void getTriSubDiv(vec3 pos, inout vec3 p1, inout vec3 p2, inout vec3 p3)
{
mat3 m = mat3((p2-p1)*.5,(p3-p1)*.5,p1);
vec3 q = inverse(m)*pos;
void getTriSubDiv(vec3 pos, inout vec3 p1, inout vec3 p2, inout vec3 p3)
{
mat3 m = mat3((p2-p1)*.5,(p3-p1)*.5,p1);
//mat3 inverse
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22 * a11 - a12 * a21;
float b11 = -a22 * a10 + a12 * a20;
float b21 = a21 * a10 - a11 * a20;
float det = a00 * b01 + a01 * b11 + a02 * b21;
mat3 im = mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
// end mat3 inverse
vec3 q = im*pos;
// reflection of cubemap
c *= texture(iChannel1,R).xyz*1.5+.4;
// reflection of cubemap
c *= (texture(iChannel1,R.xy)).xyz * 1.5 + .4;
gl_FragColor.a = length(gl_FragColor.rgb);
logo: Info/small_logoFractalGarden133.png
text: Info/infoFractalGarden087.txt
minVersion: 1.2.0.80
clip {
id: Right
deny: cage, top, accessories, pole
}
clip {
id: Left
deny: cage, top, table, accessories, pole
}
texture {
id: swirl
source: Textures/RedGold.png
}
framebuffer {
id: alt_bkgndA
source: swirl
//alter the color to affect the blend
color: 9.0, -9.0, -9.0
pos: 0, 0, 0
size: 1920, 1080
animate: 30, PingPong, linear, color, -18, 0, 0
animate: 20, PingPong, linear, color, 0, 0, 18
animate: 10, PingPong, linear, color, 0, 18, 0
}
////////////////////////////////////
camera {
type: 3D
angle: 45
pos: 0, -2, 1290
quad {
pos: 0, 0, 0
size: 1920, 1080
//shader: fragment,Shaders/clouds.fsh
shader: fragment,Shaders/PyThrrrown/Viscosity Clone Mod01.fsh
}
sprite {
source: alt_bkgndA
size: 1920, 1080
pos: 0, 0, 0
shader: fragment,Shaders/Flockaroo/Silver TilingsMod01.fsh
// use a blend to alter the look
//blend: SRC_COLOR,ONE_MINUS_SRC_COLOR
blend: SRC_COLOR,ONE_MINUS_SRC_ALPHA
}
// light { // Blue Spot Light
// pos: 500, 150, 2000
// ambient: 1.0, 1.0, 1.0
// color: -1.0, -1.0, 1.0
// animate: 20., PingPong, linear, pos, -600, 0, -4000
// }
// light { // Red Spot Light
// pos: -500, 150, 2000
// ambient: 1.0, 1.0, 1.0
// color: 1.0, -1.0, -1.0
// animate: 30., PingPong, linear, pos, 600, 0, -4000
// }
light { // full Spot Light
pos: 0, 150, 2000
ambient: 1.0, 1.0, 1.0
color: 1.0, 1.0, 1.0
}
// Left model
clipSprite {
pos: -620, 533, 0
source: Left
standingHeight: 880
sittingheight: 540
resolution: 100
scale: -1., 1., 1.
opacity: 1.0
Material: True
}
//Model name
clipNameSprite {
//pos: -740, 480, -10
pos: -590, 380, 300
hotspot: 0.5, 1
scale: 0.45, 0.36
source: Left
color: 0.98, 0.90, 0.95 //Changed default white color
}
//Right model
clipSprite {
pos: 620, 533, 0
source: Right
standingHeight: 880
sittingheight: 540
resolution: 100
scale: -1., 1., 1.
opacity: 1.0
Material: True
}
//Model name
clipNameSprite {
pos: 590, 380, 300
hotspot: 0.5, 1
scale: 0.45, 0.36
source: Right
color: 0.98, 0.90, 0.95 //Changed default white color
}
}
blend: trueand
blend: false
blend: Source option, Destination Option
Source options
ZERO
ONE
DST_COLOR
ONE_MINUS_DST_COLOR
SRC_ALPHA
ONE_MINUS_SRC_ALPHA
DST_ALPHA
ONE_MINUS_DST_ALPHA
SRC_ALPHA_SATURATE
Destination options
ZERO
ONE
SRC_COLOR
ONE_MINUS_SRC_COLOR
SRC_ALPHA
ONE_MINUS_SRC_ALPHA
DST_ALPHA
ONE_MINUS_DST_ALPHA
// // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// Silver Tilings fragment shader
// created by florian berger (flockaroo) - 2017
// Original obtained from ShaderToy.com
// https://www.shadertoy.com/view/XsXfz2 and Adapted, trivialy, for VGHD
uniform float u_Elapsed; // The elapsed time in seconds
uniform vec2 u_WindowSize; // Window dimensions in pixels
// Use defines here rather than edit the body of the code.
