95 lines
2.8 KiB
GLSL
95 lines
2.8 KiB
GLSL
precision highp float;
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varying highp vec2 vTextureCoord;
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varying highp vec4 vNormal;
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varying highp vec3 vPosition;
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uniform sampler2D uSampler;
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vec2 cinv(in vec2 z)
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{
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return (vec2(z.x, -z.y) / dot(z, z));
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}
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vec2 cmul(in vec2 z1, in vec2 z2)
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{
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return(vec2(z1.x * z2.x - z1.y * z2.y, z1.x * z2.y + z1.y * z2.x));
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}
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vec2 cdiv(in vec2 z1, in vec2 z2)
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{
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return (cmul(z1, cinv(z2)));
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}
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vec3 extremize(vec3 v, float n) {
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if (v.x > n / 2.)
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v.x = n;
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else
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v.x = 0.;
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if (v.y > n / 2.)
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v.y = n;
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else
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v.y = 0.;
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if (v.z > n / 2.)
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v.z = n;
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else
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v.z = 0.;
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return v;
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}
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void main() {
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vec2 a0 = vec2(sin(16.) * 1.0 + 5., 0.);
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vec2 a1 = vec2(sin(17.) * 2.0, 0.);
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vec2 a2 = vec2(sin(18.) * 3.0, 0.);
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vec2 a3 = vec2(sin(19.) * 4.0, 0.);
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vec2 a4 = vec2(sin(1.1) * 5.0, 0.);
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vec2 a5 = vec2(sin(1.2) * 6.0, 0.);
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vec2 a6 = vec2(sin(1.3) * 7.0, 0.);
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vec2 a7 = vec2(sin(1.4) * 8.0, 0.);
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vec2 a8 = vec2(sin(15.) * 9.0, 0.);
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vec2 a9 = vec2(sin(16.) * 10.0, 0.);
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vec2 a10 = vec2(sin(17.) * 11.0, 1.);
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vec2 a = vec2(1.0, 1. + sin(0.16) * 0.002);
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vec2 c = vec2(0.01, 0.1);
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// Normalized pixel coordinates (from 0 to 1)
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vec2 z = cmul((vTextureCoord/vec2(1., 1.) - 0.5), vec2(4., 0.));
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vec2 init_z = z;
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z.x = abs(z.x);
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z.y = abs(z.y);
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vec2 old_z = z;
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float i_backup;
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for (float i = 0.0; i < 16.0; i += 1.)
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{
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z = z - cmul(a, cdiv(a0 + cmul(z, a1 + cmul(z, a2 + cmul(z, a3 + cmul(z, a4 + cmul(z, a5
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+ cmul(z, a6 + cmul(z, a7 + cmul(z, a8 + cmul(z, a9 + cmul(a10, z)))))))))),
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a1 + cmul(z, cmul(a2, vec2(2., 0.)) + cmul(z, cmul(a3, vec2(3., 0.))
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+ cmul(z, cmul(a4, vec2(4., 0.)) + cmul(z, cmul(a5, vec2(5., 0.))
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+ cmul(z, cmul(a6, vec2(6., 0.)) + cmul(z, cmul(a7, vec2(7., 0.))
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+ cmul(z, cmul(a8, vec2(8., 0.)) + cmul(z, cmul(a9, vec2(9., 0.))
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+ cmul(cmul(a10, vec2(10., 0.)), z))))))))))) + c;
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if (old_z.x * old_z.x + old_z.y * old_z.y < z.x * z.x + z.y * z.y + 0.001
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&& old_z.x * old_z.x + old_z.y * old_z.y > z.x * z.x + z.y * z.y - 0.001)
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{
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i_backup = i / 16.0;
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break;
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}
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old_z = z;
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}
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vec3 n = normalize(vec3(-50., 100., 50.) - vPosition);
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float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
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float specular = pow(
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max(dot(
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reflect(n, normalize(vNormal.xyz)),
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normalize(vec3(0., 0., -50.) - vPosition)),
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0.), 10.);
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gl_FragColor = vec4(vec3(z.x, z.y, i_backup) * diffuse * 0.8 + vec3(z.x, z.y, i_backup) * 0.2 + vec3(specular), 1.0);
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}
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// void main() {
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// vec3 n = normalize(vec3(-200., 200., -200.) - vPosition);
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// float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
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// vec3 tmp = extremize(mod(vPosition.xyz + vec3(1000.), vec3(100.)), 100.);
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// float texture = (tmp.x + tmp.y + tmp.z) / 300.;
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// gl_FragColor = vec4(vec3(texture * diffuse), 1.0);
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// } |