = vec3(cos(a)*10.,2+2.*sin(bar*2.),sin(a)*10.);
ca = vec3(
sin(bar*3.) * 2.,
sin(bar*4.),
sin(bar*5.) * 2.);
yu = sin(bar*17.);
}
if (t > 1016.) {
//mtext = 1.;
ca = vec3(5., 1., 0.);
cp.z = abs(cp.z);
cp *= max(1., 8. / length(cp));
float ph = fract(t/64.);
fov = 1. + 2. * ph;
cp = vec3(8. + 10. * sin(bar + t/16.), 2., 10.);
}
if (t > 1152.) {
//ca = vec3(0.);
mskymat = 0.;
cp = vec3(10., 2., 10.);
yu = 0.;
}
if (t > 1184.) {
mfloormat = 3.;
}
if (t > 1216.) {
mballmat = 1.;
}
/*
if (t > 1232.) {
mtext = 0.;
}
*/
lfoc += length(ca-cp);
// PATHTRACER STARTS
for (float s=0.;s<32.;++s) {
D = normalize(cross(O = normalize(ca-cp), vec3(yu,1.,0.)));
vec3 up = normalize(cross(D, O));
mat3 mv = mat3(D, up, -O);
if (t < 266.) {
D = mv*normalize(vec3(uv/fov, -1.)*lfoc - O);
O = mv*O + cp;
float L = 100., l = tr(O, D, 0., L, 40.);
if (l < L) {
P = O + D * l;
vec3 n = wn(P);
if (bar < 2) c = vec3(1.);
else if (bar < 4) c = vec3(l/L);
else if (bar < 6) c = P;
else if (bar < 8) c = fract(P);
else if (bar < 10) c = n;
else {
c += .8 * vec3(max(0., dot(n, sundir)));
if (bar > 14)
c *= step(5., tr(P, sundir, .1, 5., 20.));
if (bar > 12)
c = vec3(.01) + .5 *c;// + vec3(.5) * pow(max(0., dot(n,normalize(sundir-D))), 100.);
//c += vec3(.01);
}
c *= 32.;
}
break;
}
// TODO dolly zoom
//vec2 uvaa = (vec2(hash1(seed+=s), hash1(seed+=s)) - .5)/R;
vec2 uvaa=vec2(0.);
// TODO different aprerture forms
float a = hash1(seed+=O.x)*6.2831;
O = vec3(vec2(cos(a),sin(a))*sqrt(hash1(seed+=uv.y))*dof,0.);
D = mv*normalize(vec3((uv + uvaa) / fov, -1.)*lfoc - O);
O = mv*O + cp;
float ins = 1.;
float hue = hash1(seed += P.x);
// FIXME: replace by simpler wavelength <-> sRGB function
vec3 kc = clamp(abs(fract(vec3(3.,2.,1.)/3. + hue)*6.-3.)-1.,0.,1.);
for (float i = 0.; i < 6.; ++i) {
vec3 me = vec3(0.), ma = vec3(.8);
float mr = 1.;
vec2 mf = vec2(1., 1.);
l = 1e6;
M = 0;
if (D.y < 0.) {
l = (-2. - O.y) / D.y;
P = O + D * l;
N = E.xzx;
UV = P.xz;
M = 1;
}
// TODO add small sphere as light source?
// TODO transparency texture pattern
float b = dot(-O, D);
float det2 = b * b - dot(-O, -O) + 4.;
if (det2 >= 0.) {
det2 = sqrt(det2);
float t1 = b - det2, t2 = b + det2;
if (t1 < 0.) t1 = 1e6;
if (t2 < 0.) t2 = 1e6;
float ls = min(t1, t2);
if (ls < l) {
l = ls;
P = O + D * l;
N = ins * normalize(P);
M = 2;
}
}
// text plane
float lp = -O.z / D.z;
if (lp > 0. && lp < l) {
vec3 p = O + D * lp;
if (mask(p.xy) > .5) {
P = p;
l = lp;
N = E.xxz;
UV = P.xy;
M = 3;
}
}
if (M == 0) { // SKY
ma = vec3(0.);
if (mskymat == 0.) {
me = vec3(100.) * pow(max(0., dot(D,sundir)), 300.);
} else if (mskymat == 1.) {
vec2 skp = D.xz*(10.-O.y)/D.y * .1;
float sk = noise2(skp)*.5 + noise2(skp*12.1)*.125 + noise2(skp*3.8)*.125 + noise2(skp*9.)*.0625;
//sk =0.;
me = .3 * vec3(.3,.5,.9)
+ 400.*vec3(.9,.6,.2) * pow(max(0., dot(D,sundir)), 400.)
