port from perforce

This commit is contained in:
2026-04-18 22:31:51 +02:00
commit 8d0ab5b7cc
8409 changed files with 3972376 additions and 0 deletions

698
ev12-4k/mark.fs Normal file
View File

@@ -0,0 +1,698 @@
int w= 1;
@D
//#version 420
@@
// Parameters from our host
// x: Scene
// y: Zeit
// z: Quadratzeit mit Faktor
// w: Aspect ratio
in vec2 Y,Z;
// All data of our world
float L, cFac, CurTime, CurStep, pi= acos(-1.0);
vec2 CurNormal;
varying out vec3 cRes;
vec3 CurColor,p,FogColor= vec3( 0.9, 0.9, 1.0 );
vec2 rotate(vec2 v,float y)
{
return cos(y)*v+sin(y)*vec2(-v.y,v.x);
}
//repeat around y axis w times
//void rp(inout vec3 p, float trans, float w)
float repeatr(inout vec2 v,float x, float y)
{
float a= atan(v.y,v.x);
float z=mod(a,y)-y*.5;
v=(length(v))*vec2(cos(z),sin(z));
v.x-=x;
return z-a;
}
void repeat( inout float w, float y )
{
w= mod( w - y*.5, y ) - y*.5;
}
void repeate( inout float w, float y, float z )
{
w= max( abs(w)-z, mod( w - y*.5, y ) - y*.5);
}
float row( float w, float y)
{
return floor( ( w - y*.5 )/ y );
}
//radius of the torus/ radius of the ring
float torus(vec3 p,float f)
{
return length(vec2(length(p.xz) - f,p.y));
}
/*float signedDistToBox( vec3 p, vec3 b )
{
vec3 di = abs(p) - b;
float mc = maxcomp(di);
return mc<0.0 ? mc : length(max(di,0.0));
}*/
/*float CBox( in vec3 p, in vec3 box, float rad )
{
return length( max( abs(p) - box + vec3(rad), 0.0 ) ) - rad;
}*/
/*float EndlessBar( vec2 p, float y, float z )
{
return length( max( abs(p) - vec2(y) + vec2(z), 0.0 ) ) - z;
}*/
float noise3D( vec3 p )
{
return fract( sin( p.x * 151.0 + p.y * 33.0 + p.z ) * 11.0 );
}
float smoothnoise(vec3 p)
{
vec2 e = vec2(1.0, 0.0);
vec3 o= smoothstep(0.0,1.0,fract( p ));
p= floor( p );
vec4 n= mix(
vec4(
noise3D( p+e.yyy),//n000,
noise3D( p+e.xyy),//n100,
noise3D( p+e.yxy),//n010,
noise3D( p+e.xxy)),//n110),
vec4(
noise3D( p+e.yyx),//n001,
noise3D( p+e.xyx),//n101,
noise3D( p+e.yxx),//n011,
noise3D( p+e.xxx)),//n111),
o.z);
e = mix(n.xy, n.zw, o.y);
return mix(e.x, e.y, o.x);
}
float plasm(float x, float a, float b,float c)
{
return sin(x+a+c*sin(x+b));
}
/*float base(vec3 z)
{
vec3 y=z;
y.y+=0.8+sin(CurTime);
return min(
(y.y < 0.0 ? length(y):length(y.xz))-0.6,
max(
-length(z.xz)+0.8,
min(
-z.y,
max(
length(z.xz)-1.0,
-0.2-z.y))));
}*/
float f0(vec3 p)
{
return 250.0;
}
float f1(vec3 p)
{
float d= 999.0;
float a= atan(p.x,p.z)+CurTime;
p.x= length(p.xz) - 94.0;
for( float b= 0.0; b < 3.0; b++ )
{
vec3 o=p;
o.x+= 5.0*sin( (a+b*2.0*pi)*16.0/3.0 );
