133 lines
3.0 KiB
Plaintext
133 lines
3.0 KiB
Plaintext
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#version 430 core
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#define PI 3.1415926538f
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//layout(local_size_x = 8, local_size_y = 8) in;
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layout(local_size_x = 1) in;
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//#define LORENZ
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#define CLIFFORD
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//#define DREAM
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layout(rgba32f) uniform image2D img_output;
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uniform sampler2D u_skybox;
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uniform sampler2D u_tex1;
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uniform sampler2D u_tex2;
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uniform sampler2D u_tex3;
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uniform sampler2D u_tex4;
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uniform sampler2D u_tex5;
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struct SceneObject{
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vec4 position;
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};
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layout(std140, binding=2) uniform shader_data{
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vec4 camera_position; // 4 * 4 16
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vec4 camera_rotation; // 4 * 4 32
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vec2 _PixelOffset; // 4 * 2 40
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ivec2 screenSize; // 4 * 2 48
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int iterations; // 4 52
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float _Seed; // 4 56
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int objectcount; // 4 60
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int _sample; // 4 64
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int _samples; // 4 68
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float dt; // 4 72
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vec2 padding; // 4 * 2 80
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};
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layout (std430, binding = 3) coherent buffer object_data{
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SceneObject objects[];
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};
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float distlimit = 500;
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float seed = _Seed;
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int samples = _samples;
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vec2 _Pixel;
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float rand(){
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float result = fract(sin(seed / 100.0f * dot(_Pixel, vec2(12.9898f, 78.233f))) * 43758.5453f);
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seed += 1.0f;
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return result;
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}
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ivec2 GetPixelCoords(float x, float y){
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#ifdef LORENZ
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float div = 30.0f;
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#endif
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#ifdef CLIFFORD
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float div = 3.0f;
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#endif
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#ifdef DREAM
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float div = 3.0f;
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#endif
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x = x / div;
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y = y / div;
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x += 1;
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y += 1;
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x /= 2.0f;
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y /= 2.0f;
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return ivec2(int(x * screenSize.x + 0.5f), int(y * screenSize.y + 0.5f));
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}
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void main(){
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/*
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int id = int(gl_GlobalInvocationID.x);
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float x = objects[id].position.x;
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float y = objects[id].position.y;
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float z = objects[id].position.z;
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ivec2 coords = GetPixelCoords(x, y);
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vec4 pixel = imageLoad(img_output, coords);
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//vec4 color = (vec4(249.0f, 29.0f, 0.0f, 255.0f) / 255.0f);
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//vec4 color = (vec4(249.0f, 29.0f, 0.0f, 255.0f) / 255.0f);
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vec4 color = vec4(0);
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//color = mix(color, pixel, .99999f);
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color = mix(color, pixel, .9999f);
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//color = mix(color, pixel, .2f);
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//imageStore(img_output, coords, pixel + color * .05f);
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//imageStore(img_output, coords, pixel + color * .0001f);
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imageStore(img_output, coords, color);
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#ifdef LORENZ
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float s=10.0f;
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float r=28.0f;
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float b=2.667f;
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float x_dot = s*(y - x);
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float y_dot = r*x - y - x*z;
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float z_dot = x*y - b*z;
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objects[id].position.x += x_dot * .001f * dt;
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objects[id].position.y += y_dot * .001f * dt;
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objects[id].position.z += z_dot * .001f * dt;
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#endif
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#ifdef CLIFFORD
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float a =-1.7f;
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float b = 1.8f;
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float c =-1.9f;
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float d =-0.4f;
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objects[id].position.x = sin(a*y)+c*cos(a*x);
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objects[id].position.y = sin(b*x)+d*cos(b*y);
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#endif
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#ifdef DREAM
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float a =-2.8276f;
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float b = 1.2813f;
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float c =1.9655f;
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float d =0.597f;
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objects[id].position.x = sin(y*b)+c*sin(x*b);
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objects[id].position.y = sin(x*a)+d*sin(y*a);
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#endif
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*/
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}
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