diff --git a/.gitignore b/.gitignore
index ff56ccc..4747550 100644
--- a/.gitignore
+++ b/.gitignore
@@ -3,9 +3,11 @@
*.swo
*~
-# build and dev
+# build and dev deprecated
build
dev
+# new build dir
+dist
# Logs
logs
diff --git a/package-lock.json b/package-lock.json
index c17fb4d..7a0f18f 100644
--- a/package-lock.json
+++ b/package-lock.json
@@ -4807,6 +4807,11 @@
"resolved": "https://registry.npmjs.org/setprototypeof/-/setprototypeof-1.1.1.tgz",
"integrity": "sha512-JvdAWfbXeIGaZ9cILp38HntZSFSo3mWg6xGcJJsd+d4aRMOqauag1C63dJfDw7OaMYwEbHMOxEZ1lqVRYP2OAw=="
},
+ "shadertoy-react": {
+ "version": "1.1.1",
+ "resolved": "https://registry.npmjs.org/shadertoy-react/-/shadertoy-react-1.1.1.tgz",
+ "integrity": "sha512-svmsR7gWbsi4WKMJtkHvhegyuXZpz3QoBUgnmaUe2WVG8ICSLPGDRvh3bhlXi/ofe+h7i7mV75twV5NAoZDHvg=="
+ },
"shallow-clone": {
"version": "3.0.1",
"resolved": "https://registry.npmjs.org/shallow-clone/-/shallow-clone-3.0.1.tgz",
diff --git a/package.json b/package.json
index 5323db2..0e71410 100644
--- a/package.json
+++ b/package.json
@@ -64,6 +64,7 @@
"ejs": "^3.1.5",
"express": "^4.17.1",
"react": "^17.0.1",
- "react-dom": "^17.0.1"
+ "react-dom": "^17.0.1",
+ "shadertoy-react": "^1.1.1"
}
}
diff --git a/public/css/style.css b/public/css/style.css
new file mode 100644
index 0000000..18be001
--- /dev/null
+++ b/public/css/style.css
@@ -0,0 +1,37 @@
+html {
+ padding: 0;
+ margin: 0;
+ height: 100%;
+ width: 100%;
+}
+
+body {
+ padding: 0;
+ margin: 0;
+ height: 100%;
+ width: 100%;
+ overflow: hidden;
+}
+
+.shader {
+ padding: 0;
+ margin: 0;
+ height: 100%;
+ width: 100%;
+}
+
+.tile {
+ display: inline-block;
+ vertical-align: top;
+ padding: 0;
+ margin: 0;
+ height: 25%;
+ width: 25%;
+}
+
+#root {
+ padding: 0;
+ margin: 0;
+ height: 100%;
+ width: 100%;
+}
\ No newline at end of file
diff --git a/src/client/components/BaseRaymarching.tsx b/src/client/components/BaseRaymarching.tsx
new file mode 100644
index 0000000..cd312a2
--- /dev/null
+++ b/src/client/components/BaseRaymarching.tsx
@@ -0,0 +1,13 @@
+import React from 'react';
+// @ts-ignore
+import ShadertoyReact from 'shadertoy-react';
+// @ts-ignore
+import fs from '../shaders/baseRaymarching';
+/**
+ * @return {jsx} a shader
+ */
+export default function BaseRaymarching() {
+ return (
+
+ );
+};
diff --git a/src/client/components/Collapse.tsx b/src/client/components/Collapse.tsx
new file mode 100644
index 0000000..d7a3175
--- /dev/null
+++ b/src/client/components/Collapse.tsx
@@ -0,0 +1,14 @@
+import React from 'react';
+// @ts-ignore
+import ShadertoyReact from 'shadertoy-react';
+// @ts-ignore
+import fs from '../shaders/collapse';
+
+/**
+ * @return {jsx} a shader
+ */
+export default function Collapse() {
+ return (
+
+ );
+};
diff --git a/src/client/components/Droplets.tsx b/src/client/components/Droplets.tsx
new file mode 100644
index 0000000..55751dd
--- /dev/null
+++ b/src/client/components/Droplets.tsx
@@ -0,0 +1,14 @@
+import React from 'react';
+// @ts-ignore
+import ShadertoyReact from 'shadertoy-react';
+// @ts-ignore
+import fs from '../shaders/droplets';
+
+/**
+ * @return {jsx} a shader
+ */
+export default function Droplets() {
+ return (
+
+ );
+};
diff --git a/src/client/components/Inception.tsx b/src/client/components/Inception.tsx
new file mode 100644
index 0000000..6e719be
--- /dev/null
+++ b/src/client/components/Inception.tsx
@@ -0,0 +1,14 @@
+import React from 'react';
+// @ts-ignore
+import ShadertoyReact from 'shadertoy-react';
+// @ts-ignore
+import fs from '../shaders/inception';
+
+/**
+ * @return {jsx} a shader
+ */
+export default function Inception() {
+ return (
+
+ );
+};
diff --git a/src/client/components/Menstom.tsx b/src/client/components/Menstom.tsx
new file mode 100644
index 0000000..cd5c0ac
--- /dev/null
+++ b/src/client/components/Menstom.tsx
@@ -0,0 +1,15 @@
+import React from 'react';
+// @ts-ignore
+import ShadertoyReact from 'shadertoy-react';
+// @ts-ignore
+import fs from '../shaders/menstom';
+
+
+/**
+ * @return {jsx} a shader
+ */
+export default function Menstom() {
+ return (
+
+ );
+};
diff --git a/src/client/components/Root.tsx b/src/client/components/Root.tsx
index 5727e13..a9e4bc6 100644
--- a/src/client/components/Root.tsx
+++ b/src/client/components/Root.tsx
@@ -1,10 +1,25 @@
import React from 'react';
+import Shader from './Shader';
/**
* @return {jsx} The root component
*/
export default function Root() {
+ const Shaders = [
+ 'BaseRaymarching',
+ 'Collapse',
+ 'Droplets',
+ 'Inception',
+ 'Mentstom',
+ 'Torus',
+ 'Triangle',
+ ];
+
return (
-
Hello World !
