Added Komplex Pack Sources
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352
tools/packsrc/deadly_halftones/shaders/Buffer A.frag
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352
tools/packsrc/deadly_halftones/shaders/Buffer A.frag
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/////////////////////////////////////////////////////////////////////
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// raymarch scene
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/////////////////////////////////////////////////////////////////////
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// more infos about modeling with distance functions:
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// https://iquilezles.org/articles/distfunctions
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/////////////////////////////////////////////////////////////////////
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#define IT 64 // raycasting iterations
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#define PR .0005 // raycasting precision
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//==========================================================
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// signed DISTANCE FIELD PRIMITIVES
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//==========================================================
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//
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// distance field primitives by Inigo Quilez
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// https://www.shadertoy.com/view/Xds3zN
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//
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//==========================================================
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//-----------------------------------------------------------
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// SPHERE
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//
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float sdSphere( vec3 p, float s )
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{
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return length(p) - s;
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}
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//-----------------------------------------------------------
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// RECTANGLE
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//
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float sdBox( vec3 p, vec3 b )
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{
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vec3 d = abs(p) - b ;
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return max(min(d.x, min(d.y, d.z)), .0) + length(max(d, .0));
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}
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//==========================================================
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// OPERATIONS
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//==========================================================
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//
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// distance field primitives by Inigo Quilez
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// https://www.shadertoy.com/view/Xds3zN
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//
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//==========================================================
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// polynomial smooth min
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// add shapes smoother.
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float smin( float a, float b, float k )
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{
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float h = clamp( 0.5 + 0.5 * (b - a) / k, 0.0, 1.0 );
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return mix( b, a, h ) - k * h * (1.0 - h);
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}
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// polynomial smooth min to add shapes smoother.
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// sustract shapes smoother.
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float smax( float a, float b, float k )
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{
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float h = clamp( 0.5 + 0.5 * (a - b) / k, 0.0, 1.0 );
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return mix( b, a, h ) + k * h * (1.0 - h);
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}
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//==========================================================
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// SKULL SIGNED DISTANCE FIELD
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//==========================================================
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float sdSkull( vec3 p, float s )
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{
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// --------------------------------------------------------
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// domain deformation on radius (s) brings some interesting
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// results this deformation sould be applied to big shapes
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// in order to preserve details.
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float ss = noise(p * 9.);
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ss = mix(s,ss *.5,.1);
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// sp is using symetry on z axis
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vec3 sp = vec3(p.x, p.y, abs(p.z));
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// kind of morphing effect
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//s = clamp(cos(iTime*.5), .20,.35);
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float shape = sdSphere(p - vec3(.0,.05,.0), s * .95 * cos(cos(p.y*11.)* p.z * 2.3) );
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//---------------------------------------------------------
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// first part external skull top
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// --------------------------------------------------------
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// globe front
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shape = smin(shape, sdSphere (p - vec3(.10, 0.23, 0.00), s * .82), .09);
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// globe back
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shape = smin(shape, sdSphere (p - vec3(-.1, 0.24, 0.00), s * .82), .09);
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// eye brow
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shape = smin(shape, sdSphere (sp - vec3(.25, 0.07, 0.10), s * .36 * cos(p.y * 7.0)), .02);
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// lateral holes - symmetry
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shape = smax(shape, -sdSphere (sp - vec3(.15, -.01, 0.31), s * .28 * cos(p.x * .59)), .02);
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//checkbones - symmetry
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shape = smin(shape, sdSphere(sp-vec3(.22,-.13,.18), s*.11),.09);
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// empty the skull
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shape = max(shape, -sdSphere(p - vec3(.0,.05,.0), s * .90 * cos(cos(p.y*11.)* p.z * 2.3) ));
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shape = smax(shape, -sdSphere (p - vec3(.10, 0.23, 0.00), s * .74),.02);
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shape = smax(shape, -sdSphere (p - vec3(-.1, 0.24, 0.00), s * .74),.02);
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shape = smax(shape, -sdSphere (p - vec3(.0, 0.24, 0.00), s * .74),.02);
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// eye balls - symmetry
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shape = smax(shape, -sdSphere(sp-vec3(.32,-.04,.140), s * .28 * cos(p.y*10.)),.03);
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// nose
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//-----------------------------------------------------------
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// base nose shape
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float temp = sdSphere(p- vec3(cos(.0)*.220,-.05, sin(.0)*.3), s * .35 * cos(sin(p.y*22.)*p.z*24.));
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// substract the eyes balls ( symetrix) & skukl globe
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temp = smax(temp, -sdSphere(sp-vec3(.32,-.04,.140), s * .35 * cos(p.y*10.)), .02);
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temp = smax(temp, -sdSphere(p - vec3(.0,.05,.0), s * .90 * cos(cos(p.y*11.)* p.z * 2.3) ),.02);
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// add nose shape to skull
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shape = smin(shape,temp,.015);
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// empty the nose
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shape = smax(shape, - sdSphere(p- vec3(cos(.0)*.238,-.09, sin(.0)*.3), s * .3 * cos(sin(p.y*18.)*p.z*29.)),.002);
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// substract bottom
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shape = smax(shape, -sdSphere(p- vec3(-.15,-0.97, .0), s * 2.5 ),.01);
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// I like the noise deformation on this edge with ss for the sphere radius.
