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3 Commits
510cbe053b
...
9414b936c7
| Author | SHA1 | Date | |
|---|---|---|---|
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9414b936c7 | ||
| 4ee3b8248a | |||
| f2e4f23c42 |
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Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
@ -16,15 +16,18 @@ function App() {
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const [token, setToken] = useState<string>(
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const [token, setToken] = useState<string>(
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localStorage.getItem("token") || ""
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localStorage.getItem("token") || ""
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);
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);
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const [isShaderTheme, setIsShaderTheme] = useState<boolean>(false);
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const [theme, setTheme] = useState<string>("default");
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const [isShaderTheme, setIsShaderTheme] = useState(false);
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useEffect(() => {
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useEffect(() => {
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if (isShaderTheme) {
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if (theme !== "default") {
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document.body.classList.add("shader-theme");
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document.body.classList.add("shader-theme");
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setIsShaderTheme(true);
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} else {
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} else {
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document.body.classList.remove("shader-theme");
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document.body.classList.remove("shader-theme");
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setIsShaderTheme(false);
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}
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}
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}, [isShaderTheme]);
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}, [theme]);
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const fetchPeople = () => {
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const fetchPeople = () => {
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if (!token) return;
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if (!token) return;
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@ -76,15 +79,13 @@ function App() {
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<button onClick={handleLogout} className="btn-secondary">
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<button onClick={handleLogout} className="btn-secondary">
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Logout
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Logout
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</button>
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</button>
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<button
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<select value={theme} onChange={(e) => setTheme(e.target.value)}>
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onClick={() => setIsShaderTheme(!isShaderTheme)}
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<option value="default">Default Theme</option>
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className="btn-secondary"
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<option value="blackhole">Blackhole Theme</option>
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style={{ marginLeft: "1rem" }}
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<option value="star">Star Theme</option>
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>
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</select>
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{isShaderTheme ? "Normal Theme" : "Shader Theme"}
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</button>
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</div>
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</div>
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{isShaderTheme && <ShaderBackground />}
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{isShaderTheme && <ShaderBackground theme= {theme} />}
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<Routes>
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<Routes>
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<Route path="/" element={<PersonList people={people} />} />
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<Route path="/" element={<PersonList people={people} />} />
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<Route path="/games" element={<GameList />} />
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<Route path="/games" element={<GameList />} />
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@ -12,6 +12,9 @@ export function GameFilter() {
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const [people, setPeople] = useState<Person[]>([]);
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const [people, setPeople] = useState<Person[]>([]);
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const [selectedPeople, setSelectedPeople] = useState<Set<string>>(new Set());
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const [selectedPeople, setSelectedPeople] = useState<Set<string>>(new Set());
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const [filteredGames, setFilteredGames] = useState<string[]>([]);
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const [filteredGames, setFilteredGames] = useState<string[]>([]);
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const [gameToPositive, setGameToPositive] = useState<
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Map<string, Set<string>>
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>(new Map());
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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const [metaData, _setMetaData] = useState<{ [key: string]: GameProto }>({});
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const [metaData, _setMetaData] = useState<{ [key: string]: GameProto }>({});
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@ -27,6 +30,7 @@ export function GameFilter() {
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useEffect(() => {
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useEffect(() => {
