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0092a08dfc
This adds a small demo of using OpenGL shaders, it renders a quad over the entire widget with a custom fragment shader. The coordinates and the uniform names are compatible with the ones on shadertoy.com (although some features, like texture inputs are missing currently). The default shader in the demo is https://www.shadertoy.com/view/wsjBD3 which is CC0, so it is redistributable by Gtk+ (most other shaders are CC-BY-NC-SA which isn't obviously compatible). I also added a set of buttons loading a few other CC0 shaders I found.
346 lines
7.9 KiB
GLSL
346 lines
7.9 KiB
GLSL
// Originally from: https://www.shadertoy.com/view/wsjBD3
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// License CC0: A battered alien planet
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// Been experimenting with space inspired shaders
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#define PI 3.141592654
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#define TAU (2.0*PI)
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#define TOLERANCE 0.00001
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#define MAX_ITER 65
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#define MIN_DISTANCE 0.01
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#define MAX_DISTANCE 9.0
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const vec3 skyCol1 = vec3(0.35, 0.45, 0.6);
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const vec3 skyCol2 = vec3(0.4, 0.7, 1.0);
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const vec3 skyCol3 = pow(skyCol1, vec3(0.25));
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const vec3 sunCol1 = vec3(1.0,0.6,0.4);
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const vec3 sunCol2 = vec3(1.0,0.9,0.7);
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const vec3 smallSunCol1 = vec3(1.0,0.5,0.25)*0.5;
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const vec3 smallSunCol2 = vec3(1.0,0.5,0.25)*0.5;
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const vec3 mountainColor = 1.0*sqrt(vec3(0.95, 0.65, 0.45));
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const float cellWidth = 1.0;
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const vec4 planet = vec4(80.0, -20.0, 100.0, 50.0)*1000.0;
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void rot(inout vec2 p, float a) {
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float c = cos(a);
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float s = sin(a);
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p = vec2(p.x*c + p.y*s, -p.x*s + p.y*c);
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}
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vec2 mod2(inout vec2 p, vec2 size) {
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vec2 c = floor((p + size*0.5)/size);
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p = mod(p + size*0.5,size) - size*0.5;
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return c;
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}
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float circle(vec2 p, float r) {
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return length(p) - r;
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}
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float egg(vec2 p, float ra, float rb) {
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const float k = sqrt(3.0);
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p.x = abs(p.x);
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float r = ra - rb;
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return ((p.y<0.0) ? length(vec2(p.x, p.y )) - r :
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(k*(p.x+r)<p.y) ? length(vec2(p.x, p.y-k*r)) :
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length(vec2(p.x+r,p.y )) - 2.0*r) - rb;
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}
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vec2 hash(vec2 p) {
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p = vec2(dot (p, vec2 (127.1, 311.7)), dot (p, vec2 (269.5, 183.3)));
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return -1. + 2.*fract (sin (p)*43758.5453123);
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}
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vec2 raySphere(vec3 ro, vec3 rd, vec4 sphere) {
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vec3 center = sphere.xyz;
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float radius = sphere.w;
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vec3 m = ro - center.xyz;
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float b = dot(m, rd);
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float c = dot(m, m) - radius*radius;
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if(c > 0.0 && b > 0.0) return vec2(-1.0, -1.0);
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float discr = b * b - c;
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if(discr < 0.0) return vec2(-1.0);
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float normalMultiplier = 1.0;
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float s = sqrt(discr);
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float t0 = -b - s;
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float t1 = -b + s;;
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return vec2(t0, t1);
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}
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float noise1(vec2 p) {
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vec2 n = mod2(p, vec2(cellWidth));
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vec2 hh = hash(sqrt(2.0)*(n+1000.0));
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hh.x *= hh.y;
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float r = 0.225*cellWidth;
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float d = circle(p, 2.0*r);
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float h = hh.x*smoothstep(0.0, r, -d);
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return h*0.25;
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}
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float noise2(vec2 p) {
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vec2 n = mod2(p, vec2(cellWidth));
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vec2 hh = hash(sqrt(2.0)*(n+1000.0));
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hh.x *= hh.y;
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rot(p, TAU*hh.y);
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float r = 0.45*cellWidth;
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// float d = circle(p, 1.0*r);
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float d = egg(p, 0.75*r, 0.5*r*abs(hh.y));
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float h = (hh.x)*smoothstep(0.0, r, -2.0*d);
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return h*0.275;
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}
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float height(vec2 p, float dd, int mx) {