#define iTime u_Elapsed* 0.333
#define iGlobalTime u_Elapsed
#define iResolution u_WindowSize
#define iMouse vec4(0.0,0.0, 0.0,0.0)
// speed of rotation and angle change normal is .5
#define phispeed .1
#define thspeed .1
// each subdivision has a radius the maximum radius is 3.45
// 6 suddivisons is about the max you can do.
// if the sizeX is greater than Zero, then that subdivison will be added
// to Hide a subdivison make it very small < .001
// the spheresize controls the size of the center sphere
#define spheresize .735
#define size1 .890 // 1st subdivision size must be greater than 0
#define size2 .840 // next subdivision size set to zero to not run this subdivision
#define size3 .790 // " "
#define size4 .740 // " "
#define size5 .925 // " "
#define size6 0.0 // This is the last subdivsion
#define maxsize 3.50 // just to show the max size, larger than this is outside the view of the camera
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
uniform sampler2D iChannel2;
#ifdef GL_ES
precision mediump float;
#endif
vec4 texture2D_Fract(sampler2D sampler,vec2 P) {return texture2D(sampler,fract(P));}
vec4 texture2D_Fract(sampler2D sampler,vec2 P, float Bias) {return texture2D(sampler,fract(P),Bias);}
// tried some non periodic tilings on a sphere, startig from an icosahedron
// similar to truchet pattern only on a trigonal grid
// golden ratio - used for icosahedron
#define G (.5+sqrt(5./4.))
#define PI2 6.28318531
#define XCHGV3(a,b) { vec3 d=a; a=b; b=d; }
void sortXYZ(inout vec3 p1, inout vec3 p2, inout vec3 p3)
{
#define W(p) (p.x+p.y*.01+p.z*.0001)
if(W(p3)>W(p2)) XCHGV3(p3,p2);
if(W(p2)>W(p1)) XCHGV3(p2,p1);
if(W(p3)>W(p2)) XCHGV3(p3,p2);
if(W(p2)>W(p1)) XCHGV3(p2,p1);
}
// get closest icosahedron triangle
void getIcosaTriOld(vec3 pos, out vec3 p1, out vec3 p2, out vec3 p3)
{
float dot1 = -1000.0;
float dot2 = -1000.0;
float dot3 = -1000.0;
for(int s1=0;s1<2;s1++)
{
for(int s2=0;s2<2;s2++)
{
for(int perm=0;perm<3;perm++)
{
vec3 p0 = normalize(vec3(G,1,0))*vec3(s1*2-1,s2*2-1,0);
if (perm>1) p0 = p0.yzx;
else if(perm>0) p0 = p0.zxy;
float dot0 = dot(pos,p0);
if(dot0>dot1){
dot3=dot2; p3=p2;
dot2=dot1; p2=p1;
dot1=dot0; p1=p0;
}
else if(dot0>dot2){
dot3=dot2; p3=p2;
dot2=dot0; p2=p0;
}
else if(dot0>dot3){
dot3=dot0; p3=p0;
}
}
}
}
}
void getIcosaTri(vec3 pos, out vec3 p1, out vec3 p2, out vec3 p3)
{
mat2 rot=mat2(0.809016994374947, 0.587785252292473, -0.587785252292473, 0.809016994374947);
float ph = atan(pos.y,pos.x); ph=(ph<0.)?PI2+ph:ph;
float dang=PI2/5.;
float seg=ph/dang;
float fseg=floor(seg);
// 3 topmost points of segment + lower point of seg (p4t)
vec3 p1t=vec3(0,0,1.);
vec3 p2t=vec3(cos(fseg*dang-vec2(0,PI2/4.))*.894427190999916,.447213595499958);
vec3 p4t=vec3(rot*p2t.xy,-p2t.z);
vec3 p3t=vec3(rot*p4t.xy, p2t.z);
if (dot(pos,cross(p2t,p4t))<0. || dot(pos,cross(p4t,p3t))<0.) {
// xchg p2 and p3 (because bottom is mirrored in z)
p1t=vec3(0,0,-1.);
p3t=vec3((seg-fseg<.5)?p2t.xy*rot:rot*p2t.xy,-p2t.z);
p4t=vec3(rot*p3t.xy,-p3t.z);
p2t=vec3(rot*p4t.xy, p3t.z);
}
// mix top or below