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if (selectedPeople.size === 0) {
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if (selectedPeople.size === 0) {
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// eslint-disable-next-line react-hooks/set-state-in-effect
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setFilteredGames([]);
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setFilteredGames([]);
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return;
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return;
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}
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}
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@ -39,22 +43,31 @@ export function GameFilter() {
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return;
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return;
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}
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}
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// Create a map of game -> set of people who would play it
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// Create a map of game -> set of people who would not play it
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const gameToPlayers = new Map<string, Set<string>>();
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const gameToNegative = new Map<string, Set<string>>();
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const gameToPositiveOpinion = new Map<string, Set<string>>();
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selectedPersons.forEach((person) => {
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selectedPersons.forEach((person) => {
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person.opinion.forEach((op) => {
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person.opinion.forEach((op) => {
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if (!gameToPlayers.has(op.title)) {
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if (!gameToNegative.has(op.title)) {
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gameToPlayers.set(op.title, new Set());
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gameToNegative.set(op.title, new Set());
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}
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if (!gameToPositiveOpinion.has(op.title)) {
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gameToPositiveOpinion.set(op.title, new Set());
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}
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}
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if (!op.wouldPlay) {
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if (!op.wouldPlay) {
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gameToPlayers.get(op.title)!.add(person.name);
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gameToNegative.get(op.title)!.add(person.name);
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}
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if (op.wouldPlay) {
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gameToPositiveOpinion.get(op.title)!.add(person.name);
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}
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}
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});
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});
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});
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});
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setGameToPositive(gameToPositiveOpinion);
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// Filter games where ALL selected people would play
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// Filter games where ALL selected people would play
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const game_titles = Array.from(gameToPlayers.entries())
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const game_titles = Array.from(gameToNegative.entries())
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.filter(([, players]) => players.size === 0)
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.filter(([, players]) => players.size === 0)
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.map(([game]) => game);
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.map(([game]) => game);
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@ -169,8 +182,21 @@ export function GameFilter() {
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marginTop: "0.5rem",
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marginTop: "0.5rem",
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}}
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}}
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>
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>
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✓ All {selectedPeople.size} selected would play
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✓ {gameToPositive.get(game)!.size} selected would play
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</div>
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</div>
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{selectedPeople.size - gameToPositive.get(game)!.size >
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0 && (
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<div
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style={{
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fontSize: "0.9em",
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color: "#d4d400",
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marginTop: "0.3rem",
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}}
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>
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? {selectedPeople.size - gameToPositive.get(game)!.size}{" "}
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{(selectedPeople.size - gameToPositive.get(game)!.size) > 1 ? "are" : "is"} neutral
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</div>
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)}
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</div>
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</div>
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<GameImage game={game} />
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<GameImage game={game} />
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</Link>
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</Link>
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@ -1,6 +1,7 @@
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import { useEffect, useRef } from "react";
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import { useEffect, useRef } from "react";