+
);
}
diff --git a/src/client/components/Shader.tsx b/src/client/components/Shader.tsx
new file mode 100644
index 0000000..f7bf03e
--- /dev/null
+++ b/src/client/components/Shader.tsx
@@ -0,0 +1,48 @@
+import React from 'react';
+// @ts-ignore
+import Inception from './Inception';
+// @ts-ignore
+import Droplets from './Droplets';
+// @ts-ignore
+import Triangle from './Triangle';
+// @ts-ignore
+import BaseRaymarching from './BaseRaymarching';
+// @ts-ignore
+import Menstom from './Menstom';
+// @ts-ignore
+import Collapse from './Collapse';
+// @ts-ignore
+import Torus from './Torus';
+
+interface ShaderProps {
+ name: string;
+}
+
+/**
+ * @return {jsx} a shader
+ */
+export default function Shader({name}: ShaderProps) {
+ let Shader: any = name;
+
+ if (name == 'Inception') {
+ Shader = ;
+ } else if (name == 'Droplets') {
+ Shader = ;
+ } else if (name == 'Triangle') {
+ Shader = ;
+ } else if (name == 'BaseRaymarching') {
+ Shader = ;
+ } else if (name == 'Menstom') {
+ Shader = ;
+ } else if (name == 'Collapse') {
+ Shader = ;
+ } else if (name == 'Torus') {
+ Shader = ;
+ }
+
+ return (
+
+ {Shader}
+
+ );
+}
diff --git a/src/client/components/Torus.tsx b/src/client/components/Torus.tsx
new file mode 100644
index 0000000..75af254
--- /dev/null
+++ b/src/client/components/Torus.tsx
@@ -0,0 +1,14 @@
+import React from 'react';
+// @ts-ignore
+import ShadertoyReact from 'shadertoy-react';
+// @ts-ignore
+import fs from '../shaders/torus';
+
+/**
+ * @return {jsx} a shader
+ */
+export default function Torus() {
+ return (
+
+ );
+};
diff --git a/src/client/components/Triangle.tsx b/src/client/components/Triangle.tsx
new file mode 100644
index 0000000..8ce413d
--- /dev/null
+++ b/src/client/components/Triangle.tsx
@@ -0,0 +1,14 @@
+import React from 'react';
+// @ts-ignore
+import ShadertoyReact from 'shadertoy-react';
+// @ts-ignore
+import fs from '../shaders/triangle';
+
+/**
+ * @return {jsx} a shader
+ */
+export default function Triangle() {
+ return (
+
+ );
+};
diff --git a/src/client/shaders/baseRaymarching.js b/src/client/shaders/baseRaymarching.js
new file mode 100644
index 0000000..ef22ff5
--- /dev/null
+++ b/src/client/shaders/baseRaymarching.js
@@ -0,0 +1,77 @@
+export default `#define MAX_STEPS 1280
+#define MAX_DIST 1280.
+#define E 0.00001
+#define PI 3.141592
+
+vec3 rotX(vec3 v, float a) {
+ return vec3(v.x, v.y * cos(a) - v.z * sin(a), v.y * sin(a) + v.z * cos(a));
+}
+vec3 rotY(vec3 v, float a) {
+ return vec3(v.x * cos(a) + v.z * sin(a), v.y, v.z * cos(a) - v.x * sin(a));
+}
+vec3 rotZ(vec3 v, float a) {
+ return vec3(v.x * cos(a) - v.y * sin(a), v.x * sin(a) + v.y * cos(a), v.z);
+}
+
+float sdfSphere(vec3 p, float r) {
+ return length(p) - r;
+}
+
+float scene(vec3 p) {
+ int index = -1;
+ float d = 10000.;
+ float sd1 = sdfSphere(p, 1.);
+ d = min(sd1, d);
+ return d;
+}
+
+vec2 march(vec3 ro, vec3 rd) {
+ float dO = 0.;
+ float mind = 10000.;
+ float index;
+ for (int steps = 0; steps < MAX_STEPS; steps++) {
+ vec3 p = ro + rd * dO;
+ float dS = scene(p);
+ if (dS < mind)
+ mind = dS;
+ dO += dS;
+ if (dS < E || dO > MAX_DIST)
+ break;
+ }
+ return vec2(dO, mind);
+}
+
+vec3 normal(vec3 p) {
+ float d = scene(p);
+ vec2 e = vec2(0.001, 0);
+ vec3 n = d - vec3(
+ scene(p - e.xyy),
+ scene(p - e.yxy),
+ scene(p - e.yyx));
+ return (normalize(n));
+}
+
+float light(vec3 p, vec3 n) {
+ vec3 lightPos = vec3(-5. * sin(iTime * 4.), -5. * sin(iTime * 3.), -5. * cos(iTime * 2.));
+ vec3 l = normalize(lightPos - p);
+ float dif = clamp(dot(l, n), 0., 1.);
+ vec2 d = march(p+n*E * 30., l);
+ if (d.x < length(lightPos - p))
+ dif *= 0.1;
+ return (dif);
+}
+
+void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
+ vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y);
+ vec3 ro = vec3(0., 0., -4.);
+ vec3 rd = normalize(vec3(uv.x, uv.y, 1.));
+ vec3 col = vec3(0);
+ vec2 d = march(ro, rd);
+
+ vec3 p = ro + rd * d.x;
+ vec3 n = normal(p);
+ p += n * E * 10.;
+ float dif = light(p, n);
+ col += vec3(dif);
+ fragColor = vec4(col, 1.0);
+}`;
diff --git a/src/client/shaders/collapse.js b/src/client/shaders/collapse.js
new file mode 100644
index 0000000..5372cf0
--- /dev/null
+++ b/src/client/shaders/collapse.js
@@ -0,0 +1,204 @@
+export default `
+#define MAX_STEPS 1280
+#define MAX_DIST 1280.
+#define E 0.01
+#define PI 3.141592
+#define MYTIME iTime * 1.
+
+// Turn to 1 to activate displacement mapping
+#define DISPLACEMENT_MAPPING 1
+
+vec3 rotX(vec3 v, float a)
+{
+ return vec3(v.x, v.y * cos(a) - v.z * sin(a), v.y * sin(a) + v.z * cos(a));
+}
+
+vec3 rotY(vec3 v, float a)
+{
+ return vec3(v.x * cos(a) + v.z * sin(a), v.y, v.z * cos(a) - v.x * sin(a));
+}
+
+vec3 rotZ(vec3 v, float a)
+{
+ return vec3(v.x * cos(a) - v.y * sin(a), v.x * sin(a) + v.y * cos(a), v.z);
+}
+
+vec3 modSDF(vec3 p, vec3 c)
+{
+ return mod(p + 0.5 * c, c) - 0.5 * c;
+}
+
+vec3 modSDFlim( in vec3 p, in float c, in vec3 l)
+{
+ return p-c*vec3(clamp(floor(p.x/c + 0.5),-l.x,l.x), clamp(floor(p.y/c + 0.5),-l.y,l.y), clamp(floor(p.z/c + 0.5),-l.z,l.z));
