From 78abbf57197d208a0c2f3f7c14762386685dae75 Mon Sep 17 00:00:00 2001 From: Digital Artifex <7929434+DigitalArtifex@users.noreply.github.com> Date: Sun, 10 Aug 2025 22:32:43 -0400 Subject: [PATCH] Removed 002-Blue shader --- tools/processed/002-Blue.frag | 141 ---------------------------------- tools/src/002-Blue.frag | 108 -------------------------- 2 files changed, 249 deletions(-) delete mode 100644 tools/processed/002-Blue.frag delete mode 100644 tools/src/002-Blue.frag diff --git a/tools/processed/002-Blue.frag b/tools/processed/002-Blue.frag deleted file mode 100644 index 95567c6..0000000 --- a/tools/processed/002-Blue.frag +++ /dev/null @@ -1,141 +0,0 @@ -// https://www.shadertoy.com/view/WldSRn -// credits to haquxx - -#version 450 - -layout(location = 0) in vec2 qt_TexCoord0; -layout(location = 0) out vec4 fragColor; - -layout(std140, binding = 0) uniform buf { - mat4 qt_Matrix; - float qt_Opacity; - float iTime; - float iTimeDelta; - float iFrameRate; - float iSampleRate; - int iFrame; - vec4 iDate; - vec4 iMouse; - vec3 iResolution; - float iChannelTime[4]; - vec3 iChannelResolution[4]; -} ubuf; - -layout(binding = 1) uniform sampler2D iChannel0; -layout(binding = 2) uniform sampler2D iChannel1; -layout(binding = 3) uniform sampler2D iChannel2; -layout(binding = 4) uniform sampler2D iChannel3; - -vec2 fragCoord = vec2(qt_TexCoord0.x, 1.0 - qt_TexCoord0.y) * ubuf.iResolution.xy; - -float sdSphere(vec3 pos, float size) -{ - return length(pos) - size; -} - -float sdBox(vec3 pos, vec3 size) -{ - pos = abs(pos) - vec3(size); - return max(max(pos.x, pos.y), pos.z); -} - -float sdOctahedron(vec3 p, float s) -{ - p = abs(p); - float m = p.x+p.y+p.z-s; - vec3 q; - if( 3.0*p.x < m ) q = p.xyz; - else if( 3.0*p.y < m ) q = p.yzx; - else if( 3.0*p.z < m ) q = p.zxy; - else return m*0.57735027; - - float k = clamp(0.5*(q.z-q.y+s),0.0,s); - return length(vec3(q.x,q.y-s+k,q.z-k)); -} - -float sdPlane(vec3 pos) -{ - return pos.y; -} - -mat2 rotate(float a) -{ - float s = sin(a); - float c = cos(a); - return mat2(c, s, -s, c); -} - -vec3 repeat(vec3 pos, vec3 span) -{ - return abs(mod(pos, span)) - span * 0.5; -} - -float getDistance(vec3 pos, vec2 uv) -{ - vec3 originalPos = pos; - - for(int i = 0; i < 3; i++) - { - pos = abs(pos) - 4.5; - pos.xz *= rotate(1.0); - pos.yz *= rotate(1.0); - } - - pos = repeat(pos, vec3(4.0)); - - float d0 = abs(originalPos.x) - 0.1; - float d1 = sdBox(pos, vec3(0.8)); - - pos.xy *= rotate(mix(1.0, 2.0, abs(sin(ubuf.iTime)))); - float size = mix(1.1, 1.3, (abs(uv.y) * abs(uv.x))); - float d2 = sdSphere(pos, size); - float dd2 = sdOctahedron(pos, 1.8); - float ddd2 = mix(d2, dd2, abs(sin(ubuf.iTime))); - - return max(max(d1, -ddd2), -d0); -} - -void mainImage( out vec4 fragColor, in vec2 fragCoord ) -{ - vec2 p = (fragCoord.xy * 2.0 - ubuf.iResolution.xy) / min(ubuf.iResolution.x, ubuf.iResolution.y); - - // camera - vec3 cameraOrigin = vec3(0.0, 0.0, -10.0 + ubuf.iTime * 4.0); - vec3 cameraTarget = vec3(cos(ubuf.iTime) + sin(ubuf.iTime / 2.0) * 10.0, exp(sin(ubuf.iTime)) * 2.0, 3.0 + ubuf.iTime * 4.0); - vec3 upDirection = vec3(0.0, 1.0, 0.0); - vec3 cameraDir = normalize(cameraTarget - cameraOrigin); - vec3 cameraRight = normalize(cross(upDirection, cameraOrigin)); - vec3 cameraUp = cross(cameraDir, cameraRight); - vec3 rayDirection = normalize(cameraRight * p.x + cameraUp * p.y + cameraDir); - - float depth = 0.0; - float ac = 0.0; - vec3 rayPos = vec3(0.0); - float d = 0.0; - - for(int i = 0; i < 80; i++) - { - rayPos = cameraOrigin + rayDirection * depth; - d = getDistance(rayPos, p); - - if(abs(d) < 0.0001) - { - break; - } - - ac += exp(-d * mix(5.0, 10.0, abs(sin(ubuf.iTime)))); - depth += d; - } - - vec3 col = vec3(0.0, 0.3, 0.7); - ac *= 1.2 * (ubuf.iResolution.x/ubuf.iResolution.y - abs(p.x)) ; - vec3 finalCol = col * ac * 0.06; - fragColor = vec4(finalCol, 1.0); - fragColor.w = 1.0 - depth * 0.1; -} - -void main() { - vec4 color = vec4(0.0); - mainImage(color, fragCoord); - fragColor = color; -} diff --git a/tools/src/002-Blue.frag b/tools/src/002-Blue.frag deleted file mode 100644 index 09ffca5..0000000 --- a/tools/src/002-Blue.frag +++ /dev/null @@ -1,108 +0,0 @@ -// https://www.shadertoy.com/view/WldSRn -// credits to haquxx - -float sdSphere(vec3 pos, float size) -{ - return length(pos) - size; -} - -float sdBox(vec3 pos, vec3 size) -{ - pos = abs(pos) - vec3(size); - return max(max(pos.x, pos.y), pos.z); -} - -float sdOctahedron(vec3 p, float s) -{ - p = abs(p); - float m = p.x+p.y+p.z-s; - vec3 q; - if( 3.0*p.x < m ) q = p.xyz; - else if( 3.0*p.y < m ) q = p.yzx; - else if( 3.0*p.z < m ) q = p.zxy; - else return m*0.57735027; - - float k = clamp(0.5*(q.z-q.y+s),0.0,s); - return length(vec3(q.x,q.y-s+k,q.z-k)); -} - -float sdPlane(vec3 pos) -{ - return pos.y; -} - -mat2 rotate(float a) -{ - float s = sin(a); - float c = cos(a); - return mat2(c, s, -s, c); -} - -vec3 repeat(vec3 pos, vec3 span) -{ - return abs(mod(pos, span)) - span * 0.5; -} - -float getDistance(vec3 pos, vec2 uv) -{ - vec3 originalPos = pos; - - for(int i = 0; i < 3; i++) - { - pos = abs(pos) - 4.5; - pos.xz *= rotate(1.0); - pos.yz *= rotate(1.0); - } - - pos = repeat(pos, vec3(4.0)); - - float d0 = abs(originalPos.x) - 0.1; - float d1 = sdBox(pos, vec3(0.8)); - - pos.xy *= rotate(mix(1.0, 2.0, abs(sin(iTime)))); - float size = mix(1.1, 1.3, (abs(uv.y) * abs(uv.x))); - float d2 = sdSphere(pos, size); - float dd2 = sdOctahedron(pos, 1.8); - float ddd2 = mix(d2, dd2, abs(sin(iTime))); - - return max(max(d1, -ddd2), -d0); -} - -void mainImage( out vec4 fragColor, in vec2 fragCoord ) -{ - vec2 p = (fragCoord.xy * 2.0 - iResolution.xy) / min(iResolution.x, iResolution.y); - - // camera - vec3 cameraOrigin = vec3(0.0, 0.0, -10.0 + iTime * 4.0); - vec3 cameraTarget = vec3(cos(iTime) + sin(iTime / 2.0) * 10.0, exp(sin(iTime)) * 2.0, 3.0 + iTime * 4.0); - vec3 upDirection = vec3(0.0, 1.0, 0.0); - vec3 cameraDir = normalize(cameraTarget - cameraOrigin); - vec3 cameraRight = normalize(cross(upDirection, cameraOrigin)); - vec3 cameraUp = cross(cameraDir, cameraRight); - vec3 rayDirection = normalize(cameraRight * p.x + cameraUp * p.y + cameraDir); - - float depth = 0.0; - float ac = 0.0; - vec3 rayPos = vec3(0.0); - float d = 0.0; - - for(int i = 0; i < 80; i++) - { - rayPos = cameraOrigin + rayDirection * depth; - d = getDistance(rayPos, p); - - if(abs(d) < 0.0001) - { - break; - } - - ac += exp(-d * mix(5.0, 10.0, abs(sin(iTime)))); - depth += d; - } - - vec3 col = vec3(0.0, 0.3, 0.7); - ac *= 1.2 * (iResolution.x/iResolution.y - abs(p.x)) ; - vec3 finalCol = col * ac * 0.06; - fragColor = vec4(finalCol, 1.0); - fragColor.w = 1.0 - depth * 0.1; -} \ No newline at end of file