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import SHADER_CODE from "./assets/shader.glsl?raw";
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import BLACKHOLE_SHADER_CODE from "./assets/blackhole.glsl?raw";
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import STAR_SHADER_CODE from "./assets/star.glsl?raw";
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function buildProgram(
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function buildProgram(
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ctx: WebGL2RenderingContext,
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ctx: WebGL2RenderingContext,
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@ -112,8 +113,11 @@ function isPowerOf2(value: number) {
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return (value & (value - 1)) === 0;
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return (value & (value - 1)) === 0;
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}
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}
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type ShaderBackgroundProps = {
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theme: string;
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};
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export const ShaderBackground = () => {
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export const ShaderBackground: React.FC<ShaderBackgroundProps> = ({ theme }) => {
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const canvasRef = useRef<HTMLCanvasElement>(null);
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const canvasRef = useRef<HTMLCanvasElement>(null);
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useEffect(() => {
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useEffect(() => {
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@ -127,12 +131,25 @@ export const ShaderBackground = () => {
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gl.clearColor(0, 0, 0, 1);
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gl.clearColor(0, 0, 0, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.clear(gl.COLOR_BUFFER_BIT);
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const shader = buildShader(gl, gl.FRAGMENT_SHADER, SHADER_CODE);
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let shader_code;
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switch (theme) {
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case "blackhole":
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shader_code = BLACKHOLE_SHADER_CODE;
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break;
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case "star":
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shader_code = STAR_SHADER_CODE;
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break;
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default:
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console.error("Unknown shader theme:", theme);
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return;
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}
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const shader = buildShader(gl, gl.FRAGMENT_SHADER, shader_code);
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const vertexShader = buildShader(
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const vertexShader = buildShader(
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gl,
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gl,
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gl.VERTEX_SHADER,
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gl.VERTEX_SHADER,
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`#version 300 es
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`#version 300 es
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precision lowp float;
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precision highp float;
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in vec2 a_position;
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in vec2 a_position;
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@ -172,7 +189,7 @@ export const ShaderBackground = () => {
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const final_iChannel1 = gl.getUniformLocation(finalProgram, "iChannel1");
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const final_iChannel1 = gl.getUniformLocation(finalProgram, "iChannel1");
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const ichannel1_texture = loadTexture(gl, "assets/ichannel1.png");
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const ichannel1_texture = loadTexture(gl, "assets/small_noise.png");
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gl!.viewport(0, 0, canvas!.width, canvas!.height);
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gl!.viewport(0, 0, canvas!.width, canvas!.height);
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@ -186,7 +203,7 @@ export const ShaderBackground = () => {
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function update(now: number) {
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function update(now: number) {
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// time in seconds
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// time in seconds
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const time = (now) / 1000;
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const time = now / 1000;
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gl!.clear(gl!.COLOR_BUFFER_BIT);
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gl!.clear(gl!.COLOR_BUFFER_BIT);
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setTime(finalProgram!, time);
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setTime(finalProgram!, time);
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@ -197,7 +214,7 @@ export const ShaderBackground = () => {
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}
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}
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requestAnimationFrame(update);
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requestAnimationFrame(update);
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});
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}, [theme]);
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return (
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return (
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<canvas
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<canvas
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@ -1,5 +1,5 @@
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#version 300 es
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#version 300 es