o.y+= 5.0*sin( (a+b*2.0*pi)*8.0/3.0 );
d= min( d, length(o.xy) - 2.0 );
}
return d;
}
float f2(vec3 p)
{
repeatr( p.zx, 96.0, pi/90.0);
repeatr( p.yz, 11.0, pi/9.0);
return max(
-length(p.xz)+0.8,
min(
-p.y,
max(
length(p.xz)-1.0,
-0.2-p.y)));
}
float f3(vec3 p)
{
float b= repeatr( p.zx, 96.0, pi/90.0);
float a= repeatr( p.yz, 11.0, pi/9.0);
p.y+= 0.5*plasm( 2.0*CurTime*pi,
b,
a,
1.3);
return (p.y < 0.0 ? length(p):length(p.xz))-0.6;
}
float f4(vec3 p)
{
float s= plasm(
0.2*p.y,
row(p.x, 8.0),
row(p.z, 8.0),
1.0);
repeat(p.x, 8.0 );
repeat(p.z, 8.0 );
vec2 y= abs(abs(rotate(p.xz,s)) - 0.4);
repeat(p.y,0.5);
return max( max(y.x,y.y)-0.3, 0.1 - max( abs(p.y),min(y.x,y.y)));
}
float f5(vec3 p)
{
float s= plasm(
2.0*CurTime*pi,
row(p.x, 8.0),
row(p.z, 8.0),
1.0);
repeate(p.x, 8.0, 16.0 );
repeate(p.z, 8.0, 48.0 );
vec3 o= p;
p.y-=s;
repeat(p.y, 12.0 );
p.y= abs(p.y) - 4.0;
repeat(o.y, 5.0);
return min(torus(p, 2.0)-0.5, max( length( o ) - 1.5, abs( o.y ) - 0.5 ));
}
float f6(vec3 p)
{
float s= plasm(
2.0*CurTime*pi,
row(p.x, 8.0),
row(p.z, 8.0),
1.0);
repeate(p.x, 8.0, 16.0 );
repeate(p.z, 8.0, 48.0 );
vec3 o= p;
p.y-=s;
repeat(p.y, 12.0 );
float f= max( abs(p.y)-4.0, abs(2.0-length(p.xz))-0.25);
repeat( p.y, 1.0 );
return max( f,-abs(p.y) + 0.4 );
}
float f7(vec3 p )
{
return 18.0 + p.y;
}
float f8(vec3 p)
{
repeatr( p.zx, 8.0, pi/8.0);
repeat(p.y, 7.0 );
float s= length( p ) - 9.0;
repeate(p.y, 2.2, 2.2 );
p.x= abs( p.x ) - 2.0;
return max( s,(p.x > 0.0 ? length(p.xy):abs(p.y))-1.0 );
}
float f9(vec3 p)
{
repeatr( p.zx, 8.0, pi/8.0);
return p.z-8.0;
}
float f10(vec3 p)
{
p.x= abs( p.x );
repeat( p.z, 6.0 );
float s= min( 28.5 - p.x, max( 24.0 - p.x, abs(p.z) - 2.0 ));
p.yz= rotate( p.yz, pi/4.0);
repeat( p.x, 3.0 );
repeat( p.y, 3.0 );
repeat( p.z, 3.0 );
return max( s, 1.0 - length( p ) );
}
float f11(vec3 p)
{
p.x+= 29.0;
//p.x+= 32.0 * (CurTime+1.0)*(cos(4.0*row(p.y, 20.0)));
p.xz= rotate( p.xz, (CurTime+1.0)*(cos(4.0*row(p.y, 20.0))));
repeat( p.y, 20.0 );
repeatr( p.xz, .0, pi/5.0);
return max( length( length( p.xz )-51.0)-0.25, max( length(p.y)-5.0, length(p.z)-10.0 ));
/*p.x+= 20.0;
//p.x+= 32.0 * (CurTime+1.0)*(cos(4.0*row(p.y, 20.0)));
p.xz= rotate( p.xz, (CurTime+1.0)*(cos(4.0*row(p.y, 20.0))));
repeat( p.y, 20.0 );
repeatr( p.xz, 40.0, pi/5.0);
vec3 v= abs(p)-vec3(0.25,5.0,10.0);
return max( v.x, max( v.y, v.z ));*/
/*p.z+= 32.0 * (CurTime+1.0)*(cos(4.0*row(p.y, 20.0)));
repeat( p.y, 20.0 );
repeat( p.z, 28.0 );
p.x-=21.0;
