ruby-processing 1.0.11 → 2.4.1

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Files changed (818) hide show
  1. checksums.yaml +7 -0
  2. data/.gitignore +11 -0
  3. data/.travis.yml +6 -0
  4. data/.yardopts +5 -0
  5. data/CHANGELOG +81 -0
  6. data/CONTRIBUTING.md +33 -0
  7. data/Gemfile +6 -0
  8. data/{LICENSE → LICENSE.md} +6 -4
  9. data/README.md +114 -0
  10. data/Rakefile +37 -0
  11. data/bin/install_jruby_complete +13 -0
  12. data/lib/ruby-processing.rb +3 -10
  13. data/lib/ruby-processing/app.rb +92 -137
  14. data/lib/ruby-processing/config.rb +14 -3
  15. data/lib/ruby-processing/exporters/application_exporter.rb +9 -5
  16. data/lib/ruby-processing/exporters/base_exporter.rb +3 -3
  17. data/lib/ruby-processing/exporters/creator.rb +4 -4
  18. data/lib/ruby-processing/exporters/exporters.rb +7 -0
  19. data/lib/ruby-processing/helper_methods.rb +18 -7
  20. data/lib/ruby-processing/library_loader.rb +17 -16
  21. data/lib/ruby-processing/runner.rb +38 -34
  22. data/lib/ruby-processing/runners/base.rb +1 -13
  23. data/lib/ruby-processing/runners/run.rb +2 -1
  24. data/lib/ruby-processing/runners/watch.rb +1 -1
  25. data/lib/ruby-processing/version.rb +3 -0
  26. data/lib/templates/application/Contents/Info.plist.erb +2 -2
  27. data/lib/templates/application/lib/args.txt.erb +1 -1
  28. data/lib/templates/application/run.erb +2 -1
  29. data/lib/templates/create/blank_sketch.rb.erb +4 -12
  30. data/lib/templates/create/p3d_sketch.rb.erb +7 -0
  31. data/library/boids/boids.rb +76 -58
  32. data/library/control_panel/control_panel.rb +21 -18
  33. data/library/file_chooser/file_chooser.rb +90 -0
  34. data/library/vecmath/vecmath.rb +323 -0
  35. data/ruby-processing.gemspec +54 -0
  36. data/samples/contributed/animator.rb +9 -4
  37. data/samples/contributed/bezier_playground.rb +178 -184
  38. data/samples/contributed/circle_collision.rb +164 -171
  39. data/samples/contributed/drawolver.rb +111 -162
  40. data/samples/contributed/empathy.rb +14 -12
  41. data/samples/contributed/fern.rb +1 -1
  42. data/samples/contributed/fibonacci_sphere.rb +125 -0
  43. data/samples/contributed/flight_patterns.rb +7 -14
  44. data/samples/contributed/full_screen.rb +4 -6
  45. data/samples/contributed/grapher.rb +35 -0
  46. data/samples/contributed/gravity.rb +22 -24
  47. data/samples/contributed/jwishy.rb +75 -63
  48. data/samples/contributed/mandelbrot.rb +82 -0
  49. data/samples/contributed/orbit.rb +5 -4
  50. data/samples/contributed/pong.rb +152 -150
  51. data/samples/contributed/quadraticvertex.rb +98 -0
  52. data/samples/contributed/re_sample.rb +27 -0
  53. data/samples/contributed/simple_buffer.rb +38 -43
  54. data/samples/contributed/tree.rb +63 -70
  55. data/samples/external_library/java_processing/README +3 -0
  56. data/samples/external_library/java_processing/fisica/README +1 -0
  57. data/samples/external_library/java_processing/fisica/bubbles.rb +80 -0
  58. data/samples/external_library/java_processing/fisica/joints.rb +112 -0
  59. data/samples/external_library/java_processing/fisica/polygons.rb +79 -0
  60. data/samples/external_library/java_processing/fisica/raycast.rb +61 -0
  61. data/samples/external_library/java_processing/generative_design/mesh_example.rb +25 -0
  62. data/samples/external_library/java_processing/generative_design/node_spring_attractor.rb +83 -0
  63. data/samples/external_library/java_processing/generative_design/sub_class_example.rb +44 -0
  64. data/samples/external_library/java_processing/geomerative/data/FreeSans.ttf +0 -0
  65. data/samples/external_library/java_processing/geomerative/data/Toucan.svg +43 -0
  66. data/samples/external_library/java_processing/geomerative/hello_bot_ignore_styles.rb +38 -0
  67. data/samples/external_library/java_processing/geomerative/hello_world_rotate_firstletter.rb +43 -0
  68. data/samples/external_library/java_processing/geomerative/hola_mundo.rb +37 -0
  69. data/samples/external_library/java_processing/grafica/data/OktoberfestVSGermanElections.csv +118 -0
  70. data/samples/external_library/java_processing/grafica/default_plot.rb +30 -0
  71. data/samples/external_library/java_processing/grafica/multiple_panels.rb +117 -0
  72. data/samples/external_library/java_processing/grafica/oktoberfest_example.rb +83 -0
  73. data/samples/external_library/java_processing/hemesh/data/java_args.txt +2 -0
  74. data/samples/external_library/java_processing/hemesh/library/vbo/mesh_to_vbo.rb +43 -0
  75. data/samples/external_library/java_processing/hemesh/twin_iso.rb +71 -0
  76. data/samples/external_library/java_processing/pbox2d/bumpy_surface_noise.rb +57 -0
  77. data/samples/external_library/java_processing/pbox2d/contact_test.rb +23 -0
  78. data/samples/external_library/java_processing/pbox2d/data/java_args.txt +2 -0
  79. data/samples/external_library/java_processing/pbox2d/library/custom_shape/custom_shape.rb +158 -0
  80. data/samples/external_library/java_processing/pbox2d/library/particle_system/particle_system.rb +212 -0
  81. data/samples/external_library/java_processing/pbox2d/library/surface/surface.rb +154 -0
  82. data/samples/external_library/java_processing/pbox2d/liquidy.rb +58 -0
  83. data/samples/external_library/java_processing/pbox2d/polygons.rb +58 -0
  84. data/samples/{peasy_cam → external_library/java_processing/peasy_cam}/hello_peasy.rb +4 -4
  85. data/samples/external_library/java_processing/peasy_cam/hilbert_fractal.rb +34 -0
  86. data/samples/{peasy_cam → external_library/java_processing/peasy_cam}/library/hilbert/hilbert.rb +1 -1
  87. data/samples/external_library/java_processing/proscene/cad_camera.rb +57 -0
  88. data/samples/external_library/java_processing/proscene/camera_customization.rb +114 -0
  89. data/samples/external_library/java_processing/proscene/data/ti_yong.png +0 -0
  90. data/samples/external_library/java_processing/toxiclibs/data/ti_yong.png +0 -0
  91. data/samples/external_library/java_processing/toxiclibs/gray_scott_image.rb +79 -0
  92. data/samples/external_library/java_processing/toxiclibs/gray_scott_tone_map.rb +78 -0