bool top=(dot(pos,cross(p2t,p3t))>0.);
p1=top?p1t:p4t;
p2=top?p2t:p3t;
p3=top?p3t:p2t;
}
// check if pos hits triangle
bool thruTriangle(vec3 pos, vec3 v1, vec3 v2, vec3 v3)
{
vec3 n = cross(v2-v1,v3-v1);
// calc where pos hits triangle plane
pos = pos*dot(v1,n)/dot(pos,n);
v1-=pos; v2-=pos; v3-=pos;
vec3 c1=cross(v1,v2);
vec3 c2=cross(v2,v3);
vec3 c3=cross(v3,v1);
// check if the cross products of all the pos-edge-vectors show into the same direction
return dot(c1,c2)>0. && dot(c2,c3)>0. && dot(c3,c1)>0. ;
}
// subdivide 1 triangle into 4 triangles and give back closest triangle
void getTriSubDivOld(vec3 pos, inout vec3 p1, inout vec3 p2, inout vec3 p3)
{
vec3 p4 = normalize(p1+p2);
vec3 p5 = normalize(p2+p3);
vec3 p6 = normalize(p3+p1);
if (thruTriangle(pos,p1,p4,p6)) { p1=p1; p2=p4; p3=p6; }
else if(thruTriangle(pos,p6,p5,p3)) { p1=p6; p2=p5; p3=p3; }
else if(thruTriangle(pos,p6,p4,p5)) { p1=p6; p2=p4; p3=p5; }
else if(thruTriangle(pos,p4,p2,p5)) { p1=p4; p2=p2; p3=p5; }
}
void getTriSubDiv(vec3 pos, inout vec3 p1, inout vec3 p2, inout vec3 p3)
{
mat3 m = mat3((p2-p1)*.5,(p3-p1)*.5,p1);
//mat3 inverse
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22 * a11 - a12 * a21;
float b11 = -a22 * a10 + a12 * a20;
float b21 = a21 * a10 - a11 * a20;
float det = a00 * b01 + a01 * b11 + a02 * b21;
mat3 im = mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
// end mat3 inverse
vec3 q = im*pos;
q/=q.z;
vec3 qf=floor(q);
float f=step(1.,q.x-qf.x+q.y-qf.y);
p1 = m*vec3( qf.xy+f, 1 );
p2 = m*vec3( qf.xy+vec2(1.-f,f), 1 );
p3 = m*vec3( qf.xy+vec2(f,1.-f), 1 );
p1=normalize(p1);
p2=normalize(p2);
p3=normalize(p3);
}
// get some 3d rand values by multiplying 2d rand in xy, yz, zx plane
vec4 getRand(vec3 pos)
{
vec4 r = vec4(1.0);
r*=texture(iChannel2,pos.xy)*2.-1.;
r*=texture(iChannel2,pos.xz)*2.-1.;
r*=texture(iChannel2,pos.zy)*2.-1.;
return r;
}
// distancefield of torus around arbitrary axis z
// similar to http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
float distTorus(vec3 pos, float r1, float r2, vec3 z)
{
float pz = dot(pos,normalize(z));
return length(vec2(length(pos-z*pz)-r1,pz))-r2;
}
float getRand01Sph(vec3 pos)
{
return texture(iChannel0,pos.xy*123.+pos.z).x;
}
float distSphere(vec3 pos, float r)
{
return length(pos)-r;
}
float calcAngle(vec3 v1, vec3 v2)
{
return acos(dot(v1,v2)/length(v1)/length(v2));
}
// distance to 2 torus segments in a triangle
// each torus segment spans from the middle of one side to the middle of another side
float distTruchet(vec3 pos, vec3 p1, vec3 p2, vec3 p3)
{
float d = 10000.0;
float rnd=getRand01Sph(p1+p2+p3);
// random rotation of torus-start-edges
if (rnd>.75) { vec3 d=p1; p1=p2; p2=d; }
else if (rnd>.50) { vec3 d=p1; p1=p3; p3=d; }
else if (rnd>.25) { vec3 d=p2; p2=p3; p3=d; }
float r,r1,r2,fact,ang,fullAng;
vec3 n = normalize(cross(p2-p1,p3-p1));
// where pos hits triangle
vec3 pos2 = ((pos-p1)-dot(pos-p1,n)*n)+p1;
// torus segments:
// actually i have to fade from one torus into another
// because not all triangles are equilateral