+}
+
+vec3 twistSDF(in vec3 p, float k )
+{
+ float c = cos(k*p.y);
+ float s = sin(k*p.y);
+ mat2 m = mat2(c,-s,s,c);
+ vec3 q = vec3(m*p.xz,p.y);
+ return q;
+}
+
+float sdfBox( vec3 p, vec3 b )
+{
+ vec3 q = abs(p) - b;
+ return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
+}
+
+// blackbody by aiekick : https://www.shadertoy.com/view/lttXDn
+
+// -------------blackbody----------------- //
+
+// return color from temperature
+//http://www.physics.sfasu.edu/astro/color/blackbody.html
+//http://www.vendian.org/mncharity/dir3/blackbody/
+//http://www.vendian.org/mncharity/dir3/blackbody/UnstableURLs/bbr_color.html
+
+vec3 blackbody(float Temp)
+{
+ vec3 col = vec3(255.);
+ col.x = 56100000. * pow(Temp,(-3. / 2.)) + 148.;
+ col.y = 100.04 * log(Temp) - 623.6;
+ if (Temp > 6500.) col.y = 35200000. * pow(Temp,(-3. / 2.)) + 184.;
+ col.z = 194.18 * log(Temp) - 1448.6;
+ col = clamp(col, 0., 255.)/255.;
+ if (Temp < 1000.) col *= Temp/1000.;
+ return col;
+}
+
+// -------------blackbody----------------- //
+
+
+float scene(vec3 p)
+{
+ float d = 10000.;
+ float bd1 = sdfBox(
+ twistSDF(
+ modSDFlim(
+ twistSDF(p - vec3(0., 12., 0.), smoothstep(0.30, 0.20, abs(sin(MYTIME))) * 0.02),
+ 12., vec3(1. + smoothstep(0.45, 0.55, abs(sin(MYTIME))) * floor(abs(mod(MYTIME / (PI), 16.) - 8.)), 1. + smoothstep(0.45, 0.55, abs(sin(MYTIME))) * floor(abs(mod(MYTIME / (PI), 16.) - 8.)), 1. + smoothstep(0.45, 0.55, abs(sin(MYTIME))))), smoothstep(0.70, 0.80, abs(sin(MYTIME))) * -0.1),
+ vec3(4. + smoothstep(0.25, 0.75, abs(sin(MYTIME * 2.))),4. + smoothstep(0.25, 0.75, abs(sin(MYTIME * 2.))),4. + smoothstep(0.25, 0.75, abs(sin(MYTIME * 2.)))));
+ if (DISPLACEMENT_MAPPING == 1)
+ bd1 += sin(p.x / 2. * abs(mod(iTime, 6.) - 3.)) * 1. * sin(p.y / 2. * abs(mod(iTime, 6.) - 3.)) * 1. * sin(p.z / 2. * abs(mod(iTime, 6.) - 3.)) * 1.;
+ float bd2 = sdfBox(modSDF(p - vec3(0., -24., 0.), vec3(10., 0., 10.)), vec3(4.5,4.5,4.5)) * 1.;
+ d = min(bd1, d);
+ d = min(bd2, d);
+ return d;
+}
+
+
+vec2 march(vec3 ro, vec3 rd)
+{
+ float dO = 0.;
+ float mind = 10000.;
+ for (int steps = 0; steps < MAX_STEPS; steps++)
+ {
+ vec3 p = ro + rd * dO;
+ float dS = scene(p);
+ if (steps == 3)
+ mind = dS;
+ dO += dS;
+ if (dS < E || dO > MAX_DIST)
+ break;
+ }
+ return vec2(dO, mind);
+}
+
+vec3 normal(vec3 p)
+{
+ float d = scene(p);
+ vec2 e = vec2(0.001, 0);
+
+ vec3 n = d - vec3(
+ scene(p - e.xyy),
+ scene(p - e.yxy),
+ scene(p - e.yyx));
+ return (normalize(n));
+}
+
+float light(vec3 p, vec3 n)
+{
+ vec3 lightPos = vec3(-250. * sin(MYTIME), 75., -250. * cos(MYTIME));
+ vec3 l = normalize(lightPos - p);
+
+ float dif = clamp(dot(l, n), 0., 1.);
+ //vec2 d = march(p+n*E * 30., l);
+ //if (d.x < length(lightPos - p))
+ // dif *= 0.1;
+
+ return (dif*0.3);
+}
+
+void mainImage( out vec4 fragColor, in vec2 fragCoord )
+{
+ vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y);
+
+ vec3 ro = vec3(-235. * sin(iTime / 2.), 75. + sin(iTime / 2.) * 15., -235. * cos(iTime / 2.));
+ vec3 rd = normalize(vec3(uv.x, uv.y, 1.));
+ rd = rotX(rd, PI /8.);
+ rd = rotY(rd, iTime / 2.);
+
+ vec2 d = march(ro, rd);
+
+ vec3 p = ro + rd * d.x;
+ vec3 n = normal(p);
+ p += n * E * 10.;
+ float dif = light(p, n);
+ vec3 col = vec3(0);
+ if (d.x < MAX_DIST * 0.9)
+ {
+ col = blackbody(d.y* (p.y + 19.2) * 2. * (50. - abs(mod(p.x * p.z / 30. + 25. + MYTIME * 50., 100.) - 50.)));
+ col.xyz = col.zyx;
+ col.xy *= 0.5;
+ col.x *= uv.x;
+ col.y *= uv.y;
+ if (col.z > 0.001)
+ {
+ col = 0.5 * (1. - col);
+ col = vec3(col.z, col.z, (col.x + col.y) / 2.);
+ col.x = col.x / 2. + col.z * uv.x;
+ col.y = col.y / 2. + col.z * uv.y;
+ }
+ col /= 2.;
+ }
+ col += vec3(dif / 2.,dif / 2., dif / 2.);
+ vec3 rr = rd - (2. * n * (dot(rd, n)));
+ vec2 d2 = march(p, rr);
+ vec3 p2 = p + rr * d2.x;
+ vec3 n2 = normal(p2);
+ dif = light(p2, n2);
+ if (d2.x < MAX_DIST * 0.9)
+ {
+ vec3 col2 = blackbody(d2.y* (p2.y + 19.2) * 2. * (50. - abs(mod(p2.x * p2.z / 30. + 25. + MYTIME * 50., 100.) - 50.)));
+ col2.xyz = col2.zyx;
+ col2.xy *= 0.5;
+ col2.x *= uv.x;
+ col2.y *= uv.y;
+ if (col2.z > 0.001)
+ {
+ col2 = 0.5 * (1. - col2);
+ col2 = vec3(col.z, col2.z, (col2.x + col2.y) / 2.);
+ col2.x = col2.x / 2. + col2.z * uv.x;
+ col2.y = col2.y / 2. + col2.z * uv.y;
+ }
+ col2 /= 2.;
+ col += col2;
+ }
+ if (d.x < MAX_DIST * 0.9)
+ {
+ vec3 col2 = blackbody(d2.y* (p.y + 19.2) * 2. * (50. - abs(mod(p.x * p.z / 30. + 25. + MYTIME * 50., 100.) - 50.)));
+ col += col2.yxz;
+ }
+ if (d2.x < MAX_DIST * 0.9)
+ {
+ vec3 col2 = blackbody(d2.y* (p2.y + 19.2) * 2. * (50. - abs(mod(p2.x * p2.z / 30. + 25. + MYTIME * 50., 100.) - 50.)));
+ col += col2.yxz;
+ }
+ col += vec3(dif / 2., dif / 2., dif / 2.);
+ //col = pow(col, vec3(0.454545));
+ fragColor = vec4(col, 1.0);
+}
+`
\ No newline at end of file
diff --git a/src/client/shaders/droplets.js b/src/client/shaders/droplets.js
new file mode 100644
index 0000000..8d09982
--- /dev/null
+++ b/src/client/shaders/droplets.js
@@ -0,0 +1,223 @@
+export default `#define MAX_STEPS 1280
+#define MAX_DIST 1024.
