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#version 430
layout(local_size_x = 8, local_size_y = 8) in;
#include <sdf>
#include <utils>
#include <noise>
const float MAX_DISTANCE = 1000.; // 1000.
const int MAX_ITERATIONS = 800; // 600+
const float MIN_GAP = 0.001;
uniform float seconds = 0;
layout(rgba8) uniform writeonly image2D output_image;
uniform float antialiasing = 0.28;
uniform bool enable_antialiasing = false;
uniform vec3 camera_position = vec3(0, 0, -3);
const int O_SANDWICH_FILL = 1;
const int O_SANDWICH_WAFER = 2;
float time = seconds * 2;
int break_sym = int(int(time) % 40 == 14 || int(time) % 40 == 18 || int(time) % 40 == 36);
int break_sym_2 = int(int(time) % 40 == 20 || int(time) % 40 == 3);
float sdf_icecream_sandwich(in vec3 p, in bool show_bite, inout int obj_id) {
float fill = sdf_box(p, vec3(0.18, 0.04, 0.1), 0.02);
float wafernoise = 0.00062 * noise(p * 900);
vec3 wafersize = vec3(0.20, 0.016, 0.12) + wafernoise;
float wafer = sdf_box(p - vec3(0, 0.056, 0), wafersize, 0.014);
wafer = min(wafer, sdf_box(p - vec3(0, -0.056, 0), wafersize, 0.014));
{
vec3 dotp = p - vec3(0, -0.07, 0);
float gap = 0.07;
dotp.xz -= round(dotp.xz / gap) * gap;
float dots = sdf_circle(dotp, 0.006);
wafer = max(wafer, -dots);
}
{
vec3 dotp = p - vec3(0, 0.07, 0);
float gap = 0.07;
dotp.xz -= round(dotp.xz / gap) * gap;
float dots = sdf_circle(dotp, 0.006);
wafer = max(wafer, -dots);
}
if (show_bite) {
vec3 teethp = p - vec3(-0.19, -0.07, -0.11);
float theta = atan(teethp.z, teethp.x);
float biteradius = 0.08 + 0.003 * sin(theta * 18);
fill = max(fill, -sdf_capsule(teethp, 0.12, biteradius));
wafer = max(wafer, -sdf_capsule(teethp, 0.12, biteradius + 8.0 * wafernoise));
}
float dist = min(fill, wafer);
if (dist == wafer) obj_id = O_SANDWICH_WAFER;
else obj_id = O_SANDWICH_FILL;
return dist;
}
void rotate_all_axes(inout vec3 p, float theta) {
mat2x2 rot = mat2x2(cos(theta), -sin(theta), sin(theta), cos(theta));
p.xy *= rot;
p.yz *= rot;
p.xz *= rot;
}
float scene(in vec3 p, out int obj_id) {
float sw;
int sw_id;
float rotation_time = seconds;
{
vec3 swp = p;
{
float theta = rotation_time / 26 + 0.3 * break_sym + 0.17 * break_sym_2;
swp.xy *= mat2x2(cos(theta), -sin(theta), sin(theta), cos(theta));
}
vec2 p1rot, p2rot;
float id = rotational_repetition(swp.xy, 20, p1rot, p2rot);
int odd = int(id) % 2;
vec3 offset = vec3(3.5 - 0.06 * odd * break_sym, 0, 4.5);
float theta = -rotation_time / 6 + 0.1 + 0.5 * break_sym;
int sw1_id, sw2_id;
vec3 p1 = vec3(p1rot, swp.z) - offset;
vec3 p2 = vec3(p2rot, swp.z) - offset;
rotate_all_axes(p1, theta);
rotate_all_axes(p2, theta);
float b1 = sdf_icecream_sandwich(p1, bool(break_sym), sw1_id);
float b2 = sdf_icecream_sandwich(p2, bool(break_sym), sw2_id);
sw = min(b1, b2);
if (sw == b1) sw_id = sw1_id;
else if (sw == b2) sw_id = sw2_id;
}
{
vec3 swp = p;
{
float theta = rotation_time / 20 + 0.3 * break_sym;
swp.xy *= mat2x2(cos(theta), -sin(theta), sin(theta), cos(theta));
}
vec2 p1rot, p2rot;
float id = rotational_repetition(swp.xy, 20, p1rot, p2rot);
int odd = int(id) % 2;
vec3 offset = vec3(1 - 0.06 * odd * break_sym, 0, 0);
float theta = rotation_time / 4 + 0.3 * break_sym;
int sw1_id, sw2_id;
vec3 p1 = vec3(p1rot, swp.z) - offset;
vec3 p2 = vec3(p2rot, swp.z) - offset;
rotate_all_axes(p1, theta);
rotate_all_axes(p2, theta);
float b1 = sdf_icecream_sandwich(p1, bool(break_sym), sw1_id);
float b2 = sdf_icecream_sandwich(p2, bool(break_sym), sw2_id);
sw = min(sw, min(b1, b2));
if (sw == b1) sw_id = sw1_id;
else if (sw == b2) sw_id = sw2_id;
}
{
vec3 swp = p - vec3(0, 0, 0.5);
{
float theta = rotation_time / 12 + 0.3 * break_sym;
swp.xy *= mat2x2(cos(theta), -sin(theta), sin(theta), cos(theta));
}
vec2 p1rot, p2rot;
float id = rotational_repetition(swp.xy, 36, p1rot, p2rot);
int odd = int(id) % 2;
vec3 offset = vec3(0.8 - 0.06 * odd * break_sym, 0, 0);
float theta = -rotation_time / 5 + 0.3 + 0.3 * break_sym;