  93. data/samples/external_library/java_processing/toxiclibs/implicit.rb +143 -0
  94. data/samples/external_library/java_processing/toxiclibs/library/vbo/mesh_to_vbo.rb +52 -0
  95. data/samples/external_library/java_processing/toxiclibs/model_align.rb +55 -0
  96. data/samples/external_library/ruby_gem/README +12 -0
  97. data/samples/external_library/ruby_gem/data/README.txt +1 -0
  98. data/samples/external_library/ruby_gem/data/java_args.txt +2 -0
  99. data/samples/external_library/ruby_gem/game_of_life.rb +127 -0
  100. data/samples/external_library/ruby_gem/mdarray_test.rb +28 -0
  101. data/samples/processing_app/basics/arrays/array.rb +23 -29
  102. data/samples/processing_app/basics/arrays/array_2d.rb +22 -28
  103. data/samples/processing_app/basics/arrays/array_objects.rb +50 -55
  104. data/samples/processing_app/basics/camera/move_eye.rb +24 -0
  105. data/samples/processing_app/{3D → basics}/camera/perspective.rb +0 -0
  106. data/samples/processing_app/basics/color/brightness.rb +15 -21
  107. data/samples/processing_app/basics/color/color_wheel.rb +72 -79
  108. data/samples/processing_app/basics/color/creating.rb +35 -24
  109. data/samples/processing_app/basics/color/hue.rb +16 -22
  110. data/samples/processing_app/basics/color/linear_gradient.rb +35 -40
  111. data/samples/processing_app/basics/color/radial_gradient.rb +26 -34
  112. data/samples/processing_app/basics/color/reading/reading.rb +2 -7
  113. data/samples/processing_app/basics/color/relativity.rb +19 -32
  114. data/samples/processing_app/basics/color/saturation.rb +15 -26
  115. data/samples/processing_app/basics/color/wave_gradient.rb +25 -36
  116. data/samples/processing_app/basics/control/conditionals1.rb +20 -25
  117. data/samples/processing_app/basics/control/conditionals2.rb +27 -32
  118. data/samples/processing_app/basics/control/embedded_iteration.rb +25 -33
  119. data/samples/processing_app/basics/control/iteration.rb +43 -54
  120. data/samples/processing_app/basics/control/logical_operators.rb +45 -48
  121. data/samples/processing_app/basics/data/characters_strings.rb +50 -0
  122. data/samples/processing_app/basics/data/datatype_conversion.rb +28 -32
  123. data/samples/processing_app/basics/data/integers_floats.rb +18 -24
  124. data/samples/processing_app/basics/data/true_false.rb +19 -25
  125. data/samples/processing_app/basics/data/variable_scope.rb +51 -57
  126. data/samples/processing_app/basics/data/variables.rb +27 -32
  127. data/samples/processing_app/basics/form/bezier.rb +11 -14
  128. data/samples/processing_app/basics/form/bezier_ellipse.rb +79 -90
  129. data/samples/processing_app/basics/form/brick_tower.rb +92 -0
  130. data/samples/processing_app/basics/form/cubic_grid.rb +39 -0
  131. data/samples/processing_app/{3D → basics}/form/icosahedra/icosahedra.rb +32 -36
  132. data/samples/processing_app/{3D → basics}/form/icosahedra/icosahedron.rb +1 -1
  133. data/samples/processing_app/{3D → basics}/form/icosahedra/shape_3D.rb +0 -0
  134. data/samples/processing_app/basics/form/pie_chart.rb +17 -21
  135. data/samples/processing_app/basics/form/points_lines.rb +11 -16
  136. data/samples/processing_app/{3D → basics}/form/primitives.rb +11 -25
  137. data/samples/processing_app/basics/form/regular_polygon.rb +46 -0
  138. data/samples/processing_app/basics/form/rgb_cube.rb +68 -0
  139. data/samples/processing_app/basics/form/shape_primitives.rb +15 -17
  140. data/samples/processing_app/basics/form/shape_transform.rb +88 -0
  141. data/samples/processing_app/basics/form/star.rb +48 -0
  142. data/samples/processing_app/basics/form/toroid.rb +127 -0
  143. data/samples/processing_app/basics/form/triangle_strip.rb +29 -33
  144. data/samples/processing_app/basics/form/vertices.rb +36 -40
  145. data/samples/processing_app/basics/image/alphamask.rb +10 -16
  146. data/samples/processing_app/basics/image/background_image.rb +16 -22
  147. data/samples/processing_app/basics/image/create_image.rb +10 -16
  148. data/samples/processing_app/{3D → basics}/image/data/ystone08.jpg +0 -0
  149. data/samples/processing_app/basics/image/extrusion.rb +46 -0
  150. data/samples/processing_app/basics/image/load_display_image.rb +12 -19
  151. data/samples/processing_app/basics/image/pointillism.rb +13 -19
  152. data/samples/processing_app/basics/image/request_image.rb +41 -50
  153. data/samples/processing_app/basics/image/sprite.rb +19 -25
  154. data/samples/processing_app/basics/image/transparency.rb +14 -20
  155. data/samples/processing_app/basics/image/zoom.rb +59 -0
  156. data/samples/processing_app/basics/input/clock.rb +32 -38
  157. data/samples/processing_app/basics/input/constrain.rb +25 -31
  158. data/samples/processing_app/basics/input/easing.rb +18 -20
  159. data/samples/processing_app/basics/input/keyboard.rb +16 -22
  160. data/samples/processing_app/basics/input/keyboard_functions.rb +49 -68
  161. data/samples/processing_app/basics/input/milliseconds.rb +11 -16
  162. data/samples/processing_app/basics/input/mouse_1d.rb +19 -26
  163. data/samples/processing_app/basics/input/mouse_2d.rb +14 -20
  164. data/samples/processing_app/basics/input/mouse_functions.rb +56 -61
  165. data/samples/processing_app/basics/input/mouse_press.rb +9 -15
  166. data/samples/processing_app/basics/input/mouse_signals.rb +29 -34
  167. data/samples/processing_app/basics/input/storing_input.rb +28 -29
  168. data/samples/processing_app/basics/lights/directional.rb +37 -0
  169. data/samples/processing_app/basics/lights/lights1.rb +35 -0
  170. data/samples/processing_app/basics/lights/lights2.rb +38 -0
  171. data/samples/processing_app/basics/lights/reflection.rb +35 -0
  172. data/samples/processing_app/basics/lights/spot.rb +36 -0
  173. data/samples/processing_app/basics/math/additive_wave.rb +51 -53
  174. data/samples/processing_app/basics/math/arctangent.rb +34 -44
  175. data/samples/processing_app/basics/math/distance1.rb +44 -50
  176. data/samples/processing_app/basics/math/distance2.rb +14 -30
  177. data/samples/processing_app/basics/math/double_random.rb +23 -30
