port from perforce

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2026-04-18 22:31:51 +02:00
commit 8d0ab5b7cc
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const int shader= 0;
@D
//#version 430
@@
// Parameters from our host
// x: Scene+Zeit
// y: Hoehe
// z: Aspect
uniform vec3 Y;
// All data of our world
float cFac, CurTime, CurTime2, CurScene, CurStep, pi2= 6.28319;
int m;
vec2 CurNormal;
vec3 cRes, CurColor = vec3(0.), RayStep = vec3(0.);
vec3 LightColor= vec3( 8., 4., 2.0);
vec3 BackColor= vec3( 0.7, 1.0, 1.2);
vec4 HitMaterial;
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 a-z;
}
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 CBox2D( in vec2 p, in vec2 box, float rad )
{
return length( max( abs(p) - box + vec2(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 smin( float a, float b, float k )
{
float h = clamp( 0.5+0.5*(b-a)/k, 0.0, 1.0 );
return mix( b, a, h ) - k*h*(1.0-h);
}
float hash( vec2 p )
{
float h = dot(p,vec2(23.2,15.7));
return fract(sin(h)*232.45);
}
float noise(vec2 p)
{
vec2 e = vec2(1.0, 0.0);
vec2 i = floor( p );
vec2 f = fract( p );
f *= f*(3.0-2.0*f);
return -0.5 + mix( mix( hash( i + e.yy ),
hash( i + e.xy ), f.x),
mix( hash( i + e.yx ),
hash( i + e.xx ), f.x), f.y);
}
float wdings(vec3 p, float t)
{
p.y -= min( 11.0, -33.0 + 22.0 * Y.x - CurScene * 11.0);
p.xy= rotate( p.xy, 2.3 * t );
p.yz= rotate( p.yz, 1.9 * t );
repeate(p.x, 10.0, 10.0);
repeate(p.y, 10.0, 10.0);
repeate(p.z, 10.0, 10.0);
vec2 e = vec2(6.0, 0.5);
float b = min(min(CBox(p, e.xyy, 0.2), CBox(p, e.yxy, 0.2)), CBox(p, e.yyx, 0.2));
return smin(length(p) - 3.0, b, 1.0);
}
float f0(vec3 p)
{
float w = wdings(p, CurTime - 0.02);
float r = p.y;
p /= 0.2;
p.x += CurTime;
r += abs (0.01 * noise(p.xz));
p /= 2.8;
p.x += CurTime;
r += abs (0.02 * noise(p.xz));
p /= 2.8;
p.x += CurTime;
r += abs (0.04 * noise(p.xz));
p /= 2.8;
p.x += CurTime;
r += abs (0.2 * noise(p.xz));
return smin (r, r + w - 2.0, 2.0);
}
float f1(vec3 p)
{
return wdings(p, CurTime);
}
float f2(vec3 p)
{
vec3 o = p;
o.y -= min( 18.0, -50.0 + 18.0 * Y.x);
o.xy= rotate( o.xy, 2.3 * CurTime );
o.yz= rotate( o.yz, 1.9 * CurTime );
float r = min(1.0, 1.0 + p.z + Y.x * 44.0 - 377.0);
p.x -= plasm(p.z * 0.3, 0.5, CurTime, 0.4);
p.y -= 5.0 + plasm(p.z * 0.2, CurTime, 0.0, 1.2 + sin(CurTime));
return CBox2D(p.xy, vec2(r * 0.2, r), r * 0.2);
max(
max(
CBox(o, vec3(12.0,12.0,12.0), 1.0),
1.0 - wdings(p, CurTime)),
length(o) - 50.0 * (Y.x - 6.0))
- plasm(0.3 * p.x, 8.0 * CurTime, 0.3 * p.y, sin(0.3 *p.z));
}
float f3(vec3 p)
{
repeatr(p.zx, 88.0, pi2 / 6.0);
repeatr(p.zx, 33.0, pi2 / 12.0);
float d = length(p.x);
return max(p.z - d + pow(d, 1.1), p.y - 22.0);
}
float f(vec3 p)
{
//if( shader == 0 )
return min( min( min( f0(p), f1(p) ), f2(p) ), f3(p) );
//else if ( shader == 1 )
// return .0; //min(min(min(f4(p),f5(p)),f6(p)),f7(p));
//else if ( shader == 2 )