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precision mediump float;
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precision highp float;
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uniform vec3 iResolution;
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uniform vec3 iResolution;
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uniform float iTime;
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uniform float iTime;
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uniform sampler2D iChannel1;
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uniform sampler2D iChannel1;
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200
frontend/src/assets/star.glsl
Normal file
200
frontend/src/assets/star.glsl
Normal file
@ -0,0 +1,200 @@
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#version 300 es
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precision highp float;
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uniform vec3 iResolution;
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uniform float iTime;
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out vec4 FragColor;
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// mix noise for alive animation, full source
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vec4 hash4(vec4 n) {
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return fract(sin(n) * 1399763.5453123f);
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}
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vec3 hash3(vec3 n) {
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return fract(sin(n) * 1399763.5453123f);
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}
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vec3 hpos(vec3 n) {
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return hash3(vec3(dot(n, vec3(157.0f, 113.0f, 271.0f)), dot(n, vec3(271.0f, 157.0f, 113.0f)), dot(n, vec3(113.0f, 271.0f, 157.0f))));
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}
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float noise4q(vec4 x) {
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vec4 n3 = vec4(0, 0.25f, 0.5f, 0.75f);
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vec4 p2 = floor(x.wwww + n3);
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vec4 b = floor(x.xxxx + n3) + floor(x.yyyy + n3) * 157.0f + floor(x.zzzz + n3) * 113.0f;
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vec4 p1 = b + fract(p2 * 0.00390625f) * vec4(164352.0f, -164352.0f, 163840.0f, -163840.0f);
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p2 = b + fract((p2 + 1.0f) * 0.00390625f) * vec4(164352.0f, -164352.0f, 163840.0f, -163840.0f);
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vec4 f1 = fract(x.xxxx + n3);
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vec4 f2 = fract(x.yyyy + n3);
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f1 = f1 * f1 * (3.0f - 2.0f * f1);
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f2 = f2 * f2 * (3.0f - 2.0f * f2);
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vec4 n1 = vec4(0, 1.0f, 157.0f, 158.0f);
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vec4 n2 = vec4(113.0f, 114.0f, 270.0f, 271.0f);
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vec4 vs1 = mix(hash4(p1), hash4(n1.yyyy + p1), f1);
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vec4 vs2 = mix(hash4(n1.zzzz + p1), hash4(n1.wwww + p1), f1);
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vec4 vs3 = mix(hash4(p2), hash4(n1.yyyy + p2), f1);
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vec4 vs4 = mix(hash4(n1.zzzz + p2), hash4(n1.wwww + p2), f1);
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vs1 = mix(vs1, vs2, f2);
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vs3 = mix(vs3, vs4, f2);
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vs2 = mix(hash4(n2.xxxx + p1), hash4(n2.yyyy + p1), f1);
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vs4 = mix(hash4(n2.zzzz + p1), hash4(n2.wwww + p1), f1);
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vs2 = mix(vs2, vs4, f2);
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vs4 = mix(hash4(n2.xxxx + p2), hash4(n2.yyyy + p2), f1);
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vec4 vs5 = mix(hash4(n2.zzzz + p2), hash4(n2.wwww + p2), f1);
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vs4 = mix(vs4, vs5, f2);
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f1 = fract(x.zzzz + n3);
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f2 = fract(x.wwww + n3);
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f1 = f1 * f1 * (3.0f - 2.0f * f1);
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f2 = f2 * f2 * (3.0f - 2.0f * f2);
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vs1 = mix(vs1, vs2, f1);
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vs3 = mix(vs3, vs4, f1);
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vs1 = mix(vs1, vs3, f2);
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float r = dot(vs1, vec4(0.25f));
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return r * r * (3.0f - 2.0f * r);
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}
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// body of a star
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float noiseSpere(vec3 ray, vec3 pos, float r, mat3 mr, float zoom, vec3 subnoise, float anim) {
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float b = dot(ray, pos);
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float c = dot(pos, pos) - b * b;
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vec3 r1 = vec3(0.0f);
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float s = 0.0f;
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float d = 0.03125f;
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float d2 = zoom / (d * d);
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float ar = 5.0f;
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for(int i = 0; i < 3; i++) {
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float rq = r * r;
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|
if(c < rq) {
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float l1 = sqrt(rq - c);
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|
r1 = ray * (b - l1) - pos;
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r1 = r1 * mr;
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s += abs(noise4q(vec4(r1 * d2 + subnoise * ar, anim * ar)) * d);
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|
}
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|
ar -= 2.0f;
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d *= 4.0f;
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d2 *= 0.0625f;