  178. data/samples/processing_app/basics/math/graphing_2_d_equation.rb +30 -44
  179. data/samples/processing_app/basics/math/increment_decrement.rb +37 -42
  180. data/samples/processing_app/basics/math/interpolate.rb +34 -0
  181. data/samples/processing_app/basics/math/modulo.rb +25 -29
  182. data/samples/processing_app/basics/math/noise_1_d.rb +14 -30
  183. data/samples/processing_app/basics/math/noise_2_d.rb +22 -39
  184. data/samples/processing_app/basics/math/noise_3_d.rb +24 -44
  185. data/samples/processing_app/basics/math/noise_wave.rb +35 -55
  186. data/samples/processing_app/basics/math/operator_precedence.rb +24 -45
  187. data/samples/processing_app/basics/math/polar_to_cartesian.rb +22 -35
  188. data/samples/processing_app/basics/math/random.rb +13 -27
  189. data/samples/processing_app/basics/math/random_gaussian.rb +23 -0
  190. data/samples/processing_app/basics/math/sine.rb +27 -41
  191. data/samples/processing_app/basics/math/sine_cosine.rb +37 -49
  192. data/samples/processing_app/basics/math/sine_wave.rb +33 -52
  193. data/samples/processing_app/basics/objects/composite_objects.rb +94 -120
  194. data/samples/processing_app/basics/objects/inheritance.rb +64 -86
  195. data/samples/processing_app/basics/objects/multiple_constructors.rb +25 -38
  196. data/samples/processing_app/basics/objects/objects.rb +42 -57
  197. data/samples/processing_app/basics/shape/data/rocket.mtl +8 -0
  198. data/samples/processing_app/basics/shape/data/rocket.obj +1688 -0
  199. data/samples/processing_app/basics/shape/data/rocket.png +0 -0
  200. data/samples/processing_app/basics/shape/disable_style.rb +21 -25
  201. data/samples/processing_app/basics/shape/get_child.rb +27 -30
  202. data/samples/processing_app/basics/shape/load_display_obj.rb +25 -0
  203. data/samples/processing_app/basics/shape/load_display_shape.rb +10 -23
  204. data/samples/processing_app/basics/shape/load_display_svg.rb +22 -0
  205. data/samples/processing_app/basics/shape/scale_shape.rb +13 -23
  206. data/samples/processing_app/basics/structure/coordinates.rb +12 -25
  207. data/samples/processing_app/basics/structure/create_graphics.rb +18 -28
  208. data/samples/processing_app/basics/structure/functions.rb +19 -31
  209. data/samples/processing_app/basics/structure/loop.rb +21 -35
  210. data/samples/processing_app/basics/structure/noloop.rb +13 -25
  211. data/samples/processing_app/basics/structure/recursion1.rb +18 -33
  212. data/samples/processing_app/basics/structure/recursion2.rb +18 -34
  213. data/samples/processing_app/basics/structure/redraw.rb +16 -27
  214. data/samples/processing_app/basics/structure/setup_draw.rb +11 -22
  215. data/samples/processing_app/basics/structure/statements_comments.rb +7 -13
  216. data/samples/processing_app/basics/structure/width_height.rb +7 -14
  217. data/samples/processing_app/{3D → basics}/textures/data/berlin-1.jpg +0 -0
  218. data/samples/processing_app/basics/textures/texture1.rb +28 -0
  219. data/samples/processing_app/basics/textures/texture2.rb +33 -0
  220. data/samples/processing_app/basics/textures/texture3.rb +64 -0
  221. data/samples/processing_app/basics/textures/texture_cube.rb +86 -0
  222. data/samples/processing_app/basics/transform/arm.rb +22 -37
  223. data/samples/processing_app/basics/transform/bird.rb +57 -0
  224. data/samples/processing_app/basics/transform/birds.rb +38 -0
  225. data/samples/processing_app/basics/transform/cubes_in_cube.rb +99 -0
  226. data/samples/processing_app/{3D/transform/birds → basics/transform/library/bird}/bird.rb +0 -0
  227. data/samples/processing_app/{3D/transform/cubes_in_cube → basics/transform/library/cube}/cube.rb +10 -12
  228. data/samples/processing_app/basics/transform/rotate.rb +17 -31
  229. data/samples/processing_app/basics/transform/rotate1.rb +27 -0
  230. data/samples/processing_app/basics/transform/rotate_push_pop.rb +35 -0
  231. data/samples/processing_app/basics/transform/rotate_x_y.rb +36 -0
  232. data/samples/processing_app/basics/transform/scale.rb +19 -35
  233. data/samples/processing_app/basics/transform/translate.rb +18 -32
  234. data/samples/processing_app/basics/transform/triangle_flower.rb +38 -55
  235. data/samples/processing_app/{3D → basics}/typography/data/Univers45.vlw +0 -0
  236. data/samples/processing_app/{3D → basics}/typography/kinetic_type.rb +1 -5
  237. data/samples/processing_app/basics/typography/letters.rb +26 -44
  238. data/samples/processing_app/basics/typography/words.rb +29 -30
  239. data/samples/processing_app/basics/web/embedded_links.rb +39 -45
  240. data/samples/processing_app/basics/web/loading_images.rb +6 -16
  241. data/samples/processing_app/demos/graphics/bezier_patch.rb +227 -0
  242. data/samples/processing_app/demos/graphics/data/frag.glsl +30 -0
  243. data/samples/processing_app/demos/graphics/data/java_args.txt +2 -0
  244. data/samples/processing_app/demos/graphics/data/mercury.jpg +0 -0
  245. data/samples/processing_app/demos/graphics/data/planet.jpg +0 -0
  246. data/samples/processing_app/demos/graphics/data/starfield.jpg +0 -0
  247. data/samples/processing_app/demos/graphics/data/sun.jpg +0 -0
  248. data/samples/processing_app/demos/graphics/data/vert.glsl +31 -0
  249. data/samples/processing_app/demos/graphics/low_level_gl.rb +72 -0
  250. data/samples/processing_app/demos/graphics/planets.rb +51 -0
  251. data/samples/processing_app/demos/graphics/trefoil.rb +142 -0
  252. data/samples/processing_app/demos/graphics/wiggling.rb +289 -0
  253. data/samples/processing_app/demos/performance/cubic_grid_retained.rb +58 -0
  254. data/samples/processing_app/demos/performance/data/java_args.txt +1 -0
  255. data/samples/processing_app/demos/performance/esfera.rb +105 -0
  256. data/samples/processing_app/demos/performance/text_rendering.rb +14 -0
  257. data/samples/processing_app/demos/tests/no_background_test.rb +10 -0
  258. data/samples/processing_app/demos/tests/offscreen_test.rb +34 -0
  259. data/samples/processing_app/demos/tests/redraw_test.rb +14 -0
  260. data/samples/processing_app/demos/tests/resize_test.rb +10 -0