// return .0; //min(min(min(f8(p),f9(p)),f10(p)),f11(p));
//else if ( shader == 3 )
// return .0; //min( min(f12(p),f13(p)),f14(p));
}
void mat(vec3 p)
{
float z= 0.1;
if( z > f0(p) )
{
HitMaterial = vec4(-1.0, 9.0, 0.95, 1.0);
CurColor = vec3(.0,.0,.0 );
CurStep= 0.6;
}
if( z > f1(p) )
{
z= f1(p);
HitMaterial = vec4(-2.0, 3.0, 0.7, 1.1);
CurColor = vec3(1.0,1.5,1.8 );
CurStep= .1;
}
if( z > f2(p) )
{
z= f3(p);
HitMaterial = vec4(-2.0, 0.8, 0.5, 1.2);
CurColor = vec3(1.8,1.0,0.2);
CurStep= .1;
}
if( z > f3(p) )
{
z= f2(p);
HitMaterial = vec4(-1.0, 2., 0.8, 1.2);
CurColor = vec3(.9,.7,.6);
CurStep= .8;
CurNormal.y= 0.;
CurNormal.x= 0.;
//m=2;
}
}
void ToRes(vec3 Color, float Factor)
{
cRes+= Color * cFac;
cFac*= Factor;
}
vec3 lightSphere(vec3 normal, vec3 color, vec2 desc)
{
return smoothstep(desc.x, desc.y, dot(vec3( 0.86, 0.5, 0.0),normal)) * color;
}
void main()
{
//Z = (gl_FragCoord.xy / Y.zw) * vec2(Y.z/Y.w, 1);
CurTime= fract(Y.x);
CurScene= Y.x - fract(Y.x);
CurTime2= CurTime * CurTime;
// Get the look direction for the current pixel (always look forwards)
<<<<<<< .mine
vec3 rayDir = vec3((gl_FragCoord.xy / Y.y - 0.5), 1.0);
rayDir.x -= Y.z;
=======
vec3 rayDir = vec3((gl_FragCoord.xy / Y.z - 0.5), 0.8);
rayDir.x -= Y.w;
>>>>>>> .r1084
//Kamera sitzt an dieser Position
vec3 p = vec3( 0.0, 11.0, -CurTime * 33.0);
if( CurScene-- < 1.0 )
{
rayDir.yz= rotate( rayDir.yz, 1.5 - 2.0 * CurTime );
rayDir.xz= rotate( rayDir.xz, 4.0 + CurTime);
}
else if( CurScene-- < 1.0 )
{
p = vec3( -33.0, 6.0, -3.0);
rayDir.yz= rotate( rayDir.yz, 0.2 );
rayDir.xz= rotate( rayDir.xz, 4.5 );
}
else if( CurScene-- < 1.0 )
{
p = vec3( 0.0, 6.0, -22.0);
rayDir.yz= rotate( rayDir.yz, 0.4 - 0.6 *CurTime );
//rayDir.xz= rotate( rayDir.xz, 0.0 );
}
else if( CurScene-- < 1.0 )
{
p = vec3( -44.0, 8.0, -40.0);
rayDir.yz= rotate( rayDir.yz, 0.0 );
rayDir.xz= rotate( rayDir.xz, 4.5 + CurTime );
}
else if( CurScene-- < 1.0 )
{
////////////// Shader 1
p= vec3( 11.0, 66.* (1.0 - CurTime * 0.7), 190.);
rayDir.yz= rotate( rayDir.yz, 1.0 * (1.0 - CurTime * 0.5) );
rayDir.xz= rotate( rayDir.xz, 3.0 );
//CurTime2 = CurTime;
}
else if( CurScene-- < 1.0 )
{
p= vec3( -22.0, 11., 150.* (1.0 - CurTime * 0.1));
rayDir.yz= rotate( rayDir.yz, 0.2 );
rayDir.xz= rotate( rayDir.xz, 4.0 );
//CurTime2 = CurTime;
}
else if( CurScene-- < 1.0 )
{
p= vec3( -11.0, 9.0, 111.* (1.0 - CurTime * 0.1));
rayDir.yz= rotate( rayDir.yz, 0.3 );
rayDir.xz= rotate( rayDir.xz, 4.0* (1.0 - CurTime * 0.2) );
//CurTime2 = 0.0;
}
else if( CurScene-- < 1.0 )
{
p= vec3( 0.0, -99.* (0.5 + CurTime * 1.5), -6.);
rayDir.yz= rotate( rayDir.yz, -1.0 );
//CurTime2 = 0.0;
}
else if( CurScene-- < 1.0 )
{
////////////// Shader 2
p= vec3(-88.* (1. + CurTime * 1.), 10.0, -4.);
rayDir.yz= rotate( rayDir.yz, -0.3 );
rayDir.xz= rotate( rayDir.xz, 1. - CurTime );
}
else if( CurScene-- < 1.0 )
{
p= vec3(-88.* (1. - CurTime * 0.4), 13.0, 4.);