+#define E 0.0001
+#define PI 3.141592
+
+vec3 rotX(vec3 v, float a)
+{
+ return vec3(v.x, v.y * cos(a) - v.z * sin(a), v.y * sin(a) + v.z * cos(a));
+}
+
+vec3 rotY(vec3 v, float a)
+{
+ return vec3(v.x * cos(a) + v.z * sin(a), v.y, v.z * cos(a) - v.x * sin(a));
+}
+
+vec3 rotZ(vec3 v, float a)
+{
+ return vec3(v.x * cos(a) - v.y * sin(a), v.x * sin(a) + v.y * cos(a), v.z);
+}
+
+int hash(ivec2 p) {
+ return (p.x * 7919 + p.y) * 6563;
+}
+
+vec3 modSDF(vec3 p, vec3 c)
+{
+ return mod(p + 0.5 * c, c) - 0.5 * c;
+}
+
+float pMod1(inout float p, float size)
+{
+ float halfsize = size * 0.5;
+ float c = floor((p+halfsize) / size);
+ p = mod(p + halfsize, size) - halfsize;
+ return c;
+}
+
+vec3 pMod3(inout vec3 p, vec3 size)
+{
+ vec3 c;
+ c.x = pMod1(p.x, size.x);
+ c.y = pMod1(p.y, size.y);
+ c.z = pMod1(p.z, size.z);
+ return (c);
+}
+
+vec3 modlimSDF( in vec3 p, in float c, in vec3 l)
+{
+ return p-c*vec3(clamp(floor(p.x/c + 0.5),-l.x,l.x), clamp(floor(p.y/c + 0.5),-l.y,l.y), clamp(floor(p.z/c + 0.5),-l.z,l.z));
+}
+
+vec3 twistSDF(in vec3 p, float k )
+{
+ float c = cos(k*p.y);
+ float s = sin(k*p.y);
+ mat2 m = mat2(c,-s,s,c);
+ vec3 q = vec3(m*p.xz,p.y);
+ return q;
+}
+
+
+float sdfSphere(vec3 p, float r)
+{
+ return length(p) - r;
+}
+
+float rand21(vec2 n) {
+ return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
+}
+
+float rand11(float n){return fract(sin(n) * 43758.5453123);}
+
+float sdfCone( vec3 p, vec2 c, float h )
+{
+ float q = length(p.xz);
+ return max(dot(c.xy,vec2(q,p.y)),-h-p.y);
+}
+
+float opSmoothUnion( float d1, float d2, float k )
+{
+ float abs = (d1-d2) > 0. ? d1-d2 : d2-d1;
+ float h = max(k-abs,0.0);
+ return min(d1, d2) - h*h*0.25/k;
+}
+
+// blackbody by aiekick : https://www.shadertoy.com/view/lttXDn
+
+// -------------blackbody----------------- //
+
+// return color from temperature
+//http://www.physics.sfasu.edu/astro/color/blackbody.html
+//http://www.vendian.org/mncharity/dir3/blackbody/
+//http://www.vendian.org/mncharity/dir3/blackbody/UnstableURLs/bbr_color.html
+
+vec3 blackbody(float Temp)
+{
+ vec3 col = vec3(255.);
+ col.x = 56100000. * pow(Temp,(-3. / 2.)) + 148.;
+ col.y = 100.04 * log(Temp) - 623.6;
+ if (Temp > 6500.) col.y = 35200000. * pow(Temp,(-3. / 2.)) + 184.;
+ col.z = 194.18 * log(Temp) - 1448.6;
+ col = clamp(col, 0., 255.)/255.;
+ if (Temp < 1000.) col *= Temp/1000.;
+ return col;
+}
+
+// -------------blackbody----------------- //
+
+float scene(vec3 p)
+{
+ float Time = iTime / 2.;
+ float sd1 = 2000.;
+ float cd1 = 2000.;
+ int ret = 0;
+ vec2 cell;
+ cell.x = pMod1(p.x, 5.);
+ cell.y = pMod1(p.z, 5.);
+ //p.y += mod(100. * iTime * rand11(cell.x) * rand11(cell.y), 100.) - 50.;
+ //p.y += rand11(cell.x) * rand11(cell.y) * 100. - 50.;
+ //p.y += mod(100. * iTime * 0.5, 100.) - 50.;
+ float r21 = rand21(cell) * 10.;
+ int sec = int(floor(mod(Time * 100., 10.)));
+ int abso = int(mod(Time, 10.)) - 5;
+ if (abso < 0)
+ abso = -abso;
+ if (int(floor(r21)) < 1 + abso && fract(r21) > abs(sin(Time / 3.)) - 0.3)
+ {
+ r21 -= 0.90;
+ r21 *= 10.;
+ p.y += sin(cell.x / 3. + sin(Time * 1.456) * PI) * 3. * sin(cell.y / 3. + sin(Time * 0.756) * PI) * 3.;
+ pMod1(p.y, sin(Time * 1.234) * 20. + 70.);
+ //p.z += 0.1 * (rand11(cell.y) - 0.5);
+ //p.y += r21 * 100.;
+ //p.y += iTime * 100. * r21;
+ //p.y = mod(p.y, 200.) - 100.;
+ //sd1 = sdfSphere(p, rand11(cell.x) * rand11(cell.y) * 1.4) * 0.1;
+ sd1 = sdfSphere(p , 2.) * 0.05;
+ //cd1 = sdfCone(p - vec3(0., 5.0, 0.), vec2(sin(PI/2.6), cos(PI/2.6 )), 4.) * 1.;
+ ret = 1;
+ }
+
+ //return min(sd1, cd1);
+ if (ret == 1)
+ //return min(sd1, cd1);
+ return opSmoothUnion(sd1, cd1, 0.2);
+ return 1.;
+}
+
+vec2 march(vec3 ro, vec3 rd)
+{
+ float dO = 0.;
+ float mind = 10000.;
+ float index;
+ for (int steps = 0; steps < MAX_STEPS; steps++)
+ {
+ vec3 p = ro + rd * dO;
+ float dS = scene(p);
+ if (dS < mind)
+ mind = dS;
+ dO += dS;
+ if (dS < E || dO > MAX_DIST)
+ break;
+ }
+ if (dO > MAX_DIST)
+ return vec2(-1., mind);
+ return vec2(dO, mind);
+}
+
+vec3 normal(vec3 p)
+{
+ float d = scene(p);
+ vec2 e = vec2(0.001, 0);
+
+ vec3 n = d - vec3(
+ scene(p - e.xyy),
+ scene(p - e.yxy),
+ scene(p - e.yyx));
+ return (normalize(n));
+}
+
+float light(vec3 p, vec3 n, vec3 ro)
+{
+ vec3 lightPos = vec3(-10. * sin(iTime * 2.), 10., -10. * cos(iTime * 2.)) + ro;// + vec3(sin(iTime * 1.) * 1000.);
+ vec3 l = normalize(lightPos - p);
+
+ float dif = clamp(dot(l, n), 0., 1.);
+ //vec2 d = march(p+n*E * 30., l);
+ //if (d.x < length(lightPos - p))
+ // dif *= 0.1;
+ return (dif);
+}
+
+void mainImage( out vec4 fragColor, in vec2 fragCoord )
+{
+ vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y);
+
+ vec3 ro = vec3(0., 30., 0.);
+ vec3 rd = normalize(vec3(uv.x, uv.y, 1.));
+ rd = rotX(rd, PI / 6.);
+ rd = rotY(rd, iTime / 3.);
+ ro.x += iTime * 10.;
+ vec3 col = vec3(0);
+
+ vec2 d = march(ro, rd);
+
+ if (d.x > 0.)