  261. data/samples/processing_app/demos/tests/restart_test.rb +22 -0
  262. data/samples/processing_app/demos/tests/smooth_test.rb +27 -0
  263. data/samples/processing_app/demos/tests/specs_test.rb +11 -0
  264. data/samples/processing_app/library/dxf/simple_export.rb +48 -0
  265. data/samples/processing_app/library/file_chooser/image_viewer.rb +24 -0
  266. data/samples/processing_app/library/minim/filter_example.rb +65 -0
  267. data/samples/processing_app/library/minim/frequency_modulation.rb +64 -0
  268. data/samples/processing_app/library/minim/sequence_sound.rb +59 -0
  269. data/samples/processing_app/library/minim/synthesize_sound.rb +35 -0
  270. data/samples/processing_app/library/movie/README +1 -0
  271. data/samples/processing_app/library/movie/data/transit.mkv +0 -0
  272. data/samples/processing_app/library/movie/data/transit.mov +0 -0
  273. data/samples/processing_app/library/movie/loop.rb +24 -0
  274. data/samples/processing_app/library/movie/pixelate.rb +50 -0
  275. data/samples/processing_app/library/movie/reverse.rb +47 -0
  276. data/samples/processing_app/library/movie/scratch.rb +36 -0
  277. data/samples/processing_app/library/movie/speed.rb +33 -0
  278. data/samples/processing_app/library/net/HTTPClient.rb +31 -0
  279. data/samples/processing_app/library/pdf/.gitignore +1 -0
  280. data/samples/processing_app/library/pdf/complex_3D.rb +160 -0
  281. data/samples/processing_app/library/pdf/large_page.rb +25 -0
  282. data/samples/processing_app/library/pdf/many_frames.rb +33 -0
  283. data/samples/processing_app/library/pdf/many_pages.rb +31 -0
  284. data/samples/processing_app/library/pdf/many_pdfs.rb +37 -0
  285. data/samples/processing_app/library/pdf/one_frame.rb +19 -0
  286. data/samples/processing_app/library/vecmath/README.txt +2 -0
  287. data/samples/processing_app/library/vecmath/acceleration_with_vectors.rb +75 -0
  288. data/samples/processing_app/library/vecmath/bouncing_ball.rb +51 -0
  289. data/samples/processing_app/library/vecmath/circle_collision.rb +174 -0
  290. data/samples/processing_app/library/vecmath/data/java_args.txt +2 -0
  291. data/samples/processing_app/library/vecmath/data/sprite.png +0 -0
  292. data/samples/processing_app/library/vecmath/data/texture.png +0 -0
  293. data/samples/processing_app/library/vecmath/drawolver.rb +111 -0
  294. data/samples/processing_app/library/vecmath/flocking.rb +33 -0
  295. data/samples/processing_app/library/vecmath/hilbert_fractal.rb +65 -0
  296. data/samples/processing_app/library/vecmath/library/flock/flock.rb +214 -0
  297. data/samples/processing_app/library/vecmath/library/hilbert/hilbert.rb +84 -0
  298. data/samples/processing_app/library/vecmath/library/particle/particle_system.rb +106 -0
  299. data/samples/processing_app/library/vecmath/library/wiggler/wiggler.rb +58 -0
  300. data/samples/processing_app/library/vecmath/morph.rb +86 -0
  301. data/samples/processing_app/library/vecmath/multiple_particle_systems.rb +158 -0
  302. data/samples/processing_app/library/vecmath/particle_system_pshape.rb +38 -0
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  818. data/samples/processing_app/basics/input/keyboard_2.rb +0 -45
@@ -0,0 +1,42 @@
1
+ #ifdef GL_ES
2
+ precision mediump float;
3
+ precision mediump int;
4
+ #endif
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+
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+ #define PROCESSING_TEXTURE_SHADER
7
+
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+ uniform sampler2D texture;
9
+ uniform vec2 texOffset;
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+
11
+ varying vec4 vertColor;
12
+ varying vec4 vertTexCoord;
13
+
14
+ void main(void) {
15
+ // Grouping texcoord variables in order to make it work in the GMA 950. See post #13
16
+ // in this thread:
17
+ // http://www.idevgames.com/forums/thread-3467.html
18
+ vec2 tc0 = vertTexCoord.st + vec2(-texOffset.s, -texOffset.t);
19
+ vec2 tc1 = vertTexCoord.st + vec2( 0.0, -texOffset.t);
20
+ vec2 tc2 = vertTexCoord.st + vec2(+texOffset.s, -texOffset.t);
21
+ vec2 tc3 = vertTexCoord.st + vec2(-texOffset.s, 0.0);
22
+ vec2 tc4 = vertTexCoord.st + vec2( 0.0, 0.0);
23
+ vec2 tc5 = vertTexCoord.st + vec2(+texOffset.s, 0.0);
24
+ vec2 tc6 = vertTexCoord.st + vec2(-texOffset.s, +texOffset.t);
25
+ vec2 tc7 = vertTexCoord.st + vec2( 0.0, +texOffset.t);
26
+ vec2 tc8 = vertTexCoord.st + vec2(+texOffset.s, +texOffset.t);
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+
28
+ vec4 col0 = texture2D(texture, tc0);
29
+ vec4 col1 = texture2D(texture, tc1);
30
+ vec4 col2 = texture2D(texture, tc2);
31
+ vec4 col3 = texture2D(texture, tc3);
32
+ vec4 col4 = texture2D(texture, tc4);
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+ vec4 col5 = texture2D(texture, tc5);
34
+ vec4 col6 = texture2D(texture, tc6);
35
+ vec4 col7 = texture2D(texture, tc7);
36
+ vec4 col8 = texture2D(texture, tc8);
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+
38
+ vec4 sum = (1.0 * col0 + 2.0 * col1 + 1.0 * col2 +
39
+ 2.0 * col3 + 4.0 * col4 + 2.0 * col5 +
40
+ 1.0 * col6 + 2.0 * col7 + 1.0 * col8) / 16.0;
41
+ gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
42
+ }
@@ -0,0 +1,23 @@
1
+ #ifdef GL_ES
2
+ precision mediump float;
3
+ precision mediump int;
4
+ #endif
5
+
6
+ #define PROCESSING_TEXTURE_SHADER
7
+
8
+ uniform sampler2D texture;
9
+
10
+ varying vec4 vertColor;
11
+ varying vec4 vertTexCoord;
12
+
13
+ const vec4 lumcoeff = vec4(0.299, 0.587, 0.114, 0);
14
+
15
+ void main() {
16
+ vec4 col = texture2D(texture, vertTexCoord.st);
17
+ float lum = dot(col, lumcoeff);
18
+ if (0.5 < lum) {
19
+ gl_FragColor = vertColor;
20
+ } else {
21
+ gl_FragColor = vec4(0, 0, 0, 1);
22
+ }
23
+ }
@@ -0,0 +1,57 @@
1
+ // Conway's game of life
2
+
3
+ #ifdef GL_ES
4
+ precision highp float;
5
+ #endif
6
+
7
+ #define PROCESSING_COLOR_SHADER
8
+
9
+ uniform float time;
10
+ uniform vec2 mouse;
11
+ uniform vec2 resolution;
12
+ uniform sampler2D buffer;
13
+
14
+ vec4 live = vec4(0.5,1.0,0.7,1.);
15
+ vec4 dead = vec4(0.,0.,0.,1.);
16
+ vec4 blue = vec4(0.,0.,1.,1.);
17
+
18
+ void main( void ) {