vec3 v= abs(p)-vec3(0.25,5.0,10.0);
return max( v.z, max( v.y, v.x ));*/
// repeate( p.x, 4.0, 8.0 );
// return min( torus(p.xzy, 1.5) - 0.4, max( v.x, max( v.y, v.z )));
}
float f12(vec3 p)
{
float l= sin( 999.0*repeatr( p.xz, 61.0, pi/32.0) );
p.y+=64.0*l*CurTime;
l= l + 2.0;
repeat( p.y, l*2.0+5.0);
l= max( length(p.x)-0.5 ,max(length(p.y)-l, length(p.z )-1.0 ) );
p.yz= rotate( p.yz, pi/4.0);
p.x+= 0.5;
repeat( p.y, 0.5 );
repeat( p.z, 0.5 );
return max( l, 0.2 - length( p ) );
//return 36.0 - length( length( p.xz ) - 40.0 );
}
float f13(vec3 p)
{
float l= sin( (999.0* repeatr( p.xz, 64.0, pi/22.0)) );
p.y+=32.0*l*CurTime;
l= l + 6.0;
repeat( p.y, l*2.0+1.0);
l= max( -p.x ,max(length(p.y)-l, length(p.z )-4.0 ) );
p.yz= rotate( p.yz, pi/4.0);
repeat( p.y, 3.0 );
repeat( p.z, 3.0 );
return min( 5.0-p.x, max( l, 1.0 - length( p ) ) );
}
float f14(vec3 p)
{
p.y-= CurTime * 260.0;
p.xz= rotate( p.xz, CurTime*2.0);
repeatr( p.zx, 39.0, pi/6.0);
repeat( p.y, 260.0 );
p.yz= rotate( p.yz, 0.5);
return max( max(length(p.y)- 36.0, length(p.x )-5.0 ), p.z);
}
float f15(vec3 p)
{
p.y-= CurTime * 260.0;
p.xz= rotate( p.xz, CurTime*2.0);
repeatr( p.zx, 40.0, pi/6.0);
repeat( p.y, 260.0 );
p.yz= rotate( p.yz, 0.5);
return max( max(length(p.y)- 35.0, length(p.x )-4.0 ), p.z);
}
float f(vec3 p)
{
if( w == 1 )
return min( min( f1(p), f2(p) ), f3(p) );
else if ( w == 2 )
return min(min(min(f4(p),f5(p)),f6(p)),f7(p));
else if ( w == 3 )
return min(min(min(f8(p),f9(p)),f10(p)),f11(p));
else if ( w == 0 )
return min(min(min(f12(p),f13(p)),f14(p)),f15(p));
}
void ToRes(vec3 Color, float Factor)
{
cRes+= Color * cFac;
cFac*= Factor;
}
void main()
{
CurTime= fract(Y.x);
int CurScene= int(Y.x), m=2;
// Get the look direction for the current pixel (always look forwards)
vec3 rayDir = vec3((Z.xy - 0.5), 0.8);
if(CurScene--==0)
{
p= vec3(2.0, 220.0*CurTime, 58.0);
rayDir.yz= rotate( rayDir.yz, -1.0-CurTime );
}
else if(CurScene--==0)
{
p= vec3(0.0, 130.0*CurTime-90.0, 10.0);
rayDir.yz= rotate( rayDir.yz, 1.0*CurTime );
rayDir.xz= rotate( rayDir.xz, 2.0*CurTime );
}
else if(CurScene--==0)
{
p= vec3(0.0, 400.0*CurTime-30.0, -58.0);
rayDir.yz= rotate( rayDir.yz, 1.0 );
}
else if(CurScene--==0)
{
p= vec3(0.0, 20.0, -62.0);
rayDir.yz= rotate( rayDir.yz, -1.2*CurTime );
}
else if(CurScene--==0)
{
p= vec3( 0.0, -8.0, 90.0);
rayDir.yz= rotate( rayDir.yz, -2.0*CurTime );
rayDir.xz= rotate( rayDir.xz, 3.6 );
}
else if(CurScene--==0)
{
p= vec3( 90.0, -8.0, 0.0);
rayDir.xz= rotate( rayDir.xz, -CurTime );