+ {
+ vec3 p = ro + rd * d.x;
+ vec3 n = normal(p);
+ p += n * E * 10.;
+ float dif = light(p, n, ro);
+ col += vec3(0.6118 * dif, 0.7275 * dif, 0.9588 * dif);
+ //61.18% red, 82.75% green and 85.88%
+ }
+ else
+ {
+ vec3 bb = blackbody(d.y * 3000.);
+ bb = vec3(bb.z + bb.x / abs(sin(iTime / 3.)), bb.y + bb.x / abs(cos(iTime / 2.5)), bb.x);
+ bb = vec3(bb.x / 2., bb.y / 2., bb.z);
+ col += bb;
+ }
+ fragColor = vec4(col, 1.0);
+}`;
diff --git a/src/client/shaders/inception.js b/src/client/shaders/inception.js
new file mode 100644
index 0000000..6b2bb54
--- /dev/null
+++ b/src/client/shaders/inception.js
@@ -0,0 +1,106 @@
+export default `#define MAX_STEPS 1000
+#define MAX_DIST 500.
+#define E 0.000001
+
+float sdCapsule(vec3 p, vec3 a, vec3 b, float r)
+{
+ vec3 ab = b - a;
+ vec3 ap = p - a;
+
+ float t = dot(ab, ap) / dot(ab, ab);
+ t = clamp(t, 0., 1.);
+
+ vec3 c = a + t * ab;
+ return length(p - c) - r;
+}
+
+float sdTorus(vec3 p, vec2 r)
+{
+ float x = length(p.xz) - r.x;
+ return length(vec2(x, p.y)) - r.y;
+}
+
+float sdBox(vec3 p, vec3 s)
+{
+ return length(max(abs(p) - s, 0.));
+}
+
+float GetDist(vec3 p)
+{
+ vec4 s = vec4(0, 0, 0, 2);
+
+ p.x += iTime;
+ float s_dist = (length(mod(p, 10.) - s.xyz) - s.w);
+
+ float b_dist1 = sdBox(mod(p + 5., 10.) - vec3(5.) - vec3(0., sin(p.x * 0.2) * 2., sin(p.x * 0.2) * 2.), vec3(10., 0.5, 0.5)) * 0.3;
+ float b_dist2 = sdBox(mod(p + 5., 10.) - vec3(5.) - vec3(sin(p.y * 0.2) * 2., 0., sin(p.y * 0.2) * 2.), vec3(0.5, 10., 0.5)) * 0.3;
+ float b_dist3 = sdBox(mod(p + 5., 10.) - vec3(5.) - vec3(sin(p.z * 0.2) * 2., sin(p.z * 0.2) * 2., 0.), vec3(0.5, 0.5, 10.)) * 0.3;
+
+ float d = min(b_dist1, b_dist2);
+ d = min(d, b_dist3);
+ return d;
+}
+
+float RayMarch(vec3 ro, vec3 rd) {
+ float dO = 0.;
+
+ for (int i = 0; i < MAX_STEPS; i++)
+ {
+ vec3 p = ro + rd * dO;
+ float dS = GetDist(p);
+ dO += dS;
+ if (dO > MAX_DIST || dS < E)
+ break;
+ }
+
+ return dO;
+}
+
+vec3 GetNormal(vec3 p)
+{
+ float d = GetDist(p);
+ vec2 e = vec2(0.3, 0);
+
+ vec3 n = d - vec3(
+ GetDist(p - e.xyy),
+ GetDist(p - e.yxy),
+ GetDist(p - e.yyx));
+ return (normalize(n));
+}
+
+float GetLight(vec3 p)
+{
+ vec3 lightPos = vec3(0, 10, iTime* 3.);
+ lightPos.xz += vec2(sin(iTime), cos(iTime)) * 5.;
+ vec3 l = normalize(lightPos - p);
+ vec3 n = GetNormal(p);
+
+ float dif = clamp(dot(l, n), 0., 1.);
+ //float d = RayMarch(p+n*E * 30., l);
+ //if (d < length(lightPos - p))
+ // dif *= 0.1;
+ return (dif);
+}
+
+vec2 rotate(vec2 p, float theta)
+{
+ return vec2(cos(p.x) - sin(p.y), sin(p.x) + cos(p.y));
+}
+
+void mainImage( out vec4 fragColor, in vec2 fragCoord )
+{
+ vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y);
+
+ vec3 up = normalize(vec3(cos(iTime), sin(iTime), 0));
+ vec3 ro = vec3(5. + cos(iTime), 5. + sin(iTime), iTime* 3.);
+ vec3 rd = normalize(vec3(uv.x + 1., uv.y + 1., 1 + 1));
+
+ float d = RayMarch(ro, rd);
+
+ vec3 p = ro + rd * d;
+
+ float dif = GetLight(p);
+ vec3 col = vec3(abs(mod((p.x + sin(iTime))/ 10., 1.) - 0.5) * dif, abs(mod((p.y + sin(iTime)) / 10., 1.) - 0.5) * dif, abs(mod((p.z + sin(iTime)) / 10., 1.) - 0.5) * dif);
+ //col = myvec;
+ fragColor = vec4(col,1.0);
+}`;
diff --git a/src/client/shaders/menstom.js b/src/client/shaders/menstom.js
new file mode 100644
index 0000000..0a6a338
--- /dev/null
+++ b/src/client/shaders/menstom.js
@@ -0,0 +1,230 @@
+export default `#define MAX_STEPS 1280
+#define MAX_DIST 1280.