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// It give a more natural look to the skull.
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shape = smax(shape, -sdSphere(p- vec3(-.23,-0.57, .0), abs(ss) * 1.6 ),.01);
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//---------------------------------------------------------
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// skull part2: UP jaws
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// --------------------------------------------------------
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temp = smax(sdSphere(p - vec3(.13,-.26,.0), .45 * s), -sdSphere(p - vec3(.125,-.3,.0), .40 * s), .01);
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// substract back
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temp = smax(temp,-sdSphere(p - vec3(-.2,-.1,.0), .9 * s), .03);
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// substract bottom
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temp = smax(temp,-sdSphere(p - vec3(.13,-.543,.0), .9 * s), .03);
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// substract up
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temp = max(temp, -sdSphere(p - vec3(.0,.02,.0), s * .90 * cos(cos(p.y*11.)* p.z * 2.3) ));
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shape = smin(shape, temp, .07);
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// Teeths - symmetry
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//-----------------------------------------------------------
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temp = sdSphere(p - vec3(.26, -.29, .018), .053 * s );
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temp = min(temp, sdSphere(p - vec3(.26, -.29, -.018), .053 * s));
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temp = min(temp, sdSphere(sp - vec3(.25, -.29, .05), .05 * s ));
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temp = min(temp, sdSphere(sp - vec3(.235, -.29, .08), .05 * s ));
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temp = min(temp, sdSphere(sp - vec3(.215, -.28, .1), .05 * s ));
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temp = max(temp, -sdSphere(p - vec3(.16, -.35, .0), .33 * s ));
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temp = min(temp, sdSphere(sp - vec3(.18, -.28, .115), .05 * s ));
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temp = min(temp, sdSphere(sp - vec3(.14, -.28, .115), .06 * s ));
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temp = min(temp, sdSphere(sp - vec3(.11, -.28, .115), .06 * s ));
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temp = min(temp, sdSphere(sp - vec3(.08, -.28, .115), .06 * s ));
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shape = smin(shape, temp, .03);
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// DOWN Jaws
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//-----------------------------------------------------------
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temp = sdSphere(p - vec3(.1,-.32,.0), .43 * s);
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temp = smax (temp, - sdSphere(p - vec3(.1,-.32,.0), .37 * s ),.02);
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temp = smax(temp, - sdSphere(p - vec3(.1,-.034,.0), 1.03 * s),.02) ;
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temp = smax(temp, - sdSphere(p - vec3(.0,-.4,.0), .35 * s),.02);
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// symmetry
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temp = smin(temp, sdBox(sp - vec3(.04 -.03 * cos(p.y * 20.2),-.23, .27 + sin(p.y)*.27), vec3(cos(p.y*4.)*.03,.12,.014)), .13);
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temp = max(temp, - sdSphere(sp - vec3(.0,.153,.2), .85 * s));
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temp = smin (temp, sdSphere(sp - vec3(.2, -.45, 0.05), .05 * s ),.07);
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shape = smin(shape, temp, .02);
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// Teeths - symmetry
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//--------------------------------------------------------
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temp = sdSphere(p - vec3(.23, -.34, .018), .053 * s );
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temp = min(temp, sdSphere(p - vec3(.23, -.34, -.018), .053 * s));
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temp = min(temp, sdSphere(sp - vec3(.22, -.34, .048), .053 * s));
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temp = min(temp, sdSphere(sp - vec3(.20, -.34, .078), .053 * s));
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temp = min(temp, sdSphere(sp - vec3(.17, -.35, .098), .053 * s));
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temp = min(temp, sdSphere(sp - vec3(.14, -.35, .11), .053 * s));
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temp = min(temp, sdSphere(sp - vec3(.11, -.35, .11), .053 * s));
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temp = min(temp, sdSphere(sp - vec3(.08, -.35, .11), .053 * s));
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shape = 1.5 * smin(shape, temp, .025);
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return shape ;
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}
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//==========================================================
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// SCENE MANAGER
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//
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// here pull in all the objects into the scene no worry the order
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//
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//==========================================================
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vec2 map(vec3 pos)
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{
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vec2 scene = vec2(.5 * sdSkull(pos, .35), 39.);
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return scene;
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}
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//==========================================================//
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// RAY CASTER
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//
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// note : iteration IT and precision PR are defined on top
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// ro and rd are ray origin and direction;
