505 lines
16 KiB
GLSL
505 lines
16 KiB
GLSL
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//////// ================================
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//////// SETTINGS: Settings
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//////// ================================
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//
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// If you don't feel like tweaking settings, try one of these presets:
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//
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// 0: Maximize FPS at the cost of image quality. (DEFAULT)
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// 1: A balance between image quality and FPS.
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// 2: Just render a pretty static image.
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// 3: Demonstrate off the weird tiling render feature.
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//
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// The user settings below will override whatever preset you use.
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//
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#define PRESET 2
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//
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// Scenes:
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//
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// 1: A glossy rotating orange ball with two divets and blue floor.
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// 2:
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//
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#define SCENE 1
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//////// --------------------------------
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//////// Scene settings
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//////// --------------------------------
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// 0: circle around the origin
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// 1: portrait
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// 2: profile
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// 3: 3/4
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//#define SCENE2_CAMERA 0
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//////// --------------------------------
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//////// User settings
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//////// --------------------------------
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//////// Tweak these according to your preferences and the power of your graphics card.
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//////// Comment out a setting to restore it to its default value.
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//// ********************************
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//// Sample settings
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//// ********************************
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// The number of color samples taken per pixel. Increasing this has a dramatic effect on
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// image quality, reducing graininess and preventing overly-bright pixels ("fireflies").
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// However, how much GPU power you need to render a frame scales linearly with
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// the number of samples.
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//#define SAMPLES 1
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// The maximum number of times light can reflect or scatter before it is extinguished.
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//#define PATH_SEGMENTS 14
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//// ********************************
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//// Postprocessing settings
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//// ********************************
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// If a pixel color is too bright for fit in sRGB, there are two ways to handle it:
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//
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// 1. Clamp the pixel within the limits of sRGB, resulting in (near-)maximum
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// brightness at the cost of the color's saturation. (If it's too bright, it'll
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// become entirely white.)
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// 2. Reduce the brightness of the color until it fits within sRGB, preserving
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// the color's saturation, but losing even *more* brightness.
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//
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// Correction for saturation generally looks better, but isn't usually necessary
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// for more than five or so samples (because the bright pixels will average out
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// with the dark pixels and fall back within sRGB).
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//#define SATURATION_CORRECTION 1
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// The dithering looks pretty good. Honestly, at 1440p it makes even
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// 3 bits per color channel look *very* convincing. As far as I'm aware
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// there are no downsides to leaving it enabled. It would probably help
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// reduce color banding and improve color clarity in general.
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//#define ENABLE_DITHER 1
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// The number of available colors *per channel*.
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//define DITHER_COLORS 1<<8
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// The size of the Bayer matrix is 2^DITHER_BASE, so e.g. 4 is a 16x16 matrix.
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// This can't be larger than 16 because dithering is implemented using a 16-bit bit hack.
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//#define DITHER_BASE 16
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// Artifically restrict the colors to those specified in DITHER_COLORS.
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// If you set DITHER_COLORS to 6 or so and enable DITHER_NEAREST then screenshot
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// and convert the image to a GIF* using an appropriate conversion tool,
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// it will look exactly the same as it looks on your screen.
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// This was the motivating reason for adding dithering, and it looks amazing.
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//
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// * Pronounced "yif". Fite me.
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//#define DITHER_NEAREST 0
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//// ********************************
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//// Perspective settings
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//// ********************************
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// This shader natively uses a square (circular?) aspect ratio. With ASPECT_RATIO_CROP
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// enabled, if you use a wide aspect ratio, the frame will have its height
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// cropped so that the image can take up the full width of the screen.
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//#define ASPECT_RATIO_CROP 1
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// This setting affects how far you zoom in on the scene.
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// Greater values = more zoom. Fractional values zoom out. Negative values mirror the scene.
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//#define FOV 1.5
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// Camera position and angle. (Feel free to reference `time` here.)
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//#define CAMERA_POS vec3(0.)
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// (Don't worry, we call `normalize` for you.
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//#define CAMERA_DIR vec3(0., 0., 1.)
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///
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/// TILE_PERSPECTIVE and CLAMP_PERSPECTIVE are only relevant if you zoom out
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/// (e.g. an FOV < ~1.15). For more information on how and why these settings
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/// behave the way they do, see their extended descriptions in the `project` function.
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///
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// Points on the screen >1 or <-1 show the portion of the scene *behind* you,
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// mirrored so that the edges of each adjacent tile lines up (e.g. tiles above
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// and below are mirrored vertically, to the left and right horizontally).