19
+ vec2 position = ( gl_FragCoord.xy / resolution.xy );
20
+ vec2 pixel = 1./resolution;
21
+
22
+ if (length(position-mouse) < 0.01) {
23
+ float rnd1 = mod(fract(sin(dot(position + time * 0.001, vec2(14.9898,78.233))) * 43758.5453), 1.0);
24
+ if (rnd1 > 0.5) {
25
+ gl_FragColor = live;
26
+ } else {
27
+ gl_FragColor = blue;
28
+ }
29
+ } else {
30
+ float sum = 0.;
31
+ sum += texture2D(buffer, position + pixel * vec2(-1., -1.)).g;
32
+ sum += texture2D(buffer, position + pixel * vec2(-1., 0.)).g;
33
+ sum += texture2D(buffer, position + pixel * vec2(-1., 1.)).g;
34
+ sum += texture2D(buffer, position + pixel * vec2(1., -1.)).g;
35
+ sum += texture2D(buffer, position + pixel * vec2(1., 0.)).g;
36
+ sum += texture2D(buffer, position + pixel * vec2(1., 1.)).g;
37
+ sum += texture2D(buffer, position + pixel * vec2(0., -1.)).g;
38
+ sum += texture2D(buffer, position + pixel * vec2(0., 1.)).g;
39
+ vec4 me = texture2D(buffer, position);
40
+
41
+ if (me.g <= 0.1) {
42
+ if ((sum >= 2.9) && (sum <= 3.1)) {
43
+ gl_FragColor = live;
44
+ } else if (me.b > 0.004) {
45
+ gl_FragColor = vec4(0., 0., max(me.b - 0.004, 0.25), 0.);
46
+ } else {
47
+ gl_FragColor = dead;
48
+ }
49
+ } else {
50
+ if ((sum >= 1.9) && (sum <= 3.1)) {
51
+ gl_FragColor = live;
52
+ } else {
53
+ gl_FragColor = blue;
54
+ }
55
+ }
56
+ }
57
+ }
@@ -0,0 +1 @@
1
+ uniform samplerCube cubemap;
2
  vec3 color = vec3(textureCube(cubemap, reflectDir));
1
3
  gl_FragColor = vec4(color, 1.0);
@@ -0,0 +1 @@
1
+ uniform mat4 transform;
2
  gl_Position = transform * vertex;
1
3
 
2
4
  vec3 ecNormal = normalize(normalMatrix * normal); // Vertex in eye coordinates
3
5
  vec3 ecVertex = vec3(modelview * vertex); // Normal vector in eye coordinates
4
6
  vec3 eyeDir = ecVertex.xyz;
5
7
  reflectDir = reflect(eyeDir, ecNormal);
@@ -0,0 +1,31 @@
1
+ #ifdef GL_ES
2
+ precision mediump float;
3
+ precision mediump int;
4
+ #endif
5
+
6
+ #define PROCESSING_TEXTURE_SHADER
7
+
8
+ uniform sampler2D texture;
9
+
10
+ uniform float time;
11
+ uniform vec2 resolution;
12
+ uniform vec2 mouse;
13
+
14
+ void main(void) {
15
+ vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
16
+ vec2 m = -1.0 + 2.0 * mouse.xy / resolution.xy;
17
+
18
+ float a1 = atan(p.y - m.y, p.x - m.x);
19
+ float r1 = sqrt(dot(p - m, p - m));
20
+ float a2 = atan(p.y + m.y, p.x + m.x);
21
+ float r2 = sqrt(dot(p + m, p + m));
22
+
23
+ vec2 uv;
24
+ uv.x = 0.2 * time + (r1 - r2) * 0.25;
25
+ uv.y = sin(2.0 * (a1 - a2));
26
+
27
+ float w = r1 * r2 * 0.8;
28
+ vec3 col = texture2D(texture, 0.5 - 0.495 * uv).xyz;
29
+
30
+ gl_FragColor = vec4(col / (0.1 + w), 1.0);
31
+ }
@@ -0,0 +1,8 @@
1
+
2
+ uniform sampler2D colorMap;
3
+
4
+ varying vec4 vertTexCoord;
5
+
6
+ void main() {
7
+ gl_FragColor = texture2D(colorMap, vertTexCoord.st);
8
+ }
@@ -0,0 +1,201 @@
1
+
2
+ #define PROCESSING_TEXLIGHT_SHADER
3
+
4
+ uniform mat4 modelview;
5
+ uniform mat4 transform;
6
+ uniform mat3 normalMatrix;
7
+ uniform mat4 texMatrix;
8
+
9
+ uniform int lightCount;
10
+ uniform vec4 lightPosition[8];
11
+ uniform vec3 lightNormal[8];
12
+ uniform vec3 lightAmbient[8];
13
+ uniform vec3 lightDiffuse[8];
14
+ uniform vec3 lightSpecular[8];
15
+ uniform vec3 lightFalloff[8];
16
+ uniform vec2 lightSpot[8];
17
+
18
+ attribute vec4 vertex;
19
+ attribute vec4 color;
20
+ attribute vec3 normal;
21
+ attribute vec2 texCoord;
22
+
23
+ attribute vec4 ambient;
24
+ attribute vec4 specular;
25
+ attribute vec4 emissive;
26
+ attribute float shininess;
27
+
28
+ varying vec4 vertColor;
29
+ varying vec4 vertTexCoord;
30
+
31
+ const float zero_float = 0.0;
32
+ const float one_float = 1.0;
33
+ const vec3 zero_vec3 = vec3(0);
34
+
35
+ uniform float displaceStrength;
36
+ uniform float time;
37
+
38
+ float falloffFactor(vec3 lightPos, vec3 vertPos, vec3 coeff) {
39
+ vec3 lpv = lightPos - vertPos;
40
+ vec3 dist = vec3(one_float);
41
+ dist.z = dot(lpv, lpv);
42
+ dist.y = sqrt(dist.z);
43
+ return one_float / dot(dist, coeff);
44
+ }
45
+
46
+ float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, float spotExp) {
47
+ vec3 lpv = normalize(lightPos - vertPos);
48
+ vec3 nln = -one_float * lightNorm;
49
+ float spotCos = dot(nln, lpv);
50
+ return spotCos <= minCos ? zero_float : pow(spotCos, spotExp);
51
+ }
52
+
53
+ float lambertFactor(vec3 lightDir, vec3 vecNormal) {
54
+ return max(zero_float, dot(lightDir, vecNormal));
55
+ }
56
+
57
+ float blinnPhongFactor(vec3 lightDir, vec3 vertPos, vec3 vecNormal, float shine) {
58
+ vec3 np = normalize(vertPos);
59
+ vec3 ldp = normalize(lightDir - np);
60
+ return pow(max(zero_float, dot(ldp, vecNormal)), shine);
61
+ }
62
+
63
+ // Source code for GLSL Perlin noise courtesy of:
64
+ // https://github.com/ashima/webgl-noise/wiki
65
+
66
+ vec3 mod289(vec3 x) {
67
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
68
+ }
69
+
70
+ vec2 mod289(vec2 x) {
71
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
72
+ }
73
+
74
+ vec3 permute(vec3 x) {
75
+ return mod289(((x*34.0)+1.0)*x);
76
+ }
77
+
78
+ float snoise(vec2 v)
79
+ {
80
+ const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
81
+ 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
82
+ -0.577350269189626, // -1.0 + 2.0 * C.x
83
+ 0.024390243902439); // 1.0 / 41.0
84
+ // First corner
85
+ vec2 i = floor(v + dot(v, C.yy) );
86
+ vec2 x0 = v - i + dot(i, C.xx);
87
+
88
+ // Other corners
89
+ vec2 i1;
90
+ //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
91
+ //i1.y = 1.0 - i1.x;
92
+ i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
93
+ // x0 = x0 - 0.0 + 0.0 * C.xx ;
94
+ // x1 = x0 - i1 + 1.0 * C.xx ;
95
+ // x2 = x0 - 1.0 + 2.0 * C.xx ;
96
+ vec4 x12 = x0.xyxy + C.xxzz;
97
+ x12.xy -= i1;
98
+
99
+ // Permutations
100
+ i = mod289(i); // Avoid truncation effects in permutation
101
+ vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
102
+ + i.x + vec3(0.0, i1.x, 1.0 ));
103
+
104
+ vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
105
+ m = m*m ;
106
+ m = m*m ;
107
+
108
+ // Gradients: 41 points uniformly over a line, mapped onto a diamond.
