515 lines
4.7 KiB
Plaintext
515 lines
4.7 KiB
Plaintext
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// Parameters from our host
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// x: Scene
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// y: Zeit
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// z: Quadratzeit mit Faktor
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// w: Aspect ratio
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varying vec4 Y,Z;
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// All data of our world
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float j, k, g=acos(-1.0), h= sqrt( 0.75 );
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vec2 r(vec2 v,float y)
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{
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return cos(y)*v+sin(y)*vec2(-v.y,v.x);
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}
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//s around y axis w times
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void s(inout vec2 v,float x, float y)
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{
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float z=mod(atan(v.y,v.x),y)-y*.5;
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v=(length(v))*vec2(cos(z),sin(z));
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v.x-=x;
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}
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//radius of the l/ radius of the ring
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float l(vec3 p,float f)
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{
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return length(vec2(length(p.xz) - f,p.y));
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}
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float i( vec2 p, float y, float z )
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{
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return length( max( abs(p) - vec2(y) + vec2(z), 0.0 ) ) - z;
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}
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float u( vec3 p )
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{
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return fract( sin( p.x * 151.0 + p.y * 33.0 + p.z ) * 11.0 );
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}
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float w(vec3 p)
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{
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vec2 e = vec2(1.0, 0.0);
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vec3 o= smoothstep(0.0,1.0,fract( p ));
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p= floor( p );
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vec4 n= mix(
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vec4(
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u( p+e.yyy),//n000,
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u( p+e.xyy),//n100,
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u( p+e.yxy),//n010,
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u( p+e.xxy)),//n110),
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vec4(
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u( p+e.yyx),//n001,
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u( p+e.xyx),//n101,
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u( p+e.yxx),//n011,
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u( p+e.xxx)),//n111),
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o.z);
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e = mix(n.xy, n.zw, o.y);
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return mix(e.x, e.y, o.x);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// riesiges Hexgitter
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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float A(vec3 p)
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{
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vec3 o= p;
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p.x= mod( p.x + step( 2.0 * h, mod( p.y, 4.0 * h ) ), 2.0 ) - 1.0;
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p.y= mod( p.y, 2.0 * h )- h;
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//sHex( p.xy );
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o-= p;
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p.z-= (k == 10.0 ? 0.0 : 44.0) + 2.0 * smoothstep( -0.3, 0.3, cos( o.x * 0.03 + cos( o.y * 0.03 ) + j * 4.0 ) * cos( o.y * 0.01 + cos( o.x * 0.02 ) ) );
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float z= length( p )- 1.5;
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s( p.xy, 0.7, g/3.0);
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return max( z, p.x );
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}
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float B(vec3 p)
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{
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return length( p+vec3(sin( j* 3.0) * 22.0,j * 11.0,-22.0))- 22.0;
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}
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float C(vec3 p)
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{
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vec3 o= p;
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p.x= mod( p.x + step( 2.0 * h, mod( p.y, 4.0 * h ) ), 2.0 ) - 1.0;
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p.y= mod( p.y, 2.0 * h )- h;
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//sHex( p.xy );
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return max( abs( p.z + 1.0 ) - 0.2, h - length( p.xy ) );
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}
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float D(vec3 p)
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{
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return length( p-vec3(22.0,22.0,-14.0))- Y.z * 33.0 - 12.0;
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}
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float f(vec3 p)
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{
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float z= min( min( A(p), B(p) ), C(p) );
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return max(length(p) - 77.0, min( z, max( 0.5 - z, D(p) ) ) );
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}
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void main()
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{
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k= Y.x;
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j= Y.y;
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// Get the look direction for the current gxel (always look forwards)
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vec3 q = vec3((Z.xy - 0.5), 1.0);
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//Kamera sitzt an dieser Position
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vec3 p;
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if( k == 10.0 )
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{
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p= vec3( 33.0, 33.0, -11.0 + j * 5.0);
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q.yz= r( q.yz, 0.8 - j );
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q.xz= r( q.xz, 0.5 + j );
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}
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else if( k == 11.0 )
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{
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p= vec3(-11.0, -11.0, -11.0);
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q.yz= r( q.yz, -j * 0.7 );
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q.xz= r( q.xz, -j );
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}
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else if( k == 12.0 )
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{
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p= vec3(33.0, 11.0, 33.0);
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q.yz= r( q.yz, j * 0.4 );
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q.xz= r( q.xz, 1.2 + j * 0.6);
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}
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else if( k == 13.0 )
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{
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p= vec3( mix( 22.0 - 88.0 * Y.z, -44.0 * j, j), 22.0, 6.0 );
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q.yz= r( q.yz, j * 0.2 );
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q.xz= r( q.xz, 3.4 + sqrt(j) * 1.4 );
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}
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q = normalize(q);
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vec3 b= vec3( .0,.0,.0 );
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float a=1.0;
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float t=w( q*666.0 )*0.2,y,z,d,m=0;
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while (m++<2.0)
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{
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//bis zu einer Oberflaeche steppen
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for (d=1.0;t<66.0 && d>t*.003;t+=max( 0.01, d+0.01) )
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{
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d = f(p+q*t);
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}
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if( t > 66.0 )
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{
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break;
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}
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//Startpunkt und Richtung fuer reflektierten Strahl;
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p+= q*t;
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//vec3 n = normal(p);
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vec2 e = vec2(0.04, 0.0);
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vec3 n= vec3( f(p + e.xyy) - f(p - e.xyy), f(p + e.yxy) - f(p - e.yxy), f(p + e.yyx) - f(p - e.yyx) );
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n= normalize(n);
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z= A(p);
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//d ab hier == Reflektion !!!
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vec3 c = vec3(0.8,.0,.0 );
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d= .15;
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if( z > D(p) )
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{
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z= D(p);
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c = vec3(1.0,0.0,0.0 );
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d= .15;
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}
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if( z > B(p) )
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{
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z= B(p);
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c = vec3(0.05,.1,.2 );
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d= .7;
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e.y= 0.3;
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}
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if( z > C(p) )
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{
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z= C(p);
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c = vec3(0.0,0.6,0.8 ) * (0.9 - 0.15 / clamp(dot( n, q ), -1.0, -0.05));
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d= .2;
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e.y= 2.0;
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}
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n+= (w( p * e.y ) + w( p * e.y * 2.0 ) + w( p * e.y * 4.0 )) * e.x;
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n= normalize(n);
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q= reflect( q, n );
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y= 6.0;
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for (z=1.0;y>0.;y--)
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{
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z-=(y*.5-f(p+n*y*.5))/exp2(y);
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}
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c*= z;
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//lambertlight
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n.yz= r( n.yz, 0.6 );
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c*= .4 + .3 * ( 1.0 - abs( n.y - .9 ) );
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b+= a*c;//*(1.0-Reflect);
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a*= d;// Reflect * (1.0-t/tmax);
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t= 0.3;
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}
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p=vec3(0.8);
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q.yz= r( q.yz, 0.6 );
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p+= q.y * 0.2;
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if( m < 2 )
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{
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p*= vec3( 0.95, 1.1, 1.2);
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}
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if( q.y > 0.0 )
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{
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s(q.xz, 0.4, g/8.0);
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q.x= abs( q.x ) - .2;
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p+= pow( smoothstep(.2, .0, mix( abs(q.z),length(q.xz), step(0.0, q.x) ) ), 22.0 );
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}
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vec3 color = b + a*p;
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gl_FragColor.xyz = length(color) * (cos((Z.y + color)*g*2)*.125+.5);
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}
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