int sw1_id, sw2_id;
vec3 p1 = vec3(p1rot, swp.z) - offset;
vec3 p2 = vec3(p2rot, swp.z) - offset;
rotate_all_axes(p1, theta);
rotate_all_axes(p2, theta);
float b1 = sdf_icecream_sandwich(p1, bool(break_sym), sw1_id);
float b2 = sdf_icecream_sandwich(p2, bool(break_sym), sw2_id);
sw = min(sw, min(b1, b2));
if (sw == b1) sw_id = sw1_id;
else if (sw == b2) sw_id = sw2_id;
}
{
vec3 sp = p * 0.8 - vec3(0, 0, -1);
sp.yz *= mat2x2(cos(0.42), -sin(0.42), sin(0.42), cos(0.42));
sp.xz *= mat2x2(cos(-0.42), -sin(-0.42), sin(-0.42), cos(-0.42));
int sw1_id;
float sando = sdf_icecream_sandwich(sp, true, sw1_id);
sw = min(sw, sando);
if (sw == sando) sw_id = sw1_id;
}
float dist = sw;
if (dist == sw) obj_id = sw_id;
return dist;
}
void apply_material(
in int obj_id,
in float dist,
inout vec3 color,
inout float ambient,
inout float shine
) {
if (obj_id == O_SANDWICH_FILL) {
color = srgb(1);
shine = 2.0;
} else if (obj_id == O_SANDWICH_WAFER) {
color = srgb(0.44, 0.27, 0.17);
shine = 0.06;
}
}
float raymarch_scene(vec3 ray_origin, vec3 ray_direction, out int obj_id) {
float dist = 0.;
for (int i = 0; i < MAX_ITERATIONS && dist <= MAX_DISTANCE; i++) {
vec3 p = ray_origin + ray_direction * dist;
float gap = scene(p, obj_id);
dist += gap;
if (gap <= MIN_GAP)
return dist;
}
obj_id = -1;
return dist;
}
vec3 surface_normal_scene(in vec3 p) {
vec2 e = vec2(MIN_GAP, 0);
int obj_id;
return normalize(vec3(
scene(p + e.xyy, obj_id) - scene(p - e.xyy, obj_id),
scene(p + e.yxy, obj_id) - scene(p - e.yxy, obj_id),
scene(p + e.yyx, obj_id) - scene(p - e.yyx, obj_id)));
}
vec3 image(vec2 uv) {
vec3 campos = camera_position;
vec3 uv_direction = normalize(vec3(uv, 1));
int obj_id = 0;
float dist = raymarch_scene(campos, uv_direction, obj_id);
vec3 p = campos + uv_direction * dist;
vec3 norm = surface_normal_scene(p);
vec3 light = vec3(6, 8, -20);
vec3 light_dir = normalize(light - p);
vec3 c1 = srgb(0.74, 0.93, 0.80);
vec3 c2 = srgb(0.98, 0.75, 0.83);
vec3 c3 = srgb(0.59, 0.88, 0.94);
vec3 c4 = srgb(0.98, 0.78, 0.51);
vec2 patp = uv * 30;
float pat = sin(patp.x) * cos(patp.y - time) - sin(3 * patp.x) - cos(3 * patp.y);
vec3 bg_color = c1;
bg_color = mix(bg_color, c2, step(pat, 1.0));
bg_color = mix(bg_color, c3, step(pat, 0));
bg_color = mix(bg_color, c4, step(pat, -1.0));
bg_color = mix(bg_color, srgb(0.8, 0, 0), 0.25 * break_sym);
vec3 color = bg_color;
float ambient = 0.05;
float shine = 1.;
apply_material(obj_id, dist, color, ambient, shine);
if (obj_id > 0) {
float contrast = clamp(dot(norm, light_dir), 0, 1);
color *= clamp((1 - ambient) * contrast + ambient, 0, 1);
vec3 hal = normalize(light_dir - uv_direction);
float spec =
pow(clamp(dot(norm, hal), 0.0, 1.0), 16.0) * contrast *
(0.04 +
0.96 * pow(clamp(1.0 + dot(hal, uv_direction), 0.0, 1.0), 5.0));
color += shine * 10. * spec * vec3(1.00, 0.70, 0.5);
}
return color;
}
vec3 antialiased_image(vec2 uv) {
vec2 resolution = vec2(imageSize(output_image).xy);
float s = antialiasing / max(resolution.x, resolution.y);
vec3 sum = vec3(0);
int count = 0;
for (int i = -2; i < 2; i++)
for (int j = -2; j < 2; j++, count++)
sum += image(uv + vec2(i, j) * s);
return sum / count;
}
void main() {
vec2 resolution = vec2(imageSize(output_image).xy);
float aspect_ratio = resolution.y / resolution.x;
vec2 uv = (gl_GlobalInvocationID.xy - resolution / 2) * vec2(1.0, aspect_ratio) / resolution;
vec3 color = enable_antialiasing ? antialiased_image(uv) : image(uv);
float t = time;
vec2 offset = vec2(mod(t * sin(t * 8 + fbm(vec2(t)) * 0.5), 0.02), 0);
if (break_sym == 1) {
color.r = (color.r + image(uv + offset).r + image(uv - offset).r) / 3.;
color.g = (color.g + image(uv + vec2(offset.y, offset.x)).g + image(uv + offset).g) / 3.;
color.b = (color.b + image(uv + vec2(offset.y, offset.x)).b + image(uv - offset).b) / 3.;
}
color = clamp(color, 0, 1);
imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1));
}
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