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const float aa = 0.45;
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const float ff = 2.03;
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const float tt = 1.2;
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const float oo = 3.93;
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const float near = 0.25;
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const float far = 0.65;
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float a = 1.0;
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float o = 0.2;
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float s = 0.0;
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float d = 0.0;
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int i = 0;
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for (; i < 4;++i) {
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float nn = a*noise2(p);
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s += nn;
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d += abs(a);
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p += o;
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a *= aa;
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p *= ff;
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o *= oo;
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rot(p, tt);
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}
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float lod = s/d;
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float rdd = dd/MAX_DISTANCE;
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mx = int(mix(float(4), float(mx), step(rdd, far)));
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for (; i < mx; ++i) {
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float nn = a*noise1(p);
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s += nn;
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d += abs(a);
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p += o;
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a *= aa;
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p *= ff;
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o *= oo;
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rot(p, tt);
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}
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float hid = (s/d);
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return mix(hid, lod, smoothstep(near, far, rdd));
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}
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float loheight(vec2 p, float d) {
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return height(p, d, 0);
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}
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float height(vec2 p, float d) {
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return height(p, d, 6);
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}
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float hiheight(vec2 p, float d) {
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return height(p, d, 8);
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}
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vec3 normal(vec2 p, float d) {
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vec2 eps = vec2(0.00125, 0.0);
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vec3 n;
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n.x = (hiheight(p - eps.xy, d) - hiheight(p + eps.xy, d));
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n.y = 2.0*eps.x;
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n.z = (hiheight(p - eps.yx, d) - hiheight(p + eps.yx, d));
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return normalize(n);
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}
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const float stepLength[] = float[](0.9, 0.25);
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float march(vec3 ro, vec3 rd, out int max_iter) {
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float dt = 0.1;
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float d = MIN_DISTANCE;
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int currentStep = 0;
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float lastd = d;
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for (int i = 0; i < MAX_ITER; ++i)
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{
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vec3 p = ro + d*rd;
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float h = height(p.xz, d);
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if (d > MAX_DISTANCE) {
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max_iter = i;
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return MAX_DISTANCE;
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}
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float hd = p.y - h;
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if (hd < TOLERANCE) {
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++currentStep;
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if (currentStep >= stepLength.length()) {
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max_iter = i;
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return d;
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}
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d = lastd;
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continue;
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}
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float sl = stepLength[currentStep];
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dt = max(hd, TOLERANCE)*sl + 0.0025*d;
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lastd = d;
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d += dt;
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}
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max_iter = MAX_ITER;
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return MAX_DISTANCE;
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}
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vec3 sunDirection() {
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return normalize(vec3(-0.5, 0.085, 1.0));
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}
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vec3 smallSunDirection() {
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return normalize(vec3(-0.2, -0.05, 1.0));
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}
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float psin(float f) {
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return 0.5 + 0.5*sin(f);
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}
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vec3 skyColor(vec3 ro, vec3 rd) {
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vec3 sunDir = sunDirection();
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vec3 smallSunDir = smallSunDirection();
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float sunDot = max(dot(rd, sunDir), 0.0);