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// This tiling is infinite. You might want to combine this with an IMAGE_OFFSET of
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// (-1, 0) so that you can see two whole hemispheres instead of one whole hemisphere
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// and two halves on opposite sides.
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//#define TILE_PERSPECTIVE 0
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// Points on the screen outside of the unit circle (within a tile) are clamped
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// to the nearest point on the unit circle. This doesn't look very good, but
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// might be preferable to just rendering black?
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//#define CLAMP_PERSPECTIVE 0
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// Slide the image around on the screen. Each time is `2x2` centered on the
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// origin, so an offset of e.g. (2,0) with TILE_PERSPECTIVE enabled
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// will show you the portion of the scene *behind* you.
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//#define IMAGE_OFFSET vec2(0., 0.)
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//// ********************************
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//// Simulation settings
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//// ********************************
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// The maximum number of steps a ray can take during marching before giving up
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// and colliding with nothing. This prevents scenes from taking infinite time to render.
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//#define MAX_STEPS 200
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// The maximum distance a ray can travel before we give up and just say it collides
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// with nothing. This helps prevent the background from appearing warped by the foreground
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// due to rays which march close to a foreground object run out of steps before
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// reaching their destination when slightly farther rays do reach their target.
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//#define MAX_DIST 20.
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// Average the color across frames by storing them in the buffer.
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// This is like supersampling, but across frames instead of within a pixel,
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// which lets you render with thousands of samples without crashing.
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// It's strongly advised that you enable FREEZE_TIME when this is enabled!
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// This uses iFrame, so if you want to enable this, make sure you hit the
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// "reset time" function or things will get screwed up.
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//#define AVERAGE_FRAMES 1
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// Set a time in seconds. The simulation will be frozen at this point in time every frame.
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// Comment this out to allow time to pass normally.
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//#define FREEZE_TIME 2.75
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// Loop time over an interval of this duration, beginning at FREEZE_TIME,
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// or 0, if FREEZE_TIME is not set.
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//#define LOOP_TIME 0.
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// Set the maximum duration of temporal antialiasing (i.e. how much time
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// motion blur smears across). Note that this is a *maximum* time, and motion
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// blur will never be greater than the duration of a frame. That said, when rendering
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// a still image with FREEZE_TIME you probably want this set to 0., and if you're
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// stuttering a lot, the large variance in frame times can make objects in the image
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// appear to jerk back and forth, so this probably shouldn't be any higher
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// than (the reciprocal of) your average framerate. Comment this out to
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// remove any cap on the amount of motion blur.
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//#define MAX_TAA_DIFF (1./30.)
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//////// --------------------------------
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//////// Internal settings
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//////// --------------------------------
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//////// If you're just viewing the shader, you shouldn't usually need to tweak these.
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// The minimum distance between two points before they are considered the same point.
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// Setting lower values increases the sharpness of the image at the cost of performance
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// and rounding errors at objects very far from 0.
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//
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// Ray marching halves the distance to the surface of an object each iteration, but the
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// end goal of ray marching is to pass slightly *inside* the object. Setting a minimum
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// distance prevents zeno's paradox. This also serves as a optimization
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// because the number of steps increases logarithmically as you decrease the minimum distance.
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//
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// Chosen to be 2^(-9), or about ~2mm, because that's the largest you can set it before
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// the quality of the image is significantly effected. You can set it as low as about
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// 2^(-19) before things begin to break. It's good to experiment with both high and low
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// values to help find bugs in the numerical precision of the light simulation.
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// If you have precision bugs, the simulation ends up getting affected pretty dramatically
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// by changes to MIN_DIST, whereas a numerically stable simulation is not affected much at all.
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//
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// I expect that a minimum distance of 2^(-9) would work until about 10km from the origin
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// with 32-bit floating point before starting to break down, but I have not tested it.
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//#define MIN_DIST (0.001953125)
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// The distance between samples when estimating a surface's normal. Smaller values result
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// in more precise calculations, but are more sensitive to numerical imprecision.
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// This should probably be less than MIN_DIST.
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//#define NORMAL_DELTA (MIN_DIST/4.)
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// Only march this much of MIN_DIST at a time to account for imprecision in the distance
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// calculations. Chosen by experimentation. If you have to set this low, that often means
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// that there's a bug somewhere (e.g. you forgot to call `normalize`).
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//
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// Right now, the simulation is numerically stable and I don't have to use it at all!
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// But I often find that it's necessary to set this to around ~0.92 when debugging
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// numerical issues.
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//#define IMPRECISION_FACTOR 1.
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//////// --------------------------------
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//////// Default settings & presets
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//////// --------------------------------
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//////// So you can restore a setting to its default value by commenting it out.