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r = r - r * 0.02f;
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}
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return s;
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||||||
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}
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// glow ring
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float ring(vec3 ray, vec3 pos, float r, float size) {
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float b = dot(ray, pos);
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|
float c = dot(pos, pos) - b * b;
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||||||
|
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float s = max(0.0f, (1.0f - size * abs(r - sqrt(c))));
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|
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||||||
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return s;
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||||||
|
}
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|
|
||||||
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// rays of a star
|
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|
float ringRayNoise(vec3 ray, vec3 pos, float r, float size, mat3 mr, float anim) {
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|
float b = dot(ray, pos);
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|
vec3 pr = ray * b - pos;
|
||||||
|
|
||||||
|
float c = length(pr);
|
||||||
|
|
||||||
|
pr *= mr;
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|
|
||||||
|
pr = normalize(pr);
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|
|
||||||
|
float s = max(0.0f, (1.0f - size * abs(r - c)));
|
||||||
|
|
||||||
|
float nd = noise4q(vec4(pr * 1.0f, -anim + c)) * 2.0f;
|
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|
nd = pow(nd, 2.0f);
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|
float n = 0.4f;
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|
float ns = 1.0f;
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|
if(c > r) {
|
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|
n = noise4q(vec4(pr * 10.0f, -anim + c));
|
||||||
|
ns = noise4q(vec4(pr * 50.0f, -anim * 2.5f + c * 2.0f)) * 2.0f;
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||||||
|
}
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||||||
|
n = n * n * nd * ns;
|
||||||
|
|
||||||
|
return pow(s, 4.0f) + s * s * n;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 noiseSpace(vec3 ray, vec3 pos, float r, mat3 mr, float zoom, vec3 subnoise, float anim) {
|
||||||
|
float b = dot(ray, pos);
|
||||||
|
float c = dot(pos, pos) - b * b;
|
||||||
|
|
||||||
|
vec3 r1 = vec3(0.0f);
|
||||||
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float s = 0.0f;
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float d = 0.0625f * 1.5f;
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float d2 = zoom / d;
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float rq = r * r;
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float l1 = sqrt(abs(rq - c));
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r1 = (ray * (b - l1) - pos) * mr;
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r1 *= d2;
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s += abs(noise4q(vec4(r1 + subnoise, anim)) * d);
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s += abs(noise4q(vec4(r1 * 0.5f + subnoise, anim)) * d * 2.0f);
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s += abs(noise4q(vec4(r1 * 0.25f + subnoise, anim)) * d * 4.0f);
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//return s;
|
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|
return vec4(s * 2.0f, abs(noise4q(vec4(r1 * 0.1f + subnoise, anim))), abs(noise4q(vec4(r1 * 0.1f + subnoise * 6.0f, anim))), abs(noise4q(vec4(r1 * 0.1f + subnoise * 13.0f, anim))));
|
||||||
|
}
|
||||||
|
|
||||||
|
float sphereZero(vec3 ray, vec3 pos, float r) {
|
||||||
|
float b = dot(ray, pos);
|
||||||
|
float c = dot(pos, pos) - b * b;
|
||||||
|
float s = 1.0f;
|
||||||
|
if(c < r * r)
|
||||||
|
s = 0.0f;
|
||||||
|
return s;
|
||||||
|
}
|
||||||
|
|
||||||
|
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
||||||
|
vec2 p = (-iResolution.xy + 2.0f * fragCoord.xy) / iResolution.y;
|
||||||
|
|
||||||
|
float time = iTime * 1.0f;
|
||||||
|
|
||||||
|
float mx = time * 0.025f;
|
||||||
|
float my = -0.6f;
|
||||||
|
vec2 rotate = vec2(mx, my);
|
||||||
|
|
||||||
|
vec2 sins = sin(rotate);
|
||||||
|
vec2 coss = cos(rotate);
|
||||||
|
mat3 mr = mat3(vec3(coss.x, 0.0f, sins.x), vec3(0.0f, 1.0f, 0.0f), vec3(-sins.x, 0.0f, coss.x));
|
||||||
|
mr = mat3(vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, coss.y, sins.y), vec3(0.0f, -sins.y, coss.y)) * mr;
|
||||||
|
|
||||||
|
mat3 imr = mat3(vec3(coss.x, 0.0f, -sins.x), vec3(0.0f, 1.0f, 0.0f), vec3(sins.x, 0.0f, coss.x));
|
||||||
|
imr = imr * mat3(vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, coss.y, -sins.y), vec3(0.0f, sins.y, coss.y));
|
||||||
|
|
||||||
|
vec3 ray = normalize(vec3(p, 2.0f));
|
||||||
|
vec3 pos = vec3(0.0f, 0.0f, 3.0f);
|
||||||
|
|
||||||
|
float s1 = noiseSpere(ray, pos, 1.0f, mr, 0.5f, vec3(0.0f), time);
|
||||||
|
s1 = pow(min(1.0f, s1 * 2.4f), 2.0f);
|
||||||
|
float s2 = noiseSpere(ray, pos, 1.0f, mr, 4.0f, vec3(83.23f, 34.34f, 67.453f), time);
|
||||||
|
s2 = min(1.0f, s2 * 2.2f);
|
||||||
|
fragColor = vec4(mix(vec3(1.0f, 1.0f, 0.0f), vec3(1.0f), pow(s1, 60.0f)) * s1, 1.0f);
|
||||||
|
fragColor += vec4(mix(mix(vec3(1.0f, 0.0f, 0.0f), vec3(1.0f, 0.0f, 1.0f), pow(s2, 2.0f)), vec3(1.0f), pow(s2, 10.0f)) * s2, 1.0f);
|
||||||
|
|
||||||
|
fragColor.xyz -= vec3(ring(ray, pos, 1.03f, 11.0f)) * 2.0f;
|
||||||
|
fragColor = max(vec4(0.0f), fragColor);
|
||||||
|
|
||||||
|
float s3 = ringRayNoise(ray, pos, 0.96f, 1.0f, mr, time);
|
||||||
|
fragColor.xyz += mix(vec3(1.0f, 0.6f, 0.1f), vec3(1.0f, 0.95f, 1.0f), pow(s3, 3.0f)) * s3;
|
||||||
|
|
||||||
|
float zero = sphereZero(ray, pos, 0.9f);
|
||||||
|
if(zero > 0.0f) {
|
||||||
|
|
||||||
|
vec4 s4 = noiseSpace(ray, pos, 100.0f, mr, 0.05f, vec3(1.0f, 2.0f, 4.0f), 0.0f);
|
||||||
|
|
||||||
|
s4.x = pow(s4.x, 3.0f);
|
||||||
|
|
||||||
|
fragColor.xyz += mix(mix(vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 1.0f), s4.y * 1.9f), vec3(0.9f, 1.0f, 0.1f), s4.w * 0.75f) * s4.x * pow(s4.z * 2.5f, 3.0f) * 0.2f * zero;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
fragColor = max(vec4(0.0f), fragColor);
|
||||||
|
fragColor = min(vec4(1.0f), fragColor);
|
||||||
|
}
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
mainImage(FragColor, gl_FragCoord.xy);
|
||||||
|
}
|
||||||
Loading…
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Reference in New Issue
Block a user