}
else if(CurScene--==0)
{
p= vec3( 105.0, 0.0, 0.0);
rayDir.xz= rotate( rayDir.xz, CurTime );
}
else if(CurScene--==0)
{
p= vec3( 0.0, 0.0, 105.0);
rayDir.xz= rotate( rayDir.xz, 3.6+CurTime );
}
else if(CurScene--==0)
{
p= vec3( 6.0, 5.0, 12.0 *CurTime);
}
else if(CurScene--==0)
{
p= vec3( 4.0, -16.0, -6.0 - CurTime * 22.0);
rayDir.xz= rotate( rayDir.xz, 1.0 );
rayDir.yz= rotate( rayDir.yz, -0.3 );
}
else if(CurScene--==0)
{
p= vec3( 3.0, -15.0+40.0*CurTime, 17.0 );
rayDir.yz= rotate( rayDir.yz, 1.0-CurTime );
rayDir.xz= rotate( rayDir.xz, 2.0+CurTime );
}
else if(CurScene--==0)
{
p= vec3( -2.0, 7.0, 20.0);
rayDir.xz= rotate( rayDir.xz, 2.2+CurTime );
}
else if(CurScene--==0)
{
p= vec3( 19.0, 140.0*CurTime-120.0, 0.0 );
rayDir.yz= rotate( rayDir.yz, -1.5 );
rayDir.xz= rotate( rayDir.xz, 1.0+1.0*CurTime );
}
else if(CurScene--==0)
{
p= vec3( -20.0, 20.0, -30.0 );
rayDir.yz= rotate( rayDir.yz, -0.5 );
rayDir.xz= rotate( rayDir.xz, -0.5-0.5*CurTime );
}
else if(CurScene--==0)
{
p= vec3(5.0, 15.0*CurTime+70.0, -30.0);
rayDir.yz= rotate( rayDir.yz, 0.9 );
}
else
{
p= vec3(-12.0, 6.0, -55.0);
rayDir.yz= rotate( rayDir.yz, -1.5*CurTime );
}
@D
/////////////////////////////////////////////////////////////////////
//Debugzeug fuer Kamerasteuerung
if( true )
{
p.x= gl_ModelViewMatrix[0][0];
p.y= gl_ModelViewMatrix[0][1];
p.z= gl_ModelViewMatrix[0][2];
float a1= gl_ModelViewMatrix[1][1];
float c1,s1;vec3 q1= vec3((Z.xy - 0.5), 0.7);
c1 = cos(a1); s1 = sin(a1);
rayDir.y = c1 * q1.y - s1 * q1.z;
rayDir.x= q1.x;
rayDir.z = s1 * q1.y + c1 * q1.z;
a1= gl_ModelViewMatrix[1][0];
q1=rayDir;
c1 = cos(a1); s1 = sin(a1);
rayDir.x = c1 * q1.x + s1 * q1.z;
rayDir.z = -s1 * q1.x + c1 * q1.z;
}
//Ende Debugzeug fuer Kamerasteuerung
/////////////////////////////////////////////////////////////////////
@@
rayDir = normalize(rayDir);
cRes= vec3( .0 );
cFac=1.0;
//float t=smoothnoise( rayDir*666.0 )*0.1,y,z;
float t=0.0,nextT=0.0;
while (m--==0&&t<250.0)
{
t= nextT;
nextT=0.5;
//bis zu einer Oberflaeche steppen
//for (CurStep=1.0;t<250.0 && CurStep>t*.003;t+=0.01+max(0.0, CurStep) )
for (CurStep=1.0;t<250.0 && CurStep>t*.002;t+=CurStep )
{
CurStep = f(p+rayDir*t);
}
//Startpunkt und Richtung fuer reflektierten Strahl;
p+= rayDir*t;
CurNormal = vec2(0.1, 0.0);
vec3 n= vec3(
f(p + CurNormal.xyy) - f(p - CurNormal.xyy),
f(p + CurNormal.yxy) - f(p - CurNormal.yxy),
f(p + CurNormal.yyx) - f(p - CurNormal.yyx) );
n= normalize(n);
//CurStep ab hier == Reflektion !!!