109
+ // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
110
+
111
+ vec3 x = 2.0 * fract(p * C.www) - 1.0;
112
+ vec3 h = abs(x) - 0.5;
113
+ vec3 ox = floor(x + 0.5);
114
+ vec3 a0 = x - ox;
115
+
116
+ // Normalise gradients implicitly by scaling m
117
+ // Approximation of: m *= inversesqrt( a0*a0 + h*h );
118
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
119
+
120
+ // Compute final noise value at P
121
+ vec3 g;
122
+ g.x = a0.x * x0.x + h.x * x0.y;
123
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
124
+ return 130.0 * dot(m, g);
125
+ }
126
+
127
+ void main() {
128
+ // Calculating texture coordinates, with r and q set both to one
129
+ vertTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0);
130
+
131
+ vec2 p = texCoord; // put coordinates into vec2 p for convenience
132
+ p.x += time; // add time to make the noise and the subsequent displacement move
133
+ float df = snoise( p ); // create displacement float value from shader-based 2D Perlin noise
134
+ vec4 newVertexPos = vertex + vec4(normal * df * displaceStrength, 0.0); // regular vertex position + direction * displacementMap * displaceStrength
135
+
136
+ // Vertex in clip coordinates
137
+ gl_Position = transform * newVertexPos;
138
+
139
+ // Vertex in eye coordinates
140
+ vec3 ecVertex = vec3(modelview * vertex);
141
+
142
+ // Normal vector in eye coordinates
143
+ vec3 ecNormal = normalize(normalMatrix * normal);
144
+
145
+ if (dot(-one_float * ecVertex, ecNormal) < zero_float) {
146
+ // If normal is away from camera, choose its opposite.
147
+ // If we add backface culling, this will be backfacing
148
+ ecNormal *= -one_float;
149
+ }
150
+
151
+ // Light calculations
152
+ vec3 totalAmbient = vec3(0, 0, 0);
153
+ vec3 totalDiffuse = vec3(0, 0, 0);
154
+ vec3 totalSpecular = vec3(0, 0, 0);
155
+ for (int i = 0; i < 8; i++) {
156
+ if (lightCount == i) break;
157
+
158
+ vec3 lightPos = lightPosition[i].xyz;
159
+ bool isDir = zero_float < lightPosition[i].w;
160
+ float spotCos = lightSpot[i].x;
161
+ float spotExp = lightSpot[i].y;
162
+
163
+ vec3 lightDir;
164
+ float falloff;
165
+ float spotf;
166
+
167
+ if (isDir) {
168
+ falloff = one_float;
169
+ lightDir = -one_float * lightNormal[i];
170
+ } else {
171
+ falloff = falloffFactor(lightPos, ecVertex, lightFalloff[i]);
172
+ lightDir = normalize(lightPos - ecVertex);
173
+ }
174
+
175
+ spotf = spotExp > zero_float ? spotFactor(lightPos, ecVertex, lightNormal[i],
176
+ spotCos, spotExp)
177
+ : one_float;
178
+
179
+ if (any(greaterThan(lightAmbient[i], zero_vec3))) {
180
+ totalAmbient += lightAmbient[i] * falloff;
181
+ }
182
+
183
+ if (any(greaterThan(lightDiffuse[i], zero_vec3))) {
184
+ totalDiffuse += lightDiffuse[i] * falloff * spotf *
185
+ lambertFactor(lightDir, ecNormal);
186
+ }
187
+
188
+ if (any(greaterThan(lightSpecular[i], zero_vec3))) {
189
+ totalSpecular += lightSpecular[i] * falloff * spotf *
190
+ blinnPhongFactor(lightDir, ecVertex, ecNormal, shininess);
191
+ }
192
+ }
193
+
194
+ // Calculating final color as result of all lights (plus emissive term).
195
+ // Transparency is determined exclusively by the diffuse component.
196
+ vertColor = vec4(totalAmbient, 0) * ambient +
197
+ vec4(totalDiffuse, 1) * color +
198
+ vec4(totalSpecular, 0) * specular +
199
+ vec4(emissive.rgb, 0);
200
+
201
+ }
@@ -0,0 +1,40 @@
1
+ #ifdef GL_ES
2
+ precision mediump float;
3
+ precision mediump int;
4
+ #endif
5
+
6
+ #define PROCESSING_TEXTURE_SHADER
7
+
8
+ uniform sampler2D texture;
9
+ uniform vec2 texOffset;
10
+
11
+ varying vec4 vertColor;
12
+ varying vec4 vertTexCoord;
13
+
14
+ void main(void) {
15
+ // Grouping texcoord variables in order to make it work in the GMA 950. See post #13
16
+ // in this thread:
17
+ // http://www.idevgames.com/forums/thread-3467.html
18
+ vec2 tc0 = vertTexCoord.st + vec2(-texOffset.s, -texOffset.t);
19
+ vec2 tc1 = vertTexCoord.st + vec2( 0.0, -texOffset.t);
20
+ vec2 tc2 = vertTexCoord.st + vec2(+texOffset.s, -texOffset.t);
21
+ vec2 tc3 = vertTexCoord.st + vec2(-texOffset.s, 0.0);
22
+ vec2 tc4 = vertTexCoord.st + vec2( 0.0, 0.0);
23
+ vec2 tc5 = vertTexCoord.st + vec2(+texOffset.s, 0.0);
24
+ vec2 tc6 = vertTexCoord.st + vec2(-texOffset.s, +texOffset.t);
25
+ vec2 tc7 = vertTexCoord.st + vec2( 0.0, +texOffset.t);
26
+ vec2 tc8 = vertTexCoord.st + vec2(+texOffset.s, +texOffset.t);
27
+
28
+ vec4 col0 = texture2D(texture, tc0);
29
+ vec4 col1 = texture2D(texture, tc1);
30
+ vec4 col2 = texture2D(texture, tc2);
31
+ vec4 col3 = texture2D(texture, tc3);
32
+ vec4 col4 = texture2D(texture, tc4);
33
+ vec4 col5 = texture2D(texture, tc5);
34
+ vec4 col6 = texture2D(texture, tc6);
35
+ vec4 col7 = texture2D(texture, tc7);
36
+ vec4 col8 = texture2D(texture, tc8);
37
+
38
+ vec4 sum = 8.0 * col4 - (col0 + col1 + col2 + col3 + col5 + col6 + col7 + col8);
39
+ gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
40
+ }
@@ -0,0 +1,2 @@
1
+ -Djruby.ji.objectProxyCache=false -XX:CompileCommand=dontinline,org.jruby.runtime.invokedynamic.InvokeDynamicSupport::invocationFallback
2
+
@@ -0,0 +1,352 @@
1
+ // Elevated shader
2
+ // https://www.shadertoy.com/view/MdX3Rr by inigo quilez
3
+
4
+ // Created by inigo quilez - iq/2013
5
+ // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
6
+
7
+ // Processing port by Raphaël de Courville.