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#ifndef PRESET
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#define PRESET 0
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#endif
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#ifndef SCENE
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#define SCENE 2
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#endif
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//// ********************************
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//// Scene 2
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//// ********************************
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#if SCENE == 2
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#ifndef SCENE2_CAMERA
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#define SCENE2_CAMERA 1
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#endif
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#ifndef FOV
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#define FOV 1.2
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#endif
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#if SCENE2_CAMERA == 1
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#ifndef CAMERA_POS
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#define CAMERA_POS vec3(0., -0.1, -0.5)
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#endif
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#ifndef CAMERA_DIR
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#define CAMERA_DIR vec3(0., 0., 1.)
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#endif
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#elif SCENE2_CAMERA == 2
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#ifndef CAMERA_POS
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#define CAMERA_POS vec3(0.5, -0.1, 0.0)
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#endif
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#ifndef CAMERA_DIR
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#define CAMERA_DIR vec3(-1.0, 0.0, 0.0)
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#endif
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#elif SCENE2_CAMERA == 3
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#ifndef CAMERA_POS
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#define CAMERA_POS vec3(-sqrt(0.5/4.), -0.1, -sqrt(0.5/4.))
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#endif
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#ifndef CAMERA_DIR
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#define CAMERA_DIR vec3(sqrt(0.5), 0., sqrt(0.5))
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#endif
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#else
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#ifndef CAMERA_POS
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#define CAMERA_POS vec3(sin(-time)*0.5, -0.1, cos(-time)*0.5)
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#endif
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#ifndef CAMERA_DIR
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#define CAMERA_DIR vec3(-sin(-time), 0., -cos(-time))
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#endif
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#endif
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#endif
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//// ********************************
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//// Preset 1
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//// ********************************
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#if PRESET == 1
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#ifndef SAMPLES
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#define SAMPLES 6
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#endif
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#ifndef PATH_SEGMENTS
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#define PATH_SEGMENTS 16
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#endif
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#ifndef MAX_TAA_DIFF
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#define MAX_TAA_DIFF (1./30.)
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#endif
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//// ********************************
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//// Preset 2
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//// ********************************
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#elif PRESET == 2
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#ifndef PATH_SEGMENTS
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#define PATH_SEGMENTS 10
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#endif
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#ifndef MAX_STEPS
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#define MAX_STEPS 300
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#endif
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#ifndef MAX_DIST
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#define MAX_DIST 50.
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#endif
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#ifndef MIN_DIST
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#define MIN_DIST (0.001953125/128.)
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#endif
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#ifndef MAX_TAA_DIFF
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#define MAX_TAA_DIFF 0.
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#endif
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#ifndef AVERAGE_FRAMES
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#define AVERAGE_FRAMES 1
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#endif
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#ifndef FREEZE_TIME
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#if SCENE == 1
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#define FREEZE_TIME 2.75
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#elif SCENE == 2
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#define FREEZE_TIME 2.3
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#else
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#define FREEZE_TIME 0.
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#endif
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#endif
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//// ********************************
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//// Preset 3
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//// ********************************
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#elif PRESET == 3
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#ifndef FOV
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#define FOV 0.5
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#endif
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#ifndef TILE_PERSPECTIVE
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#define TILE_PERSPECTIVE 1
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#endif
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#ifndef CLAMP_PERSPECTIVE
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#define CLAMP_PERSPECTIVE 1
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#endif
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#ifndef IMAGE_OFFSET
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#define IMAGE_OFFSET vec2(0., 0.)
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#endif
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#endif
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//// ********************************
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//// Preset 0 (defaults)
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//// ********************************
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#ifndef SAMPLES
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#define SAMPLES 1
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#endif
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#ifndef PATH_SEGMENTS
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#define PATH_SEGMENTS 10
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#endif
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#ifndef SATURATION_CORRECTION
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#define SATURATION_CORRECTION 1
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#endif
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#ifndef ENABLE_DITHER
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#define ENABLE_DITHER 1
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#endif
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#ifndef DITHER_BASE
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#define DITHER_BASE 16
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#endif
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#ifndef DITHER_COLORS
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#define DITHER_COLORS (1<<8)
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#endif
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#ifndef DITHER_NEAREST
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#define DITHER_NEAREST 0
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#endif
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#ifndef FOV
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#define FOV 1.5
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#endif
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#ifndef CAMERA_POS
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#define CAMERA_POS vec3(0.)
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#endif
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#ifndef CAMERA_DIR
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#define CAMERA_DIR vec3(0., 0., 1.)