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float smallSunDot = max(dot(rd, smallSunDir), 0.0);
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float angle = atan(rd.y, length(rd.xz))*2.0/PI;
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vec3 skyCol = mix(mix(skyCol1, skyCol2, max(0.0, angle)), skyCol3, clamp(-angle*2.0, 0.0, 1.0));
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vec3 sunCol = 0.5*sunCol1*pow(sunDot, 20.0) + 8.0*sunCol2*pow(sunDot, 2000.0);
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vec3 smallSunCol = 0.5*smallSunCol1*pow(smallSunDot, 200.0) + 8.0*smallSunCol2*pow(smallSunDot, 20000.0);
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vec3 dust = pow(sunCol2*mountainColor, vec3(1.75))*smoothstep(0.05, -0.1, rd.y)*0.5;
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vec2 si = raySphere(ro, rd, planet);
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vec3 planetSurface = ro + si.x*rd;
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vec3 planetNormal = normalize(planetSurface - planet.xyz);
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float planetDiff = max(dot(planetNormal, sunDir), 0.0);
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float planetBorder = max(dot(planetNormal, -rd), 0.0);
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float planetLat = (planetSurface.x+planetSurface.y)*0.0005;
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vec3 planetCol = mix(1.3*vec3(0.9, 0.8, 0.7), 0.3*vec3(0.9, 0.8, 0.7), pow(psin(planetLat+1.0)*psin(sqrt(2.0)*planetLat+2.0)*psin(sqrt(3.5)*planetLat+3.0), 0.5));
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vec3 final = vec3(0.0);
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final += step(0.0, si.x)*pow(planetDiff, 0.75)*planetCol*smoothstep(-0.075, 0.0, rd.y)*smoothstep(0.0, 0.1, planetBorder);
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final += skyCol + sunCol + smallSunCol + dust;
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return final;
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}
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vec3 getColor(vec3 ro, vec3 rd) {
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int max_iter = 0;
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vec3 skyCol = skyColor(ro, rd);
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vec3 col = vec3(0);
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float d = march(ro, rd, max_iter);
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if (d < MAX_DISTANCE) {
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vec3 sunDir = sunDirection();
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vec3 osunDir = sunDir*vec3(-1.0, .0, -1.0);
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vec3 p = ro + d*rd;
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vec3 normal = normal(p.xz, d);
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float amb = 0.2;
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float dif1 = max(0.0, dot(sunDir, normal));
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vec3 shd1 = sunCol2*mix(amb, 1.0, pow(dif1, 0.75));
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float dif2 = max(0.0, dot(osunDir, normal));
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vec3 shd2 = sunCol1*mix(amb, 1.0, pow(dif2, 0.75));
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vec3 ref = reflect(rd, normal);
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vec3 rcol = skyColor(p, ref);
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col = mountainColor*amb*skyCol3;
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col += mix(shd1, shd2, -0.5)*mountainColor;
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float fre = max(dot(normal, -rd), 0.0);
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fre = pow(1.0 - fre, 5.0);
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col += rcol*fre*0.5;
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col += (1.0*p.y);
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col = tanh(col);
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col = mix(col, skyCol, smoothstep(0.5*MAX_DISTANCE, 1.0*MAX_DISTANCE, d));
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} else {
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col = skyCol;
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}
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// col += vec3(1.1, 0.0, 0.0)* smoothstep(0.25, 1.0,(float(max_iter)/float(MAX_ITER)));
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return col;
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}
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vec3 getSample1(vec2 p, float time) {
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float off = 0.5*iTime;
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vec3 ro = vec3(0.5, 1.0-0.25, -2.0 + off);
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vec3 la = ro + vec3(0.0, -0.30, 2.0);
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vec3 ww = normalize(la - ro);
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vec3 uu = normalize(cross(vec3(0.0,1.0,0.0), ww));
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vec3 vv = normalize(cross(ww, uu));
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vec3 rd = normalize(p.x*uu + p.y*vv + 2.0*ww);
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vec3 col = getColor(ro, rd) ;
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return col;
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}
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vec3 getSample2(vec2 p, float time) {
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p.y-=time*0.25;
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float h = height(p, 0.0);
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vec3 n = normal(p, 0.0);
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vec3 lp = vec3(10.0, -1.2, 0.0);
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vec3 ld = normalize(vec3(p.x, h, p.y)- lp);
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float d = max(dot(ld, n), 0.0);
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vec3 col = vec3(0.0);
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col = vec3(1.0)*(h+0.1);
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col += vec3(1.5)*pow(d, 0.75);
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return col;
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}
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void mainImage(out vec4 fragColor, vec2 fragCoord) {
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vec2 q = fragCoord.xy/iResolution.xy;
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vec2 p = -1.0 + 2.0*q;
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p.x *= iResolution.x/iResolution.y;
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vec3 col = getSample1(p, iTime);
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fragColor = vec4(col, 1.0);
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}
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