8
+
9
+ #ifdef GL_ES
10
+ precision highp float;
11
+ #endif
12
+
13
+ // Type of shader expected by Processing
14
+ #define PROCESSING_COLOR_SHADER
15
+
16
+ // Processing specific input
17
+ uniform float time;
18
+ uniform vec2 resolution;
19
+ uniform vec2 mouse;
20
+
21
+ // Layer between Processing and Shadertoy uniforms
22
+ vec3 iResolution = vec3(resolution,0.0);
23
+ float iGlobalTime = time;
24
+ vec4 iMouse = vec4(mouse,0.0,0.0); // zw would normally be the click status
25
+
26
+ // ------- Below is the unmodified Shadertoy code ----------
27
+ // Created by inigo quilez - iq/2013
28
+ // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
29
+
30
+ //stereo thanks to Croqueteer
31
+ //#define STEREO
32
+
33
+ mat3 m = mat3( 0.00, 0.80, 0.60,
34
+ -0.80, 0.36, -0.48,
35
+ -0.60, -0.48, 0.64 );
36
+
37
+ float hash( float n )
38
+ {
39
+ return fract(sin(n)*43758.5453123);
40
+ }
41
+
42
+
43
+ float noise( in vec3 x )
44
+ {
45
+ vec3 p = floor(x);
46
+ vec3 f = fract(x);
47
+
48
+ f = f*f*(3.0-2.0*f);
49
+
50
+ float n = p.x + p.y*57.0 + 113.0*p.z;
51
+
52
+ float res = mix(mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),
53
+ mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y),
54
+ mix(mix( hash(n+113.0), hash(n+114.0),f.x),
55
+ mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z);
56
+ return res;
57
+ }
58
+
59
+
60
+
61
+
62
+ vec3 noised( in vec2 x )
63
+ {
64
+ vec2 p = floor(x);
65
+ vec2 f = fract(x);
66
+
67
+ vec2 u = f*f*(3.0-2.0*f);
68
+
69
+ float n = p.x + p.y*57.0;
70
+
71
+ float a = hash(n+ 0.0);
72
+ float b = hash(n+ 1.0);
73
+ float c = hash(n+ 57.0);
74
+ float d = hash(n+ 58.0);
75
+ return vec3(a+(b-a)*u.x+(c-a)*u.y+(a-b-c+d)*u.x*u.y,
76
+ 30.0*f*f*(f*(f-2.0)+1.0)*(vec2(b-a,c-a)+(a-b-c+d)*u.yx));
77
+
78
+ }
79
+
80
+ float noise( in vec2 x )
81
+ {
82
+ vec2 p = floor(x);
83
+ vec2 f = fract(x);
84
+
85
+ f = f*f*(3.0-2.0*f);
86
+
87
+ float n = p.x + p.y*57.0;
88
+
89
+ float res = mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),
90
+ mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y);
91
+
92
+ return res;
93
+ }
94
+
95
+ float fbm( vec3 p )
96
+ {
97
+ float f = 0.0;
98
+
99
+ f += 0.5000*noise( p ); p = m*p*2.02;
100
+ f += 0.2500*noise( p ); p = m*p*2.03;
101
+ f += 0.1250*noise( p ); p = m*p*2.01;
102
+ f += 0.0625*noise( p );
103
+
104
+ return f/0.9375;
105
+ }
106
+
107
+ mat2 m2 = mat2(1.6,-1.2,1.2,1.6);
108
+
109
+ float fbm( vec2 p )
110
+ {
111
+ float f = 0.0;
112
+
113
+ f += 0.5000*noise( p ); p = m2*p*2.02;
114
+ f += 0.2500*noise( p ); p = m2*p*2.03;
115
+ f += 0.1250*noise( p ); p = m2*p*2.01;
116
+ f += 0.0625*noise( p );
117
+
118
+ return f/0.9375;
119
+ }
120
+
121
+ float terrain( in vec2 x )
122
+ {
123
+ vec2 p = x*0.003;
124
+ float a = 0.0;
125
+ float b = 1.0;
126
+ vec2 d = vec2(0.0);
127
+ for(int i=0;i<5; i++)
128
+ {
129
+ vec3 n = noised(p);
130
+ d += n.yz;
131
+ a += b*n.x/(1.0+dot(d,d));
132
+ b *= 0.5;
133
+ p=mat2(1.6,-1.2,1.2,1.6)*p;
134
+ }
135
+
136
+ return 140.0*a;
137
+ }
138
+
139
+ float terrain2( in vec2 x )
140
+ {
141
+ vec2 p = x*0.003;
142
+ float a = 0.0;
143
+ float b = 1.0;
144
+ vec2 d = vec2(0.0);
145
+ for(int i=0;i<14; i++)
146
+ {
147
+ vec3 n = noised(p);
148
+ d += n.yz;
149
+ a += b*n.x/(1.0+dot(d,d));
150
+ b *= 0.5;
151
+ p=m2*p;
152
+ }
153
+
154
+ return 140.0*a;
155
+ }
156
+
157
+
158
+ float map( in vec3 p )
159
+ {
160
+ float h = terrain(p.xz);
161
+
162
+ float ss = 0.03;
163
+ float hh = h*ss;
164
+ float fh = fract(hh);
165
+ float ih = floor(hh);
166
+ fh = mix( sqrt(fh), fh, smoothstep(50.0,140.0,h) );
167
+ h = (ih+fh)/ss;
168
+
169
+ return p.y - h;
170
+ }
171
+
172
+ float map2( in vec3 p )
173
+ {
174
+ float h = terrain2(p.xz);
175
+
176
+
177
+ float ss = 0.03;
178
+ float hh = h*ss;
179
+ float fh = fract(hh);
180
+ float ih = floor(hh);
181
+ fh = mix( sqrt(fh), fh, smoothstep(50.0,140.0,h) );
182
+ h = (ih+fh)/ss;
183
+
184
+ return p.y - h;
185
+ }
186
+
187
+ bool jinteresct(in vec3 rO, in vec3 rD, out float resT )
188
+ {
189
+ float h = 0.0;
190
+ float t = 0.0;
191
+ for( int j=0; j<120; j++ )
192
+ {
193
+ //if( t>2000.0 ) break;
194
+
195
+ vec3 p = rO + t*rD;
