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float noise( in vec3 x ) { vec3 p = floor(x); vec3 f = fract(x); f = f*f*(3.0-2.0*f); vec2 uv = (p.xy+vec2(37.0,17.0)*p.z) + f.xy; vec2 rg = textureLod( iChannel0, (uv+0.5)/256.0, 0.0 ).yx; return mix( rg.x, rg.y, f.z ); }
float mapTerrain( vec3 p ) { p *= 0.1; p.xz *= 0.6;
float time = 0.5 + 0.15*iTime; float ft = fract( time ); float it = floor( time ); ft = smoothstep( 0.7, 1.0, ft ); time = it + ft; float spe = 1.4;
float f; f = 0.5000*noise( p*1.00 + vec3(0.0,1.0,0.0)*spe*time ); f += 0.2500*noise( p*2.02 + vec3(0.0,2.0,0.0)*spe*time ); f += 0.1250*noise( p*4.01 ); return 25.0*f-10.0; }
vec3 gro = vec3(0.0);
float map(in vec3 c) { vec3 p = c + 0.5;
float f = mapTerrain( p ) + 0.25*p.y;
f = mix( f, 1.0, step( length(gro-p), 5.0 ) );
return step( f, 0.5 ); }
vec3 lig = normalize( vec3(-0.4,0.3,0.7) );
float castRay( in vec3 ro, in vec3 rd, out vec3 oVos, out vec3 oDir ) { vec3 pos = floor(ro); vec3 ri = 1.0/rd; vec3 rs = sign(rd); vec3 dis = (pos-ro + 0.5 + rs*0.5) * ri;
float res = -1.0; vec3 mm = vec3(0.0); for( int i=0; i<128; i++ ) { if( map(pos)>0.5 ) { res=1.0; break; } mm = step(dis.xyz, dis.yzx) * step(dis.xyz, dis.zxy); dis += mm * rs * ri; pos += mm * rs; }
vec3 nor = -mm*rs; vec3 vos = pos;
vec3 mini = (pos-ro + 0.5 - 0.5*vec3(rs))*ri; float t = max ( mini.x, max ( mini.y, mini.z ) );
oDir = mm; oVos = vos;
return t*res; }
vec3 path( float t, float ya ) { vec2 p = 100.0*sin( 0.02*t*vec2(1.0,1.2) + vec2(0.1,0.9) ); p += 50.0*sin( 0.04*t*vec2(1.3,1.0) + vec2(1.0,4.5) );
return vec3( p.x, 18.0 + ya*4.0*sin(0.05*t), p.y ); }
mat3 setCamera( in vec3 ro, in vec3 ta, float cr ) { vec3 cw = normalize(ta-ro); vec3 cp = vec3(sin(cr), cos(cr),0.0); vec3 cu = normalize( cross(cw,cp) ); vec3 cv = normalize( cross(cu,cw) ); return mat3( cu, cv, -cw ); }
float maxcomp( in vec4 v ) { return max( max(v.x,v.y), max(v.z,v.w) ); }
float isEdge( in vec2 uv, vec4 va, vec4 vb, vec4 vc, vec4 vd ) { vec2 st = 1.0 - uv;
vec4 wb = smoothstep( 0.85, 0.99, vec4(uv.x, st.x, uv.y, st.y) ) * ( 1.0 - va + va*vc ); vec4 wc = smoothstep( 0.85, 0.99, vec4(uv.x*uv.y, st.x*uv.y, st.x*st.y, uv.x*st.y) ) * ( 1.0 - vb + vd*vb ); return maxcomp( max(wb,wc) ); }
float calcOcc( in vec2 uv, vec4 va, vec4 vb, vec4 vc, vec4 vd ) { vec2 st = 1.0 - uv;
vec4 wa = vec4( uv.x, st.x, uv.y, st.y ) * vc;
vec4 wb = vec4(uv.x*uv.y, st.x*uv.y, st.x*st.y, uv.x*st.y)*vd*(1.0-vc.xzyw)*(1.0-vc.zywx);
return wa.x + wa.y + wa.z + wa.w + wb.x + wb.y + wb.z + wb.w; }
vec3 render( in vec3 ro, in vec3 rd ) { vec3 col = vec3(0.0);
vec3 vos, dir; float t = castRay( ro, rd, vos, dir ); if( t>0.0 ) { vec3 nor = -dir*sign(rd); vec3 pos = ro + rd*t; vec3 uvw = pos - vos;
vec3 v1 = vos + nor + dir.yzx; vec3 v2 = vos + nor - dir.yzx; vec3 v3 = vos + nor + dir.zxy; vec3 v4 = vos + nor - dir.zxy; vec3 v5 = vos + nor + dir.yzx + dir.zxy; vec3 v6 = vos + nor - dir.yzx + dir.zxy; vec3 v7 = vos + nor - dir.yzx - dir.zxy; vec3 v8 = vos + nor + dir.yzx - dir.zxy; vec3 v9 = vos + dir.yzx; vec3 v10 = vos - dir.yzx; vec3 v11 = vos + dir.zxy; vec3 v12 = vos - dir.zxy; vec3 v13 = vos + dir.yzx + dir.zxy; vec3 v14 = vos - dir.yzx + dir.zxy ; vec3 v15 = vos - dir.yzx - dir.zxy; vec3 v16 = vos + dir.yzx - dir.zxy;