+#define E 0.00001
+#define PI 3.141592
+
+vec3 rotX(vec3 v, float a) {
+ return vec3(v.x, v.y * cos(a) - v.z * sin(a), v.y * sin(a) + v.z * cos(a));
+}
+vec3 rotY(vec3 v, float a) {
+ return vec3(v.x * cos(a) + v.z * sin(a), v.y, v.z * cos(a) - v.x * sin(a));
+}
+vec3 rotZ(vec3 v, float a) {
+ return vec3(v.x * cos(a) - v.y * sin(a), v.x * sin(a) + v.y * cos(a), v.z);
+}
+
+float sdfSphere(vec3 p, float r) {
+ return length(p) - r;
+}
+
+//##########################################
+// Space folding
+//##########################################
+void planeFold(inout vec4 z, vec3 n, float d) {
+ z.xyz -= 2.0 * min(0.0, dot(z.xyz, n) - d) * n;
+}
+void sierpinskiFold(inout vec4 z) {
+ z.xy -= min(z.x + z.y, 0.0);
+ z.xz -= min(z.x + z.z, 0.0);
+ z.yz -= min(z.y + z.z, 0.0);
+}
+void mengerFold(inout vec4 z) {
+ float a = min(z.x - z.y, 0.0);
+ z.x -= a;
+ z.y += a;
+ a = min(z.x - z.z, 0.0);
+ z.x -= a;
+ z.z += a;
+ a = min(z.y - z.z, 0.0);
+ z.y -= a;
+ z.z += a;
+}
+void boxFold(inout vec4 z, vec3 r) {
+ z.xyz = clamp(z.xyz, -r, r) * 2.0 - z.xyz;
+}
+
+//##########################################
+// Primitive DEs
+//##########################################
+
+float de_sphere(vec4 p, float r) {
+ return (length(p.xyz) - r) / p.w;
+}
+float de_box(vec4 p, vec3 s) {
+ vec3 a = abs(p.xyz) - s;
+ return (min(max(max(a.x, a.y), a.z), 0.0) + length(max(a, 0.0))) / p.w;
+}
+float de_tetrahedron(vec4 p, float r) {
+ float md = max(max(-p.x - p.y - p.z, p.x + p.y - p.z),
+ max(-p.x + p.y + p.z, p.x - p.y + p.z));
+ return (md - r) / (p.w * sqrt(3.0));
+}
+float de_capsule(vec4 p, float h, float r) {
+ p.y -= clamp(p.y, -h, h);
+ return (length(p.xyz) - r) / p.w;
+}
+
+vec3 test = vec3(0.);
+
+//##########################################
+// Main DEs
+//##########################################
+
+float de_fractal(vec4 p) {
+ for (int i = 0; i < 8; ++i) {
+ p.xyz = abs(p.xyz);
+ p.xyz = rotZ(p.xyz, iTime * 0.1);
+ mengerFold(p);
+ p.xyz = rotX(p.xyz, iTime * 0.637 * 0.1);
+ sierpinskiFold(p);
+ p.xyz = rotX(p.xyz, iTime * 0.337 * 0.1);
+ p *= vec4(1.);
+ p.xyz += vec3(0.);
+ }
+ return de_box(p, vec3(6.0));
+}
+
+vec3 modlimSDF( in vec3 p, in float c, in vec3 l)
+{
+ return p-c*vec3(clamp(floor(p.x/c + 0.5),-l.x,l.x), clamp(floor(p.y/c + 0.5),-l.y,l.y), clamp(floor(p.z/c + 0.5),-l.z,l.z));
+}
+
+float sdfCross( in vec3 p )
+{
+ float a = 1.4 + 0.3*(sin(iTime * 1.));
+ float da = de_box(vec4(p.xyz, 1.),vec3(1000.,a*1.0,a*1.0));
+ float db = de_box(vec4(p.yzx, 1.),vec3(a*1.0,1000.,a*1.0));
+ float dc = de_box(vec4(p.zxy, 1.),vec3(a*1.0,a*1.0,1000.));
+ return min(da,min(db,dc));
+}
+
+float sdfFractal( in vec3 p )
+{
+ float d = de_fractal(vec4(p, 1.));
+
+ float s = 1.0;
+
+ for( int m=0; m<3; m++ )
+ {
+ vec3 a = modlimSDF(p*s, 0.5, vec3(1.));
+ vec3 a2 = mod(p*s, 2.) - 1.;
+ s *= 3.0;
+ vec3 r = 1.0 - 3.0*abs(a);
+ vec3 r2 = 1.0 - 3.0*abs(a2);
+
+ float c = de_box(vec4(r, 1.), vec3(.5))/s;
+ d = max(d, -c);
+ c = de_box(vec4(r, 1.), vec3(.10))/s;
+ d = max(d, -c);
+ c = -sdfCross(r2)/s;
+ d = max(d, -c);
+ c = de_box(vec4(r.xyz + vec3(sign(r.x) / 5., sign(r.y) / 5.,sign(r.z) / 5.), 1.), vec3(.5))/s;
+ d = min(d, c);
+ if (m == 2)
+ test.x = length(d);
+ if (m == 3)
+ test.y = length(d);
+ if (m == 4)
+ test.z = length(d);
+ }
+
+ return d;
+}
+
+
+float scene(vec3 p)
+{
+ int index = -1;
+ float d = 10000.;
+ float sd2 = sdfFractal(p);
+ d = min(sd2 * 0.2, d);
+ return d;
+}
+
+bool hit = false;
+
+vec2 march(vec3 ro, vec3 rd)
+{
+ float dO = 0.;
+ float mind = 10000.;
+ float index;
+ int steps = 0;
+ for (int isteps = 0; isteps < MAX_STEPS; isteps++)
+ {
+ steps = isteps;
+ vec3 p = ro + rd * dO;
+ float dS = scene(p);
+ if (dS < mind)
+ mind = dS;
+ dO += dS;
+ if (dS < E || dO > MAX_DIST)
+ break;
+ }
+ if (steps == MAX_STEPS || dO > MAX_DIST)
+ hit = false;
+ else
+ hit = true;
+ return vec2(dO, mind);
+}
+
+vec2 march_light(vec3 ro, vec3 rd)
+{
+ float dO = 0.;
+ float mind = 10000.;
+ float index;
+ for (int steps = 0; steps < MAX_STEPS; steps++)
+ {
+ vec3 p = ro + rd * dO;
+ float dS = scene(p);
+ if (dS < mind)
+ mind = dS;
+ dO += dS;
+ if (dS < E || dO > MAX_DIST)
+ break;
+ }
+ return vec2(dO, mind);
+}
+
+vec3 normal(vec3 p)
+{
+ float d = scene(p);
+ vec2 e = vec2(0.001, 0);
+
+ vec3 n = d - vec3(
+ scene(p - e.xyy),
+ scene(p - e.yxy),
+ scene(p - e.yyx));
+ return (normalize(n));
+}
+
+float light(vec3 p, vec3 n)
+{
+ vec3 lightPos = vec3(-30. * sin(iTime), 0., -30. * cos(iTime));
+ vec3 l = normalize(lightPos - p);
+
+ float dif = clamp(dot(l, n), 0., 1.);
+ //vec2 d = march_light(p+n*E * 30., l);
+ //if (d.x < length(lightPos - p))
+ // dif *= 0.1;
+ return (dif);
+}
+
+void mainImage( out vec4 fragColor, in vec2 fragCoord )
+{
+ vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y);
+
+ vec3 ro = vec3(-30. * sin(iTime), 0., -30. * cos(iTime));
+ vec3 rd = normalize(vec3(uv.x, uv.y, 1.));
+ rd = rotY(rd, iTime);
+ vec3 col = vec3(0);
+
+ vec2 d = march(ro, rd);
+
+ vec3 p = ro + rd * d.x;
+ vec3 n = normal(p);
+ p += n * E * 10.;
+ float dif = light(p, n);
+ if (hit)
+ col += dif;
+ fragColor = vec4(col, 1.0);
+}`;
diff --git a/src/client/shaders/torus.js b/src/client/shaders/torus.js
new file mode 100644
index 0000000..c53b959
--- /dev/null
+++ b/src/client/shaders/torus.js
@@ -0,0 +1,206 @@
+export default `
+#define MAX_STEPS 12800
+#define MAX_DIST 128.