196
+ if( p.y>300.0 ) break;
197
+ h = map( p );
198
+
199
+ if( h<0.1 )
200
+ {
201
+ resT = t;
202
+ return true;
203
+ }
204
+ t += max(0.1,0.5*h);
205
+
206
+ }
207
+
208
+ if( h<5.0 )
209
+ {
210
+ resT = t;
211
+ return true;
212
+ }
213
+ return false;
214
+ }
215
+
216
+ float sinteresct(in vec3 rO, in vec3 rD )
217
+ {
218
+ float res = 1.0;
219
+ float t = 0.0;
220
+ for( int j=0; j<50; j++ )
221
+ {
222
+ //if( t>1000.0 ) break;
223
+ vec3 p = rO + t*rD;
224
+
225
+ float h = map( p );
226
+
227
+ if( h<0.1 )
228
+ {
229
+ return 0.0;
230
+ }
231
+ res = min( res, 16.0*h/t );
232
+ t += h;
233
+
234
+ }
235
+
236
+ return clamp( res, 0.0, 1.0 );
237
+ }
238
+
239
+ vec3 calcNormal( in vec3 pos, float t )
240
+ {
241
+ float e = 0.001;
242
+ e = 0.001*t;
243
+ vec3 eps = vec3(e,0.0,0.0);
244
+ vec3 nor;
245
+ nor.x = map2(pos+eps.xyy) - map2(pos-eps.xyy);
246
+ nor.y = map2(pos+eps.yxy) - map2(pos-eps.yxy);
247
+ nor.z = map2(pos+eps.yyx) - map2(pos-eps.yyx);
248
+ return normalize(nor);
249
+ }
250
+
251
+ vec3 camPath( float time )
252
+ {
253
+ vec2 p = 600.0*vec2( cos(1.4+0.37*time),
254
+ cos(3.2+0.31*time) );
255
+
256
+ return vec3( p.x, 0.0, p.y );
257
+ }
258
+
259
+ void main(void)
260
+ {
261
+ vec2 xy = -1.0 + 2.0*gl_FragCoord.xy / iResolution.xy;
262
+
263
+ vec2 s = xy*vec2(1.75,1.0);
264
+
265
+ #ifdef STEREO
266
+ float isCyan = mod(gl_FragCoord.x + mod(gl_FragCoord.y,2.0),2.0);
267
+ #endif
268
+
269
+ float time = iGlobalTime*.15;
270
+
271
+ vec3 light1 = normalize( vec3( 0.4, 0.22, 0.6 ) );
272
+ vec3 light2 = vec3( -0.707, 0.000, -0.707 );
273
+
274
+
275
+ vec3 campos = camPath( time );
276
+ vec3 camtar = camPath( time + 3.0 );
277
+ campos.y = terrain( campos.xz ) + 15.0;
278
+ camtar.y = campos.y*0.5;
279
+
280
+ float roll = 0.1*cos(0.1*time);
281
+ vec3 cw = normalize(camtar-campos);
282
+ vec3 cp = vec3(sin(roll), cos(roll),0.0);
283
+ vec3 cu = normalize(cross(cw,cp));
284
+ vec3 cv = normalize(cross(cu,cw));
285
+ vec3 rd = normalize( s.x*cu + s.y*cv + 1.6*cw );
286
+
287
+ #ifdef STEREO
288
+ campos += 2.0*cu*isCyan; // move camera to the right - the rd vector is still good
289
+ #endif
290
+
291
+ float sundot = clamp(dot(rd,light1),0.0,1.0);
292
+ vec3 col;
293
+ float t;
294
+ if( !jinteresct(campos,rd,t) )
295
+ {
296
+ col = 0.9*vec3(0.97,.99,1.0)*(1.0-0.3*rd.y);
297
+ col += 0.2*vec3(0.8,0.7,0.5)*pow( sundot, 4.0 );
298
+ }
299
+ else
300
+ {
301
+ vec3 pos = campos + t*rd;
302
+
303
+ vec3 nor = calcNormal( pos, t );
304
+
305
+ float dif1 = clamp( dot( light1, nor ), 0.0, 1.0 );
306
+ float dif2 = clamp( 0.2 + 0.8*dot( light2, nor ), 0.0, 1.0 );
307
+ float sh = 1.0;
308
+ if( dif1>0.001 )
309
+ sh = sinteresct(pos+light1*20.0,light1);
310
+
311
+ vec3 dif1v = vec3(dif1);
312
+ dif1v *= vec3( sh, sh*sh*0.5+0.5*sh, sh*sh );
313
+
314
+ float r = noise( 7.0*pos.xz );
315
+
316
+ col = (r*0.25+0.75)*0.9*mix( vec3(0.10,0.05,0.03), vec3(0.13,0.10,0.08), clamp(terrain2( vec2(pos.x,pos.y*48.0))/200.0,0.0,1.0) );
317
+ col = mix( col, 0.17*vec3(0.5,.23,0.04)*(0.50+0.50*r),smoothstep(0.70,0.9,nor.y) );
318
+ col = mix( col, 0.10*vec3(0.2,.30,0.00)*(0.25+0.75*r),smoothstep(0.95,1.0,nor.y) );
319
+ col *= 0.75;
320
+ // snow
321
+ #if 1
322
+ float h = smoothstep(55.0,80.0,pos.y + 25.0*fbm(0.01*pos.xz) );
323
+ float e = smoothstep(1.0-0.5*h,1.0-0.1*h,nor.y);
324
+ float o = 0.3 + 0.7*smoothstep(0.0,0.1,nor.x+h*h);
325
+ float s = h*e*o;
326
+ s = smoothstep( 0.1, 0.9, s );
327
+ col = mix( col, 0.4*vec3(0.6,0.65,0.7), s );
328
+ #endif
329
+
330
+
331
+ vec3 brdf = 2.0*vec3(0.17,0.19,0.20)*clamp(nor.y,0.0,1.0);
332
+ brdf += 6.0*vec3(1.00,0.95,0.80)*dif1v;
333
+ brdf += 2.0*vec3(0.20,0.20,0.20)*dif2;
334
+
335
+ col *= brdf;
336
+
337
+ float fo = 1.0-exp(-pow(0.0015*t,1.5));
338
+ vec3 fco = vec3(0.7) + 0.6*vec3(0.8,0.7,0.5)*pow( sundot, 4.0 );
339
+ col = mix( col, fco, fo );
340
+ }
341
+
342
+ col = sqrt(col);
343
+
344
+ vec2 uv = xy*0.5+0.5;
345
+ col *= 0.7 + 0.3*pow(16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y),0.1);
346
+
347
+ #ifdef STEREO
348
+ col *= vec3( isCyan, 1.0-isCyan, 1.0-isCyan );
349
+ #endif
350
+
351
+ gl_FragColor=vec4(col,1.0);
352
+ }