//////////////////////////////////////
///material Anfang
CurColor = vec3(.1);
CurStep= .8;
CurNormal.y= 0.5;
if( w == 1 )
{
L= f1(p);
CurColor = vec3(0.0,0.6,0.7 );
CurStep= 0.4;
if( L > f0(p) )
{
L= f0(p);
CurColor = vec3(0.6,0.9,1.25 );
CurStep= .1;
nextT=250.0;
}
if( L > f3(p) )
{
L= f3(p);
CurColor = vec3(1.0,0.5,0.0 );
CurStep= 0.1;
nextT=250.0;
}
if( L > f2(p) )
{
L= f2(p);
CurColor = vec3(1.0);
CurStep= .0;
nextT=250.0;
}
}
else if( w == 2 )
{
CurNormal.y= 1.5;
L= f5(p);
if( L > f4(p) )
{
L= f4(p);
CurColor = vec3(0.6,0.9,1.25 );
CurStep= .1;
nextT=250.0;
}
if( L > f6(p) )
{
L= f6(p);
CurColor = vec3(1.0,0.5,0.0 );
CurStep= 0.1;
nextT=250.0;
}
if( L > f7(p) )
{
L= f7(p);
CurColor = vec3(1.0);
CurStep= .0;
nextT=250.0;
}
}
else if( w == 3 )
{
L= f8(p);
if( L > f9(p) )
{
L= f9(p);
CurColor = vec3(0.6,0.9,1.25 );//*0.8;
CurStep= .0;
nextT=250.0;
}
if( L > f11(p) )
{
L= f11(p);
CurColor = vec3(1.0,0.5,0.0 );
CurStep= 0.1;
nextT=250.0;
}
if( L > f10(p) )
{
L= f10(p);
CurColor = vec3(1.0);
CurStep= .0;
nextT=250.0;
}
}
else if( w == 0 )
{
CurNormal.y= 0.02;
L= f15(p);
if( L > f14(p) )
{
L= f14(p);
CurColor = vec3(0.6,0.9,1.25 );
CurStep= .0;
nextT=250.0;
}
if( L > f12(p) )
{
L= f12(p);
CurColor = vec3(1.0,0.5,0.0 );
CurStep= 0.1;
nextT=250.0;
}
if( L > f13(p) )
{
L= f13(p);
CurColor = vec3(1.0);
CurStep= .0;
nextT=250.0;
}
}
///material Ende
//////////////////////////////////////
//n.x+= (smoothnoise( p * CurNormal.y ) + smoothnoise( p * CurNormal.y * 2.0 ) + smoothnoise( p * CurNormal.y * 4.0 )) * CurNormal.x;
//n.y+= (smoothnoise( p * CurNormal.y ) + smoothnoise( p * CurNormal.y * 2.0 ) + smoothnoise( p * CurNormal.y * 4.0 )) * CurNormal.x;
//n.z+= (smoothnoise( p * CurNormal.y ) + smoothnoise( p * CurNormal.y * 2.0 ) + smoothnoise( p * CurNormal.y * 4.0 )) * CurNormal.x;
n+= (smoothnoise( p * CurNormal.y ) + smoothnoise( p * CurNormal.y * 2.0 ) + smoothnoise( p * CurNormal.y * 4.0 )) * CurNormal.x;
n= normalize(n);
float Ambient= 0.3;
for( int i= 0; i < 4; ++i )
{
vec3 LightPos;
if( w == 1 )
{
LightPos= vec3(0.0,4.3,102.3);
LightPos.xz= rotate( LightPos.xz, i*0.2-2.0*CurTime );
}
else if( w == 2 )
{
LightPos= vec3(0.0,10.0*sin( i+2.0*CurTime),12.0);
LightPos.xz= rotate( LightPos.xz, i*3.0 );
}
else if( w == 3 )
{
LightPos= vec3(0.0,250.0*CurTime-i*50.0,20.0);
LightPos.xz= rotate( LightPos.xz, cos(i)*20.0*CurTime );
}
else if( w == 0 )
{
LightPos= vec3(0.0,200.0*sin( i+2.0*CurTime),58.0);
LightPos.xz= rotate( LightPos.xz, cos(i)*20.0*CurTime );
}
vec3 LightDist= p-clamp(dot(p-LightPos,rayDir)/t,0.0,1.0)*rayDir*t;
L= smoothstep(2.0, 0.0, length(LightDist-LightPos));
ToRes(vec3(3.0, 2.5, 2.0)*L,1.0-L);
LightPos-=p;
Ambient+= 0.4 * ( dot(normalize(LightPos),n))*smoothstep(80.0, 0.0, length(LightPos));
}
L= smoothstep( 0.0,220.0*smoothstep(0.0,0.5,Y.x), t );
ToRes(FogColor*L,1.0-L);
rayDir= reflect( rayDir, n );
CurColor*= Ambient;
Ambient= 1.0;
for (L= 6.0;L>0.;L--)
{
Ambient-=(L*.5-f(p+n*L*.5))/exp2(L);
}
CurColor*= Ambient;
ToRes(CurColor,CurStep);
}
cRes*=smoothstep(16.0,15.65,Y.x);
//gl_FragColor.xyz = cRes;// + cFac*FogColor;
// z= 0.85;
// rayDir.yz= rotate( rayDir.yz, 0.6 );
// z+= rayDir.y * 0.2;
// if( rayDir.y > 0.0 )
// {
// repeatr(rayDir.xz, 0.4, pi/8.0);
// rayDir.x= abs( rayDir.x ) - .2;
// z+= pow( smoothstep(.2, .0, mix( abs(rayDir.z),length(rayDir.xz), step(0.0, rayDir.x) ) ), 22.0 );
// }
// gl_FragColor.xyz = cRes + cFac*z;
}