+#define E 0.001
+#define PI 3.141592
+
+vec3 rotX(vec3 v, float a)
+{
+ return vec3(v.x, v.y * cos(a) - v.z * sin(a), v.y * sin(a) + v.z * cos(a));
+}
+
+vec3 rotY(vec3 v, float a)
+{
+ return vec3(v.x * cos(a) + v.z * sin(a), v.y, v.z * cos(a) - v.x * sin(a));
+}
+
+vec3 rotZ(vec3 v, float a)
+{
+ return vec3(v.x * cos(a) - v.y * sin(a), v.x * sin(a) + v.y * cos(a), v.z);
+}
+
+vec3 modSDF(vec3 p, vec3 c)
+{
+ return mod(p + 0.5 * c, c) - 0.5 * c;
+}
+
+vec3 modSDFlim( in vec3 p, in float c, in vec3 l)
+{
+ return p-c*vec3(clamp(floor(p.x/c + 0.5),-l.x,l.x), clamp(floor(p.y/c + 0.5),-l.y,l.y), clamp(floor(p.z/c + 0.5),-l.z,l.z));
+}
+
+vec3 elongateSDF(in vec3 p, in vec3 h )
+{
+ vec3 q = abs(p)-h;
+ return max(q,0.0) + min(max(q.x,max(q.y,q.z)), 0.0);
+}
+
+vec3 twistSDF(in vec3 p, float k )
+{
+ float c = cos(k*p.y);
+ float s = sin(k*p.y);
+ mat2 m = mat2(c,-s,s,c);
+ vec3 q = vec3(m*p.xz,p.y);
+ return q;
+}
+
+float sdfBox( vec3 p, vec3 b )
+{
+ vec3 q = abs(p) - b;
+ return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
+}
+
+float sdfTorus(vec3 p, vec2 r)
+{
+ float x = length(p.xz) - r.x;
+ return length(vec2(x, p.y)) - r.y;
+}
+
+float sdfSphere(vec3 p, float r)
+{
+ return length(p) - r;
+}
+
+// blackbody by aiekick : https://www.shadertoy.com/view/lttXDn
+
+// -------------blackbody----------------- //
+
+// return color from temperature
+//http://www.physics.sfasu.edu/astro/color/blackbody.html
+//http://www.vendian.org/mncharity/dir3/blackbody/
+//http://www.vendian.org/mncharity/dir3/blackbody/UnstableURLs/bbr_color.html
+
+vec3 blackbody(float Temp)
+{
+ vec3 col = vec3(255.);
+ col.x = 56100000. * pow(Temp,(-3. / 2.)) + 148.;
+ col.y = 100.04 * log(Temp) - 623.6;
+ if (Temp > 6500.) col.y = 35200000. * pow(Temp,(-3. / 2.)) + 184.;
+ col.z = 194.18 * log(Temp) - 1448.6;
+ col = clamp(col, 0., 255.)/255.;
+ if (Temp < 1000.) col *= Temp/1000.;
+ return col;
+}
+
+// -------------blackbody----------------- //
+
+
+vec2 scene(vec3 p)
+{
+ float d = 10000.;
+ float sd1 = 10000.;
+ //float td1 = sdfTorus(elongateSDF(
+ // twistSDF(
+ // rotX(p, PI / 2.), sin(iTime) * 1.5), vec3(1., 1.,sin(iTime) * 2. + 1.))
+ // , vec2(abs(sin(iTime * 0.3723)) * 2. + 1.2, 0.2))
+ // + 0.1 * sin(p.x * 20.) * sin(p.y * 20.) * sin(p.z * 20.);
+ float td1 = sdfTorus(
+ twistSDF(
+ rotX(p, PI / 2.), sin(iTime) * 1.5)
+ , vec2(abs(sin(iTime * 0.3723)) * 2. + 1.2, 0.2))
+ + 0.1 * sin(p.x * 20.) * sin(p.y * 20.) * sin(p.z * 20.);
+ //float td1 = 10000.;
+ //float td2 = sdfTorus(twistSDF(rotX(p, PI / 2.), cos(iTime) * 3.), vec2(abs(sin(iTime * 0.3723)) * 1. + 0.2, 0.1))
+ // + 0.1 * sin(p.x * 20.) * sin(p.y * 20.) * sin(p.z * 20.);
+ float td2 = 10000.;
+ td2 = sdfTorus(
+ twistSDF(
+ rotX(p, PI / 2.), cos(iTime) * 1.5)
+ , vec2(abs(sin(iTime * 0.3723)) * 2. + 2.2, 0.2))
+ + 0.1 * sin(p.x * 20.) * sin(p.y * 20.) * sin(p.z * 20.);
+ //float td1 = 10000.;
+ sd1 = sdfSphere(p - vec3(0.,0.,0.),abs(sin(iTime * 0.3723)) * 2. + 0.4) * 0.19;
+
+
+ td1 *= 0.2;
+ td2 *= 0.2;
+ d = min(td1, d);
+ d = min(td2, d);
+ d = min(sd1, d);
+ if (sd1 > d - E && sd1 < d + E)
+ return vec2(d, 1.);
+ if ((td1 > d - E && td1 < d + E) || (td2 > d - E && td2 < d + E))
+ return vec2(d, 2.);
+ return vec2(d, -1.);
+}
+
+
+vec3 march(vec3 ro, vec3 rd)
+{
+ float dO = 0.;
+ float mind = 10000.;
+ float object = -1.;
+ for (int steps = 0; steps < MAX_STEPS; steps++)
+ {
+ vec3 p = ro + rd * dO;
+ vec2 dS = scene(p);
+ object = dS.y;
+ if (dS.x < mind)
+ mind = dS.x;
+ dO += dS.x;
+ if (dS.x < E || dO > MAX_DIST)
+ break;
+ }
+ return vec3(dO, mind, object);
+}
+
+vec3 normal(vec3 p)
+{
+ vec2 d = scene(p);
+ vec2 e = vec2(0.0001, 0);
+
+ vec3 n = d.x - vec3(
+ scene(p - e.xyy).x,
+ scene(p - e.yxy).x,
+ scene(p - e.yyx).x);
+ return (normalize(n));
+}
+
+float light(vec3 p, vec3 n)
+{
+ vec3 lightPos = vec3(-12. * sin(iTime), 0., -12. * cos(iTime));
+ vec3 l = normalize(lightPos - p);
+
+ float dif = clamp(dot(l, n), 0., 1.);
+ vec3 d = march(p+n, l);
+ if (d.x < length(lightPos - p))
+ dif *= 0.1;
+
+ return (dif);
+}
+
+void mainImage( out vec4 fragColor, in vec2 fragCoord )
+{
+ vec3 col = vec3(0);
+ vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y);
+ vec3 ro = vec3(-12. * sin(iTime), 0., -12. * cos(iTime));
+ vec3 rd = normalize(vec3(uv.x, uv.y, 1.));
+ rd = rotY(rd, iTime);
+
+ vec3 d = march(ro, rd);
+
+ vec3 p = ro + rd * d.x;
+ vec3 n = normal(p);
+ p += n * E * 10.;
+ float dif = light(p, n);
+ if (d.z > 1. + E || d.z < 1. - E)
+ col = blackbody(d.y * 10000.);
+ if (d.x < MAX_DIST * 0.9)
+ {
+ if (d.z > 2. - E && d.z < 2. +E)
+ col += vec3(dif * abs(p.x - 0.5), dif * abs(p.y - 0.5), dif * abs(p.z - 0.5));
+
+ vec3 rr = rd - (2. * n * (dot(rd, n)));
+ vec3 d2 = march(p, rr);
+ vec3 p2 = p + rr * d2.x;
+ vec3 n2 = normal(p2);
+ dif = light(p2, n2);
+ if (d.z > 1. - E && d.z < 1. + E)
+ {
+ col += vec3(dif * abs(p2.x - 0.5), dif * abs(p2.y - 0.5), dif * abs(p2.z - 0.5));
+ }
+ }
+ col = pow(col, vec3(0.454545));
+ fragColor = vec4(col, 1.);
+}
+`
\ No newline at end of file
diff --git a/src/client/shaders/triangle.js b/src/client/shaders/triangle.js
new file mode 100644
index 0000000..4063a2a
--- /dev/null
+++ b/src/client/shaders/triangle.js
@@ -0,0 +1,153 @@
+export default `#define MAX_STEPS 1280
+#define MAX_DIST 128.