vec4 vc = vec4( map(v1), map(v2), map(v3), map(v4) ); vec4 vd = vec4( map(v5), map(v6), map(v7), map(v8) ); vec4 va = vec4( map(v9), map(v10), map(v11), map(v12) ); vec4 vb = vec4( map(v13), map(v14), map(v15), map(v16) );
vec2 uv = vec2( dot(dir.yzx, uvw), dot(dir.zxy, uvw) );
float www = 1.0 - isEdge( uv, va, vb, vc, vd );
vec3 wir = smoothstep( 0.4, 0.5, abs(uvw-0.5) ); float vvv = (1.0-wir.x*wir.y)*(1.0-wir.x*wir.z)*(1.0-wir.y*wir.z);
col = vec3(0.5); col += 0.8*vec3(0.1,0.3,0.4); col *= 1.0 - 0.75*(1.0-vvv)*www;
float dif = clamp( dot( nor, lig ), 0.0, 1.0 ); float bac = clamp( dot( nor, normalize(lig*vec3(-1.0,0.0,-1.0)) ), 0.0, 1.0 ); float sky = 0.5 + 0.5*nor.y; float amb = clamp(0.75 + pos.y/25.0,0.0,1.0); float occ = 1.0;
occ = calcOcc( uv, va, vb, vc, vd ); occ = 1.0 - occ/8.0; occ = occ*occ; occ = occ*occ; occ *= amb;
vec3 lin = vec3(0.0); lin += 2.5*dif*vec3(1.00,0.90,0.70)*(0.5+0.5*occ); lin += 0.5*bac*vec3(0.15,0.10,0.10)*occ; lin += 2.0*sky*vec3(0.40,0.30,0.15)*occ;
float lineglow = 0.0; lineglow += smoothstep( 0.4, 1.0, uv.x )*(1.0-va.x*(1.0-vc.x)); lineglow += smoothstep( 0.4, 1.0, 1.0-uv.x )*(1.0-va.y*(1.0-vc.y)); lineglow += smoothstep( 0.4, 1.0, uv.y )*(1.0-va.z*(1.0-vc.z)); lineglow += smoothstep( 0.4, 1.0, 1.0-uv.y )*(1.0-va.w*(1.0-vc.w)); lineglow += smoothstep( 0.4, 1.0, uv.y* uv.x )*(1.0-vb.x*(1.0-vd.x)); lineglow += smoothstep( 0.4, 1.0, uv.y* (1.0-uv.x))*(1.0-vb.y*(1.0-vd.y)); lineglow += smoothstep( 0.4, 1.0, (1.0-uv.y)*(1.0-uv.x))*(1.0-vb.z*(1.0-vd.z)); lineglow += smoothstep( 0.4, 1.0, (1.0-uv.y)* uv.x )*(1.0-vb.w*(1.0-vd.w));
vec3 linCol = 2.0*vec3(5.0,0.6,0.0); linCol *= (0.5+0.5*occ)*0.5; lin += 3.0*lineglow*linCol;
col = col*lin; col += 8.0*linCol*vec3(1.0,2.0,3.0)*(1.0-www); col += 0.1*lineglow*linCol; col *= min(0.1,exp( -0.07*t ));
vec3 col2 = vec3(1.3)*(0.5+0.5*nor.y)*occ*www*(0.9+0.1*vvv)*exp( -0.04*t );; float mi = sin(-1.57+0.5*iTime); mi = smoothstep( 0.70, 0.75, mi ); col = mix( col, col2, mi ); }
col = pow( col, vec3(0.45) );
return col; }
void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 q = fragCoord.xy / iResolution.xy; vec2 p = -1.0 + 2.0*q; p.x *= iResolution.x/ iResolution.y;
vec2 mo = iMouse.xy / iResolution.xy; if( iMouse.z<=0.00001 ) mo=vec2(0.0);
float time = 2.0*iTime + 50.0*mo.x; float cr = 0.2*cos(0.1*iTime); vec3 ro = path( time+0.0, 1.0 ); vec3 ta = path( time+5.0, 1.0 ) - vec3(0.0,6.0,0.0); gro = ro;
mat3 cam = setCamera( ro, ta, cr );
float r2 = p.x*p.x*0.32 + p.y*p.y; p *= (7.0-sqrt(37.5-11.5*r2))/(r2+1.0); vec3 rd = normalize( cam * vec3(p.xy,-2.5) );
vec3 col = render( ro, rd );
col *= 0.5 + 0.5*pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.1 );
fragColor = vec4( col, 1.0 ); }
void mainVR( out vec4 fragColor, in vec2 fragCoord, in vec3 fragRayOri, in vec3 fragRayDir ) { float time = 1.0*iTime;
float cr = 0.0; vec3 ro = path( time+0.0, 0.0 ) + vec3(0.0,0.7,0.0); vec3 ta = path( time+2.5, 0.0 ) + vec3(0.0,0.7,0.0);
mat3 cam = setCamera( ro, ta, cr );
vec3 col = render( ro + cam*fragRayOri, cam*fragRayDir );
fragColor = vec4( col, 1.0 ); }
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