206 lines
5.6 KiB
JavaScript
206 lines
5.6 KiB
JavaScript
export default `
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#define MAX_STEPS 12800
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#define MAX_DIST 128.
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#define E 0.001
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#define PI 3.141592
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vec3 rotX(vec3 v, float a)
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{
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return vec3(v.x, v.y * cos(a) - v.z * sin(a), v.y * sin(a) + v.z * cos(a));
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}
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vec3 rotY(vec3 v, float a)
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{
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return vec3(v.x * cos(a) + v.z * sin(a), v.y, v.z * cos(a) - v.x * sin(a));
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}
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vec3 rotZ(vec3 v, float a)
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{
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return vec3(v.x * cos(a) - v.y * sin(a), v.x * sin(a) + v.y * cos(a), v.z);
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}
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vec3 modSDF(vec3 p, vec3 c)
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{
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return mod(p + 0.5 * c, c) - 0.5 * c;
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}
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vec3 modSDFlim( in vec3 p, in float c, in vec3 l)
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{
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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));
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}
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vec3 elongateSDF(in vec3 p, in vec3 h )
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{
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vec3 q = abs(p)-h;
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return max(q,0.0) + min(max(q.x,max(q.y,q.z)), 0.0);
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}
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vec3 twistSDF(in vec3 p, float k )
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{
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float c = cos(k*p.y);
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float s = sin(k*p.y);
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mat2 m = mat2(c,-s,s,c);
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vec3 q = vec3(m*p.xz,p.y);
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return q;
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}
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float sdfBox( vec3 p, vec3 b )
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{
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vec3 q = abs(p) - b;
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return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
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}
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float sdfTorus(vec3 p, vec2 r)
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{
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float x = length(p.xz) - r.x;
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return length(vec2(x, p.y)) - r.y;
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}
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float sdfSphere(vec3 p, float r)
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{
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return length(p) - r;
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}
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// blackbody by aiekick : https://www.shadertoy.com/view/lttXDn
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// -------------blackbody----------------- //
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// return color from temperature
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//http://www.physics.sfasu.edu/astro/color/blackbody.html
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//http://www.vendian.org/mncharity/dir3/blackbody/
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//http://www.vendian.org/mncharity/dir3/blackbody/UnstableURLs/bbr_color.html
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vec3 blackbody(float Temp)
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{
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vec3 col = vec3(255.);
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col.x = 56100000. * pow(Temp,(-3. / 2.)) + 148.;
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col.y = 100.04 * log(Temp) - 623.6;
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if (Temp > 6500.) col.y = 35200000. * pow(Temp,(-3. / 2.)) + 184.;
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col.z = 194.18 * log(Temp) - 1448.6;
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col = clamp(col, 0., 255.)/255.;
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if (Temp < 1000.) col *= Temp/1000.;
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return col;
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}
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// -------------blackbody----------------- //
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vec2 scene(vec3 p)
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{
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float d = 10000.;
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float sd1 = 10000.;
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//float td1 = sdfTorus(elongateSDF(
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// twistSDF(
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// rotX(p, PI / 2.), sin(iTime) * 1.5), vec3(1., 1.,sin(iTime) * 2. + 1.))
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// , vec2(abs(sin(iTime * 0.3723)) * 2. + 1.2, 0.2))
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// + 0.1 * sin(p.x * 20.) * sin(p.y * 20.) * sin(p.z * 20.);
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float td1 = sdfTorus(
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twistSDF(
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rotX(p, PI / 2.), sin(iTime) * 1.5)
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, vec2(abs(sin(iTime * 0.3723)) * 2. + 1.2, 0.2))
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+ 0.1 * sin(p.x * 20.) * sin(p.y * 20.) * sin(p.z * 20.);
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//float td1 = 10000.;
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//float td2 = sdfTorus(twistSDF(rotX(p, PI / 2.), cos(iTime) * 3.), vec2(abs(sin(iTime * 0.3723)) * 1. + 0.2, 0.1))
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// + 0.1 * sin(p.x * 20.) * sin(p.y * 20.) * sin(p.z * 20.);
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float td2 = 10000.;
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td2 = sdfTorus(
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twistSDF(
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rotX(p, PI / 2.), cos(iTime) * 1.5)
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, vec2(abs(sin(iTime * 0.3723)) * 2. + 2.2, 0.2))
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+ 0.1 * sin(p.x * 20.) * sin(p.y * 20.) * sin(p.z * 20.);
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//float td1 = 10000.;
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sd1 = sdfSphere(p - vec3(0.,0.,0.),abs(sin(iTime * 0.3723)) * 2. + 0.4) * 0.19;
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td1 *= 0.2;
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td2 *= 0.2;
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d = min(td1, d);
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d = min(td2, d);
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d = min(sd1, d);
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if (sd1 > d - E && sd1 < d + E)
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return vec2(d, 1.);
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if ((td1 > d - E && td1 < d + E) || (td2 > d - E && td2 < d + E))
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return vec2(d, 2.);
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return vec2(d, -1.);
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}
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vec3 march(vec3 ro, vec3 rd)
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{
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float dO = 0.;
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float mind = 10000.;
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float object = -1.;
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for (int steps = 0; steps < MAX_STEPS; steps++)
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{
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vec3 p = ro + rd * dO;
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vec2 dS = scene(p);
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object = dS.y;
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if (dS.x < mind)
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mind = dS.x;
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dO += dS.x;
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if (dS.x < E || dO > MAX_DIST)
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break;
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}
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return vec3(dO, mind, object);
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}
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vec3 normal(vec3 p)
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{
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vec2 d = scene(p);
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vec2 e = vec2(0.0001, 0);
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vec3 n = d.x - vec3(
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scene(p - e.xyy).x,
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scene(p - e.yxy).x,
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scene(p - e.yyx).x);
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return (normalize(n));
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}
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float light(vec3 p, vec3 n)
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{
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vec3 lightPos = vec3(-12. * sin(iTime), 0., -12. * cos(iTime));
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vec3 l = normalize(lightPos - p);
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float dif = clamp(dot(l, n), 0., 1.);
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vec3 d = march(p+n, l);
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if (d.x < length(lightPos - p))
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dif *= 0.1;
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return (dif);
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec3 col = vec3(0);
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vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y);
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vec3 ro = vec3(-12. * sin(iTime), 0., -12. * cos(iTime));
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vec3 rd = normalize(vec3(uv.x, uv.y, 1.));
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rd = rotY(rd, iTime);
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vec3 d = march(ro, rd);
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vec3 p = ro + rd * d.x;
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vec3 n = normal(p);
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p += n * E * 10.;
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float dif = light(p, n);
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if (d.z > 1. + E || d.z < 1. - E)
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col = blackbody(d.y * 10000.);
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if (d.x < MAX_DIST * 0.9)
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{
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if (d.z > 2. - E && d.z < 2. +E)
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col += vec3(dif * abs(p.x - 0.5), dif * abs(p.y - 0.5), dif * abs(p.z - 0.5));
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vec3 rr = rd - (2. * n * (dot(rd, n)));
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vec3 d2 = march(p, rr);
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vec3 p2 = p + rr * d2.x;
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vec3 n2 = normal(p2);
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dif = light(p2, n2);
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if (d.z > 1. - E && d.z < 1. + E)
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{
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col += vec3(dif * abs(p2.x - 0.5), dif * abs(p2.y - 0.5), dif * abs(p2.z - 0.5));
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}
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}
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col = pow(col, vec3(0.454545));
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fragColor = vec4(col, 1.);
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}
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` |