rayDir.yz= rotate( rayDir.yz, 0.3 );
rayDir.xz= rotate( rayDir.xz, 3. + CurTime );
}
else if( CurScene-- < 1.0 )
{
p= vec3(-33.* (1. - CurTime * 0.6), 103.0, -6.);
rayDir.yz= rotate( rayDir.yz, 0.6 );
rayDir.xz= rotate( rayDir.xz, 6. );
CurTime2 *= 2.0;
}
else if( CurScene-- < 1.0 )
{
p= vec3( -8.0, -99.* (CurTime * 1.8), 6.);
rayDir.yz= rotate( rayDir.yz, 0.6 + CurTime );
rayDir.xz= rotate( rayDir.xz, 3. );
CurTime2 *= 2.0;
}
else if( CurScene-- < 1.0 )
{
////////////// Shader 3
p= vec3( -88., 22.0, -99.0 * (1.0 - CurTime * 1.2));
//rayDir.yz= rotate( rayDir.yz, 0.6 + CurTime );
rayDir.xz= rotate( rayDir.xz, 5.5 );
CurTime = CurTime * 8.0 + 0.6;
CurTime2 = mod( CurTime, 1.0);
}
else if( CurScene-- < 1.0 )
{
p= vec3( 166.0, 44.0, 99.0 * (1.0 - CurTime * 3.3));
rayDir.yz= rotate( rayDir.yz, 0.4 );
rayDir.xz= rotate( rayDir.xz, 1.0 - CurTime );
CurTime = CurTime * 8.0 + 0.6;
CurTime2 = mod( CurTime, 1.0);
}
else if( CurScene-- < 1.0 )
{
p= vec3( -99.0 * (1.0 - CurTime * 3.3), 88.0, -44.0);
rayDir.yz= rotate( rayDir.yz, 0.6 + CurTime );
rayDir.xz= rotate( rayDir.xz, 2.5 );
CurTime = CurTime * 8.0 + 0.6;
CurTime2 = mod( CurTime, 1.0);
}
else if( CurScene-- < 1.0 )
{
p= vec3( -99.0 * (1.0 - CurTime * 0.8 ), 12.0, 99.0);
//rayDir.yz= rotate( rayDir.yz, 0.6 + CurTime );
rayDir.xz= rotate( rayDir.xz, 4.5 );
CurTime = CurTime * 8.0 + 0.6;
CurTime2 = mod( CurTime, 1.0);
}
CurScene= Y.x - fract(Y.x);
@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), 0.6);
float ScreenHeight = Y.z;
float AspectOffset = 1280.0 / 720.0 * 0.5 - 0.5; //= 0.445;
vec3 q1 = vec3((gl_FragCoord.xy / Y.y - 0.5), 0.6);
q1.x -= Y.z;
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,.0,.0 );
cFac=1.0;
//float t=smoothnoise( rayDir*666.0 )*0.1,y,z;
//float t= 0.5 * plasm(999. * rayDir.x, 999. * rayDir.z, 999. * rayDir.y,999. * rayDir.z),y,z;
float t= 0.0,y,z;
m=0;
HitMaterial = vec4(-3.0, 8.0, 0.98, 1.0);
while(m++<2)
{
//bis zu einer Oberflaeche steppen
//for (CurStep=1.0;t<250.0 && CurStep>t*.003;t+=0.01+max(0.0, CurStep),RayStep=rayDir*t )
for (CurStep=1.0;t<250.0 && CurStep>t*.0005;t+=CurStep,RayStep=rayDir*t )
{
CurStep = f(p+RayStep);
}
vec3 NextPos = p+RayStep;
//Startpunkt und Richtung fuer reflektierten Strahl;
p= NextPos;
CurNormal = vec2(0.04, 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 !!!
mat(p);
if( t > 250.0 )
{
if( m < 2)
{
HitMaterial = vec4(-3.0, 8.0, 0.98, 1.0);
}
break;
}
rayDir= reflect( rayDir, n );
//float ao(vec3 p, vec3 n, float d, float i) {
y= 8.0;
for (z=1.0;y>0.;y--)
{
z-=.5*(y-f(p+n*y))/exp2(y);
}
CurColor*= z;
CurColor*= lightSphere(rayDir, BackColor, HitMaterial.xy);
cRes+= cFac*CurColor;//*(1.0-Reflect);
cFac*= CurStep;// Reflect * (1.0-t/tmax);
t= 0.5;
}
gl_FragColor.xyz = smoothstep(15.8, 15.79, Y.x) * (cRes + cFac*
( lightSphere(rayDir, LightColor, HitMaterial.zw) +
lightSphere(rayDir, BackColor, HitMaterial.xy)));
}