// segment1
r1 = .5*length(p2-p1);
r2 = .5*length(p3-p1);
ang = calcAngle(pos2-p1,p2-p1);
fullAng = calcAngle(p3-p1,p2-p1);
fact = ang/fullAng;
r=mix(r1,r2,fact);
d=min(d,distTorus(pos-p1*sqrt(1.0-r*r),r,.1*r,p1));
// segment2
r1 = .5*length(p3-p2);
r2 = .5*length(p1-p2);
ang = calcAngle(pos2-p2,p3-p2);
fullAng = calcAngle(p1-p2,p3-p2);
fact = ang/fullAng;
r=mix(r1,r2,fact);
d=min(d,distTorus(pos-p2*sqrt(1.0-r*r),r,.1*r,p2));
return d;
}
// final distance funtion
float dist(vec3 pos)
{
pos+=.00015*getRand(pos*1.3).xyz*4.;
pos+=.00006*getRand(pos*3.).xyz*4.;
pos+=.00040*getRand(pos*.5).xyz*4.;
vec3 p1,p2,p3;
float d = 10000.;
// sphere in the middle
d=min(d,distSphere(pos,spheresize));
// start with an icosahedron subdivided once
float sc = 1.;
getIcosaTri(pos, p1, p2, p3);
getTriSubDiv(pos, p1, p2, p3);
// always sort by X, then Y, then Z - to get a unique order of the edges
sortXYZ(p1,p2,p3);
sc = 1./size1;
d=min(d,distTruchet(pos*sc, p1,p2,p3)/sc);
if ( size2 >0.){
// subdivide again for another detail
getTriSubDiv(pos,p1,p2,p3);
sortXYZ(p1,p2,p3);
sc = 1./size2;
d=min(d,distTruchet(pos*sc, p1,p2,p3)/sc);
}
if ( size3 >0.){
// subdivide again for another detail
getTriSubDiv(pos,p1,p2,p3);
sortXYZ(p1,p2,p3);
sc = 1./size3;
d=min(d,distTruchet(pos*sc, p1,p2,p3)/sc);
}
if ( size4 >0.){
// subdivide again for another detail
getTriSubDiv(pos,p1,p2,p3);
sortXYZ(p1,p2,p3);
sc = 1./size4;
d=min(d,distTruchet(pos*sc, p1,p2,p3)/sc);
}
if ( size5 >0.){
// subdivide again for another detail
getTriSubDiv(pos,p1,p2,p3);
sortXYZ(p1,p2,p3);
sc = 1./size5;
d=min(d,distTruchet(pos*sc, p1,p2,p3)/sc);
}
if ( size6 >0.){
// subdivide again for another detail
getTriSubDiv(pos,p1,p2,p3);
sortXYZ(p1,p2,p3);
sc = 1./size6; // size is outside of camera limit
d=min(d,distTruchet(pos*sc, p1,p2,p3)/sc);
}
return d;
}
vec3 getGrad(vec3 pos, float eps)
{
vec2 d=vec2(eps,0);
float d0=dist(pos);
return vec3(dist(pos+d.xyy)-d0,
dist(pos+d.yxy)-d0,
dist(pos+d.yyx)-d0)/eps;
}
// march it...
vec4 march(inout vec3 pos, vec3 dir)
{
// cull the sphere
if(length(pos-dir*dot(dir,pos))>1.05)
return vec4(0,0,0,1);
float eps=0.001;
float bg=1.0;
for(int cnt=0;cnt<32;cnt++)
{
float d = dist(pos);
pos+=d*dir;
if(d<eps) { bg=0.0; break; }
}
vec3 n = getGrad(pos,.001);
return vec4(n,bg); // .w=1 => background
}
mat3 rotX(float ang)
{
float c=cos(ang), s=sin(ang);
return mat3(1,0,0, 0,c,s, 0,-s,c);
}
mat3 rotZ(float ang)
{
float c=cos(ang), s=sin(ang);
return mat3(c,s,0, -s,c,0, 0,0,1);
}
//void mainImage( out vec4 fragColor, in vec2 fragCoord )
void main(void)
{
// screen coord -1..1
vec2 sc = (gl_FragCoord.xy/iResolution.xy)*2.-1.;
// viewer position
vec3 pos = vec3(0,-3.5,0);
// pixel view direction
vec3 dir = normalize(2.*normalize(-pos)+vec3(sc.x,0,sc.y*iResolution.y/iResolution.x));
// rotate view around x,z
float phi = iMouse.x/iResolution.x*7.;
float th = iMouse.y/iResolution.y*7.;
if (iMouse.x==0.) { phi=iTime*phispeed; th=.27*thspeed*iTime; }
mat3 rx = rotX(th);
mat3 rz = rotZ(phi);
pos = rz*(rx*pos);
dir = rz*(rx*dir);
// march it...