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//
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//==========================================================//
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vec2 castRay( vec3 ro, vec3 rd )
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{
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int i = 0; // raycaster iteration loop factor
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float close = 1.0; // raycaster min distance
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float far = 3.0; // raycaster max distance
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float p = PR * close; // raycaster precision
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float id = .0; // casted object id
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while( i ++< IT)
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{
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vec2 res = map(ro + rd * close); // map() > response vec2(depth, id)
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if(abs(res.x) < p || close > far) break; // break when object something is encountred or when outside of bounds
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close += res.x; // add depth to caster
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id = res.y; // write object'id
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}
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//if( close > far ) id = .0; // when there no response we return the background id
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return vec2( close, id ); // return depth value and id
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}
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//==========================================================//
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// NORMALS
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//
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//==========================================================//
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vec3 calcNormal( vec3 pos )
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{
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vec2 e = vec2(1., -1.) * PR;
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return normalize(e.xyy * map(pos + e.xyy).x +
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e.yyx * map(pos + e.yyx).x +
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e.yxy * map(pos + e.yxy).x +
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e.xxx * map(pos + e.xxx).x );
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}
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//==========================================================//
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// RENDERER
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//
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//==========================================================//
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vec3 render (vec2 p, vec3 ro, vec3 rd )
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{
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vec2 res = castRay(ro,rd);
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float t = res.x;
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float m = res.y;
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vec3 col = vec3(.0,.0,.0);
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vec3 pos = ro + t * rd;
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vec3 nor = calcNormal(pos);
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// material color
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col = .45 + .55 * sin(vec3(.05, .08, .1) * m - 1.);
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// depth fog
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col = mix(col, vec3(.0,.0,.0), 1. - exp(-0.02 * pow(t, 9.5)));
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return vec3( clamp(col,.0,1.0));
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}
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//==========================================================//
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// CAMERA
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//
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//==========================================================//
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mat3 setCamera(vec3 ro)
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{
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vec3 cw = normalize(- ro);
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vec3 cp = vec3(sin(.0), cos(.0), .0);
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vec3 cu = normalize(cross(cw,cp));
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vec3 cv = normalize(cross(cu,cw));
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return mat3(cu, cv, cw);
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}
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//==========================================================//
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// MAIN
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//
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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 tot = vec3(.0,.0,.0);
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vec2 p = (-R.xy + 2.0 * fragCoord)/R.y;
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vec2 mo = iMouse.xy/iResolution.xy;
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// camera
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//---------------------------
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vec3 ro = vec3(1.6*cos(iTime*.6),.0,1.6*sin(iTime*.6));
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mat3 ca = setCamera(ro);
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// ray direction
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vec3 rd = ca * normalize(vec3(p.xy, 2.));
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// render
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vec3 col = render(p, ro, rd);
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// gamma
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col = pow( col, vec3(0.25) );
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tot += col;
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fragColor = vec4( tot, 1.0 );
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}
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