Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- float FOV = 0.4;
- vec3 Eye = vec3(33.7331,-8.49179,2.31636);
- vec3 Target = vec3(39.0618,-14.7221,-2.22206);
- vec3 Up = vec3(0,1,0);//vec3(0.376281,-0.313292,0.871889);
- int AntiAlias = 1;
- float Detail = -3.53094;
- float DetailAO = -0.001f;//-0.00707;
- float FudgeFactor = 0.4f;//0.6747;
- int MaxRaySteps = 256;
- float BoundingSphere = 83.019;
- float Dither = 1.0f;//0.41228;
- vec4 AO = vec4(0.0,0.0,0.0,0.93827);
- float Specular = 3.5443;
- float SpecularExp = 14.545;
- vec4 SpotLight = vec4(1.0f, 1.0f, 0.796078, 0.64706);
- vec2 SpotLightDir = vec2(-0.71874,-0.25);
- vec4 CamLight = vec4(1,0.960784,0.921569,1.3077);
- float CamLightMin = 0.28102;
- vec4 Glow = vec4(1,1,1,0);
- float Fog = 0.19f;//0.2963;
- float HardShadow = 0.63077;
- float Reflection = 1.0;
- vec3 BaseColor = vec3(1,1,1);
- float OrbitStrength = 0.81818;
- vec4 X = vec4(0.5,0.6,0.6,1);
- vec4 Y = vec4(1,0.6,0,0.48092);
- vec4 Z = vec4(0.8,0.78,1,0.26718);
- vec4 R = vec4(0.666667,0.666667,0.498039,0.58462);
- vec3 BackgroundColor = vec3(0.917647,0.843137,0.564706);
- int GradientBackground = 0;
- bool CycleColors = false;
- float Cycles = 1.29269;
- bool EnableFloor = false;
- vec3 FloorNormal = vec3(0,0,0);
- int FloorHeight = 0;
- vec3 FloorColor = vec3(1,1,1);
- int NormalBackStep = 1;
- int GlowMax = 10;
- float ShadowSoft = 2.258;
- int Iterations = 6;
- int S = 1;
- float Slope = -0.06195;
- float FreqMul = 2.45458;
- float Offset = 0.8122 + 0.25*time;
- float AmpMul = 0.32075;
- float WaterLevel = 10.48864;
- float ClarityPower = 1.0;
- vec2 coord = vec2(0.0);
- bool fastNormal = false;
- //////////////////////////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////////////////////////
- if (EnableFloor && dist ==floorDist*FudgeFactor) floorHit = true;
- vec3 hitColor;
- float stepFactor = clamp((float(fSteps))/float(GlowMax),0.0,1.0);
- vec3 backColor = BackgroundColor;
- ///////////////////////////////////////////////////
- //SkyColor
- vec3 viewerF = normalize(-direction.xyz);
- float skydome_radius = 1.0f;
- vec3 zenith_color = vec3(10.0f, 10.0f, 106.0f)/vec3(255.0f);
- vec3 horizon_color = vec3(79.0f, 121.0f, 205.0f)/vec3(255.0f);
- float height_factor = pow( 1.0 - ( direction.y ) / skydome_radius, 6.75 );
- vec3 sky_color = mix( zenith_color, horizon_color, clamp( height_factor, 0.0, 1.0 ) );
- backColor = sky_color;
- ////////////////////////////////////////////////////
- if (GradientBackground>0.0) {
- float t = length(coord);
- backColor = mix(backColor, vec3(0.0,0.0,0.0), t*GradientBackground);
- }
- if ( steps==MaxRaySteps) orbitTrap = vec4(0.0);
- //////////////////////////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////////////////////////
- vec3 zenith_color = vec3(10.0f, 10.0f, 106.0f)/vec3(255.0f);
- vec3 horizon_color = vec3(79.0f, 121.0f, 205.0f)/vec3(255.0f);
- Color = vec4(multicast, 1.0f);
- vec3 color = vec3(0.0,0.0,0.0);
- for (int x = 0; x<AntiAlias; x++) {
- float dx = float(x)/float(AntiAlias);
- for (int y = 0; y<AntiAlias; y++) {
- float dy = float(y)/float(AntiAlias);
- vec3 nDir = rd;//dir+dirDx*dx+dirDy*dy;
- vec3 hitNormal = vec3(0.0);
- vec3 hit;
- vec3 c = trace(ro,nDir,hit,hitNormal);
- if (Reflection>0.0 && (hit != vec3(0))) {
- vec3 d; vec3 d2 = vec3(0.0);
- // todo: minDist = modifiedEps?
- vec3 r = normalize(nDir - 2.0 * dot(hitNormal, nDir) * hitNormal);
- //Just reflect the sky color instead of marching again.
- //vec3 c2 = trace(hit+4.0*r*minDist,r,d,d2);
- float height_factor = pow( 1.0 - ( r.y ) / skydome_radius, 6.75 );
- vec3 sky_color = mix( zenith_color, horizon_color, clamp( height_factor, 0.0, 1.0 ) );
- color += c+sky_color*Reflection;
- } else {
- color += c;
- }
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement