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@ -1,7 +1,7 @@
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#scope_file
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// @ToDo do a config tweak file thing like jblow has and add this there.
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CAMERA_INACTIVE_TIME_TO_ORBIT :: 20.0;
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CAMERA_INACTIVE_TIME_TO_ORBIT :: 200000000.0;
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MAX_CAMERA_DIST :: 25.0;
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MIN_CAMERA_DIST :: 2.0;
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DIST_SCROLL_SPEED :: 0.8;
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File diff suppressed because it is too large
Load Diff
@ -13,7 +13,7 @@ out flat int idx;
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void main() {
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vec3 multisize = vec3(position.xyz * 1000.0);
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gl_Position = mvp * (vec4(multisize.x, 0.0 + float(gl_InstanceIndex) * 0.001, multisize.z, 1.0));
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gl_Position = mvp * (vec4(multisize.x, 0.0 + float(gl_InstanceIndex) * 0.003, multisize.z, 1.0));
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pos = position;
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idx = gl_InstanceIndex;
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}
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@ -69,6 +69,33 @@ float B(vec2 U) {
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return hash(U) - v/4. + .5;
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}
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float random (vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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// 2D Noise based on Morgan McGuire @morgan3d
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// https://www.shadertoy.com/view/4dS3Wd
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float noise (vec2 st) {
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vec2 i = floor(st); // Integer part of the coordinate
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vec2 f = fract(st); // Fractional part of the coordinate
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// Four corners in 2D of a tile
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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// Smoothstep for interpolation
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vec2 u = f*f*(3.0-2.0*f);
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// Mix (interpolate) the corners
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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void main() {
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if(planeType == 1) {
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@ -80,8 +107,12 @@ void main() {
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densifiedCoordinate.y += sin(densifiedCoordinate.x);
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vec2 ruohokeskus = round(densifiedCoordinate);
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float noiseval_fine = noise(densifiedCoordinate / 50.0);
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float noiseval_coarse = noise(densifiedCoordinate / 500.0);
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float h = (1.0 / 128.0) * idx;
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float rand = B(ruohokeskus) + sin(pos.x) * 0.4;
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float rand = (B(ruohokeskus) + sin(pos.x) * 0.4) * 0.5;
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rand += noiseval_coarse * 0.4 + noiseval_fine * 0.1;
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ruohokeskus.x += sin(time * 1.2) * 0.6 * h;
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@ -96,12 +127,14 @@ void main() {
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float thickness = 0.5;
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if(idx > 0 && (rand - h) * thickness < distanceFromCenter) {
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discard;
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} else {
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frag_color = vec4(0.0, min(1.0, h + 0.2), 0.0, 1.0);
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}
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if(idx > 0 && (rand - h) * thickness < distanceFromCenter) {
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discard;
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} else {
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frag_color = vec4(noiseval_coarse * 0.5, min(1.0, h + 0.2) + noiseval_fine * 0.2, 0.0, 1.0);
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}
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}
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}
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@end
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