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#endif
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#ifndef ASPECT_RATIO_CROP
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#define ASPECT_RATIO_CROP 1
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#endif
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#ifndef TILE_PERSPECTIVE
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#define TILE_PERSPECTIVE 0
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#endif
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#ifndef CLAMP_PERSPECTIVE
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#define CLAMP_PERSPECTIVE 0
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#endif
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#ifndef IMAGE_OFFSET
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#define IMAGE_OFFSET vec2(0., 0.)
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#endif
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#ifndef MAX_STEPS
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#define MAX_STEPS 200
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#endif
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#ifndef MAX_DIST
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#define MAX_DIST 20.
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#endif
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#ifndef AVERAGE_FRAMES
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#define AVERAGE_FRAMES 0
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#endif
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// FREEZE_TIME, LOOP_TIME, and MAX_TAA_DIFF are *undefined* by default.
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#ifndef MIN_DIST
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#define MIN_DIST (0.001953125/8.)
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#endif
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#ifndef NORMAL_DELTA
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#define NORMAL_DELTA (MIN_DIST/4.)
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#endif
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#ifndef IMPRECISION_FACTOR
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#define IMPRECISION_FACTOR 1.
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#endif
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//////// ================================
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//////// DOCS: Declarations & documentation
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//////// ================================
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/// Convert a color from linear RGB to the sRGB color space.
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vec3 linear2srgb(vec3 color);
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/// Convert a color from RGB (Red/Green/Blue) to HSV (Hue/Saturation/Value).
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vec3 rgb2hsv(vec3 rgb);
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/// Convert a color from HSV (Hue/Saturation/Value) to RGB (Red/Green/Blue).
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vec3 hsv2rgb(vec3 hsv);
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/// Return a random number between 0 and 1 (with uniform distribution);
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float rand();
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/// Use the fragment coordinate and current frame to seed the random number generator.
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void seed_randoms(vec3 seed);
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// Convenience definitions
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#define INF (1./0.)
|
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|
// NOTE: I used to use `sqrt(-1)`, but apparently that doesn't evaluate to NaN????
|
||
|
// This makes me wonder if NaN isn't portable due to constant folding or something.
|
||
|
#define NAN (0./0.)
|
||
|
|
||
|
//////// ================================
|
||
|
//////// VENDOR: Vendored code
|
||
|
//////// ================================
|
||
|
|
||
|
////
|
||
|
//// AUTHOR: unknown
|
||
|
////
|
||
|
|
||
|
vec3 linear2srgb(vec3 linear_rgb) {
|
||
|
// I believe the first version is technically more accurate,
|
||
|
// but the difference is usually negligable in practice.
|
||
|
#if 1
|
||
|
// copied from somewhere on the internet
|
||
|
bvec3 cutoff = lessThan(linear_rgb, vec3(0.0031308));
|
||
|
vec3 higher = vec3(1.055)*pow(linear_rgb, vec3(1.0/2.4)) - vec3(0.055);
|
||
|
vec3 lower = linear_rgb * vec3(12.92);
|
||
|
|
||
|
return mix(higher, lower, cutoff);
|
||
|
// end copied from somewhere on the internet
|
||
|
#else
|
||
|
return pow(linear_rgb, vec3(1./2.2));
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
////
|
||
|
//// AUTHOR: Sam Hocevar (http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl)
|
||
|
////
|
||
|
|
||
|
vec3 rgb2hsv(vec3 c) {
|
||
|
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||
|
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
||
|
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
|
||
|
|
||
|
float d = q.x - min(q.w, q.y);
|
||
|
float e = 1.0e-10;
|
||
|
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
||
|
}
|
||
|
|
||
|
vec3 hsv2rgb(vec3 c) {
|
||
|
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
||
|
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
||
|
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||
|
}
|
||
|
|
||
|
////
|
||
|
//// AUTHOR: iq
|
||
|
////
|
||
|
|
||
|
// Randoms (https://www.shadertoy.com/view/4sfGzS))
|
||
|
// oldschool rand() from Visual Studio
|
||
|
int _seed = 1;
|
||
|
int irand(void) { _seed = _seed*0x343fd+0x269ec3; return (_seed>>16)&32767; }
|
||
|
float rand(void) { return float(irand())/32767.0; }
|
||
|
// hash to initialize the random sequence (copied from Hugo Elias)
|
||
|
int hash( int n )
|
||
|
{
|
||
|
n = (n << 13) ^ n;
|
||
|
return n * (n * n * 15731 + 789221) + 1376312589;
|
||
|
}
|
||
|
|
||
|
void seed_randoms(vec3 s) {
|
||
|
ivec3 q = ivec3(s);
|
||
|
_seed = hash(q.x+hash(q.y+hash(q.z)));
|
||
|
}
|