+ vec3(smoothstep(.4,.6,sk));
;
} else if (mskymat == 2.) {
me = 10. * vec3(step(abs(dot(D,sundir)+mod(t/16.,1.)-1.), .05));
vec3 bd = normalize(vec3(-1., .5, .1));
me += .2 * vec3(.4, .1, .3) * pow(max(0., dot(D,bd)), 3.);
bd = normalize(vec3(1., .3, .3));
me += .2 * vec3(.1, .5, .4) * pow(max(0., dot(D,bd)), 4.);
}
} else if (M == 2) { // BALL
if (mballmat == 0.) {
} else if (mballmat == 1.) {
ma = vec3(.8);
mf = vec2(.5, mix(.95,.8,hue)); // FIXME fresnel angle dependent?
mr = .0;
} else if(mballmat == 2.) {
ma = vec3(1.);
mf = vec2(1.,1.);
mr = .2;
} else if(mballmat == 3.) {
me = N;
ma = vec3(1.);
mf = vec2(1.,1.);
mr = .4;
} else if(mballmat == 4.) {
ma = vec3(1.);
mf = vec2(.0, mix(.85,.8,hue)); // FIXME fresnel angle dependent?
mr = .4;
}
} else if (M == 1) { // GROUND
if (mfloormat == 0.) {
//float r = length(P.xz);
//me = vec3(10.) * step(mod(r - (t-266), 100.), 1.) * max(0., 1.-(t-266)/16);
} else if (mfloormat == 1.) {
ma = vec3(.9);
mr = .5;
UV *= 4.;
vec2 cid = floor(UV);
vec2 cc = fract(UV)*2. - 1.;
vec2 rcid = vec2(floor(t/2.) + length(cid), atan(cid.x, cid.y));
me += vec3(1.,.6,.3) * step(.97,hash2(rcid));//+hash2(tpat));
me += vec3(.3,.4,.9) * step(.98,hash2(rcid+1.));//+hash2(tpat));
me += vec3(.3,.8,.3) * step(.98,hash2(rcid+2.));//+hash2(tpat));
//me += vec3(1.) * step(mod(length(cid)-t*.5, 14.), 1.);
me *= vec3(
step(length(cc),.8),
step(length(cc+vec2(.1,0.)),.8),
step(length(cc+vec2(.0,.1)),.8)
);
//me = vec3(0.);
//mr = .002 + step(.5,hash2(cid))*.2;// + .2 * smoothstep(.3, .6,noise2(UV*4.));
mr = .001 + hash2(cid)*.3;// + .2 * smoothstep(.3, .6,noise2(UV*4.));
ma *= step(abs(cc.x),.9)*step(abs(cc.y),.9);
me *= 10.;
//me = vec3(0.);
//mr = 1.;
//ma = vec3(.8);
} else if (mfloormat == 2.) {
ma = vec3(1.);
float ns =
.5 * noise2(UV)
+ .25 * noise2(UV * 1.9)
+ .125 * noise2(UV * 3.9)
+ .0625 * noise2(UV * 9.);
mr = .2 + .2 * ns;
} else if (mfloormat == 3.) {
ma = vec3(1.);
UV *= .7;
float ns =
.5 * noise2(UV)
+ .25 * noise2(UV * 1.9)
+ .125 * noise2(UV * 3.9)
+ .0625 * noise2(UV * 9.);
mr = .01 + .2 * smoothstep(.4, .5, ns);
} else if (mfloormat == 4.) {
// https://circularlimited.bandcamp.com/track/disruption
ma = vec3(1.);
mr = .3;
me = vec3(step(abs(P.z + 2. * floor(mod(t, 8.)) - 8.), 1.));
}
} else { // TEXT
me = vec3(4.);
ma = vec3(0.);
}
//kc *= 1. - l/40.;
c += kc * me;
kc *= ma;
if (all(lessThan(kc,vec3(.001)))) break;
if (/*ins < 0 ||*/ hash1(seed+=P.y) > mf.x) {
O = P - .01 * N;
D = normalize(refract(D, N, mf.y));
ins = -ins;
} else {
O = P + .01 * N;
/* if (hash1(seed+=D.z) > mr) { */
/* D = reflect(D, N); */
/* } else { */
/* D = vec3(hash1(seed+=P.z),hash1(seed+=D.x),hash1(seed+=P.y))-.5; */
/* } */
/* D = normalize(D); */
D = normalize(mix(
reflect(D, N),
vec3(hash1(seed+=P.z),hash1(seed+=D.x),hash1(seed+=P.y))-.5, mr));
D *= sign(dot(D, N));
}
}
}
gl_FragColor=vec4(sqrt(c/32.), 0.);
}