+#define E 0.0001
+#define PI 3.141592
+
+vec3 rotX(vec3 v, float a)
+{
+ return vec3(v.x, v.y * cos(a) - v.z * sin(a), v.y * sin(a) + v.z * cos(a));
+}
+
+vec3 rotY(vec3 v, float a)
+{
+ return vec3(v.x * cos(a) + v.z * sin(a), v.y, v.z * cos(a) - v.x * sin(a));
+}
+
+vec3 rotZ(vec3 v, float a)
+{
+ return vec3(v.x * cos(a) - v.y * sin(a), v.x * sin(a) + v.y * cos(a), v.z);
+}
+
+float sdfSphere(vec3 p, float r)
+{
+ return length(p) - r;
+}
+
+float sdfPyramid( vec3 p, float h)
+{
+ float m2 = h*h + 0.25;
+ p.xz = abs(p.xz);
+ p.xz = (p.z>p.x) ? p.zx : p.xz;
+ p.xz -= 0.5;
+
+ vec3 q = vec3( p.z, h*p.y - 0.5*p.x, h*p.x + 0.5*p.y);
+ float s = max(-q.x,0.0);
+ float t = clamp( (q.y-0.5*p.z)/(m2+0.25), 0.0, 1.0 );
+ float a = m2*(q.x+s)*(q.x+s) + q.y*q.y;
+ float b = m2*(q.x+0.5*t)*(q.x+0.5*t) + (q.y-m2*t)*(q.y-m2*t);
+ float d2 = min(q.y,-q.x*m2-q.y*0.5) > 0.0 ? 0.0 : min(a,b);
+ return sqrt( (d2+q.z*q.z)/m2 ) * sign(max(q.z,-p.y));
+}
+
+float sdfTriPrism( vec3 p, vec2 h )
+{
+ vec3 q = abs(p);
+ return max(q.z-h.y,max(q.x*0.866025+p.y*0.5,-p.y)-h.x*0.5);
+}
+
+vec3 SDFmod( in vec3 p, in vec3 c)
+{
+ return (mod(p+0.5*c,c)-0.5*c);
+ return (p);
+}
+
+// blackbody by aiekick : https://www.shadertoy.com/view/lttXDn
+
+// -------------blackbody----------------- //
+
+// return color from temperature
+//http://www.physics.sfasu.edu/astro/color/blackbody.html
+//http://www.vendian.org/mncharity/dir3/blackbody/
+//http://www.vendian.org/mncharity/dir3/blackbody/UnstableURLs/bbr_color.html
+
+vec3 blackbody(float Temp)
+{
+ vec3 col = vec3(255.);
+ col.x = 56100000. * pow(Temp,(-3. / 2.)) + 148.;
+ col.y = 100.04 * log(Temp) - 623.6;
+ if (Temp > 6500.) col.y = 35200000. * pow(Temp,(-3. / 2.)) + 184.;
+ col.z = 194.18 * log(Temp) - 1448.6;
+ col = clamp(col, 0., 255.)/255.;
+ if (Temp < 1000.) col *= Temp/1000.;
+ return col;
+}
+
+// -------------blackbody----------------- //
+
+float length2( vec3 p ) { p=p*p; return sqrt( p.x+p.y+p.z); }
+
+float length6( vec3 p ) { p=p*p*p; p=p*p; return pow(p.x+p.y+p.z,1.0/6.0); }
+
+float length8( vec3 p ) { p=p*p; p=p*p; p=p*p; return pow(p.x+p.y+p.z,1.0/8.0); }
+
+vec3 pos = vec3(0);
+
+float scene(vec3 p)
+{
+ int index = -1;
+ float d = 10000.;
+ float sd1 = sdfPyramid(SDFmod(rotX(rotY(p - pos, iTime / 10. + cos(iTime / 10.) * 50. * p.z / 100. + PI / 2.), iTime / 10. + 0. + sin(iTime / 10.) * 50. * p.x / 1000.),
+ vec3(20.)), 2.) * 0.15;
+ d = min(sd1, d);
+ pos = vec3(0);
+ return d;
+}
+
+vec3 march(vec3 ro, vec3 rd)
+{
+ float dO = 0.;
+ float mind = 10000.;
+ float index;
+ int steps = 0;
+ for (int mysteps = 0; mysteps < MAX_STEPS; mysteps++)
+ {
+ steps = mysteps;
+ vec3 p = ro + rd * dO;
+ float dS = scene(p);
+ if (dS < mind)
+ mind = dS;
+ dO += dS;
+ if (dS < E || dO > MAX_DIST)
+ break;
+ steps++;
+ }
+ return vec3(dO, mind, steps);
+}
+
+vec3 normal(vec3 p)
+{
+ float d = scene(p);
+ vec2 e = vec2(0.001, 0);
+ vec3 n = d - vec3(
+ scene(p - e.xyy),
+ scene(p - e.yxy),
+ scene(p - e.yyx));
+ return (normalize(n));
+}
+
+float light(vec3 p, vec3 n)
+{
+ vec3 lightPos = vec3(2.5, 2.5, -10.);
+ vec3 l = normalize(lightPos - p);
+ float dif = clamp(dot(l, n), 0., 1.);
+ return (dif);
+}
+
+void mainImage( out vec4 fragColor, in vec2 fragCoord )
+{
+ vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y);
+ vec3 ro = vec3(2.5, 2.5, -10.);
+ vec3 rd = normalize(vec3(uv.x, uv.y, 1.));
+ vec3 col = vec3(0);
+ vec3 d = march(ro, rd);
+
+ vec3 p = ro + rd * d.x;
+ vec3 n = normal(p);
+ float dif = light(p, n);
+ if (d.x < MAX_DIST * 0.9)
+ col += vec3(dif * ((sin(iTime / 1.) + 1.) * 0.25 + 0.5));
+ else
+ col += blackbody(abs(d.y * sin(iTime / 3.) * 10000.));
+ col = pow(col, vec3(0.454545));
+ fragColor = vec4(col, 1.0);
+}`;
diff --git a/views/index.ejs b/views/index.ejs
index 687176d..9066470 100644
--- a/views/index.ejs
+++ b/views/index.ejs
@@ -6,7 +6,7 @@
Web-Expo
-
+