vec4 n=march(pos,dir);
float bg=n.w;
// calc some ambient occlusion
float ao=1.;
#if 0
// calc simple ao by stepping along radius
ao*=dist(pos*1.02)/.02;
ao*=dist(pos*1.05)/.05;
ao*=dist(pos*1.1)/.1;
#else
// calc ao by stepping along normal
ao*=dist(pos+n.xyz*.02)/.02;
ao*=dist(pos+n.xyz*.05)/.05;
ao*=dist(pos+n.xyz*.10)/.10;
#endif
// adjust contrast of ao
ao=pow(ao,.4);
// reflection dir
vec3 R = pos-2.0*dot(pos,n.xyz)*n.xyz;
R = -((R*rz)*rx).yzx;
vec3 c = vec3(1);
// simply add some parts of the normal to the color
// gives impression of 3 lights from different dir with different color temperature
c += n.xyz*.1+.1;
// reflection of cubemap
c *= (texture(iChannel1,R.xy)).xyz * 1.5 + .4;
// add some depth darkening
c*=clamp(-dot(dir,pos)*.7+.7, .2, 1.);
// apply ambient occlusion
c*=ao;
// apply background
//if(bg>=.5) c=vec3(.5,.6,.75)-.17;
if(bg>=.5) c=vec3(.0,.0,.0)-.0;
// vignetting
float vign = (1.1-.3*length(sc.xy));
gl_FragColor = vec4(c*vign,1);
gl_FragColor.a = length(gl_FragColor.rgb);
}
#ifdef GL_ES
precision highp float;
#endif
NVIDIA GeForce GT 730/PCIe/SSE2]
OPENGL GL_VERSION: 4.6.0 NVIDIA 472.08]
OPENGL GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA]
OPENGL version: "4.6"]
texture {
id: ppcstage
source: Textures/PPstageMini.png
}
texture {
id: ppcstage
source: ETImages/Plaftexrot01/PPstageMini.png
}
2022-01-25T07:42:41 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreenPreview
OPENGL GL_VENDOR: NVIDIA Corporation]
OPENGL GL_RENDERER: GeForce GTX 980/PCIe/SSE2]
OPENGL GL_VERSION: 4.6.0 NVIDIA 456.71]
OPENGL GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA]
OPENGL version: "4.6"]
2022-01-25T07:56:14[] WARNING[QOpenGLShader:
:compile(Fragment): 0(142) : error C7532:
global function inverse requires "#version 140" or later
#version 130
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#endif
#define lowp
#define mediump
#define highp
GLSL Version Shader Preprocessor
1.10.59 #version 110
1.20.80 #version 120
1.30.10 #version 130
1.40.80 #version 140
1.50.11 #version 150
3.30.06 #version 330
4.00.09 #version 400
4.10.06 #version 410
4.20.11 #version 420
4.30.08 #version 430
4.40.09 #version 440
4.50.07 #version 450
4.60.05 #version 460
minVersion: 1.2.0.80and that is what causes the default header to be written
#version 140
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#extension GL_ARB_gpu_shader5 : enable
#endif
#define highp
// reflection of cubemap
c *= (texture(iChannel1,R.xy)).xyz * 1.5 + .4;
#version 140
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#extension GL_ARB_gpu_shader5 : enable
#endif
#define highp
So let me be clear now..by our convention of heading up our .scn files with 'minVersion: 1.2.0.80'we should really be saying 'minVersion: 1.4.0.80' ?and/or putting the following in our shader files ?
#define mouse vec4(0.0,0.0, 0.0,0.0)but later used in a vec2 formula
// Mouse in lower half: zoom into vortex / solid
vec2 c = (mouse - 0.5) * 2.5;
// Mouse in lower half: zoom into vortex / solid
vec2 c = (mouse.xy - 0.5) * 2.5;
vec2 c = (mouse.xy - 0.5) * 2.5;
//vec2 c = (mouse.xy - 0.5) * 2.5;
float my = -0.31; // mouse y
float mx = -0.68179 ; // mouse x
vec2 c = vec2(mx,my); // fake mouse input
@WA - I noticed an overlooked bug in FG124correct srry
the texture for the stage has the wrong path.
causes the Clipname to be used instead
..to override the default header, the shader should include
one of it's own.
This Header fixes the original shader.
#version 140
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#extension GL_ARB_gpu_shader5 : enable
#endif
#define highp
2022-01-29T00:54:06[] WARNING[QOpenGLShader::compile(Fragment): 0(10) : error C0204: version directive must be first statement and may not be repeated
2022-01-29T00:54:06[] WARNING[*** Problematic Fragment shader source code ***]
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