sh = () => raymarch({
antiAliasing: 3,
eye: `vec3(-6.5, 0, 0) * (1.3 + sin(easeInOutCubic(u_time) * PI) * .75)`,
distMax: 50,
background: `vec3(${hexToRgb(scale(1)).join(',')})/255.`,
sceneSDF: `
#define PI ${Math.PI}
#define TAU ${Math.PI * 2}
#define rot(a) mat2(cos(a),sin(a),-sin(a),cos(a))
//#define NUM_COLORS ${palette.length}.
#define NUM_COLORS 256.
uniform sampler2D u_texture;
${iqSDF.sdBox()}
${glslSnippets.rotate3D()}
${glslSnippets.modularDist()}
${motionToolkit.linearstep()}
${motionToolkit.linearstepUpDown()}
${motionToolkit.easeInOutCubic()}
float glow = 0.;
vec2 sceneSDF(vec3 p) {
//p.xz *= rot(easeInOutCubic(u_time) * TAU);
p = abs(p) - .5;
if(p.x < p.z) p.xz = p.zx;
if(p.y < p.z) p.yz = p.zy;
if(p.x < p.y) p.xy = p.yx;
float s = 4.5;
vec3 off = p * .5;
for(int i=0;i<12;i++){
p=1.-abs(p-1.);
float k=-1.1*max(1.5/dot(p,p),1.5);
s*=abs(k);
p*=k;
p+=off;
//p.zx*=rot(-1.15);
p.zx*=rot(-1.15 - easeInOutCubic(1. - u_time) * TAU);
}
float a=2.5;
p-=clamp(p,-a,a);
return vec2(length(p)/s, modularDist(length(p) * .5, NUM_COLORS));
}`,
computeColor: `
vec3 computeColor(vec3 ro, vec3 rd, vec3 pos, float d, float m) {
if(d >= 40.) return vec3(${hexToRgb(palette[0]).join(',')})/255.;
vec3 nor = calcNormal(pos);
vec3 ref = reflect(rd, nor); // reflected ray
// material
vec3 col = texture2D(u_texture, vec2(m / NUM_COLORS, .5)).rgb;
// lighting
float occ = calcAO(pos, nor); // ambient occlusion
vec3 lig = normalize(vec3(-0.4, 0.7, -0.6)); // sunlight
float amb = clamp(0.5 + 0.5 * nor.y, 0.0, 1.0); // ambient light
float dif = clamp(dot(nor, lig), 0.0, 1.0); // diffuse reflection from sunlight
// backlight
float bac = clamp(dot(nor, normalize(vec3(-lig.x, 0.0, -lig.z))), 0.0, 1.0) * clamp(1.0 - pos.y, 0.0, 1.0);
float dom = smoothstep(-0.1, 0.1, ref.y); // dome light
float fre = pow(clamp(1.0 + dot(nor, rd), 0.0, 1.0), 2.0); // fresnel
float spe = pow(clamp(dot(ref, lig), 0.0, 1.0), 16.0); // specular reflection
dif *= softshadow(pos, lig, 0.02, 2.5);
dom *= softshadow(pos, ref, 0.02, 2.5);
vec3 lin = vec3(0.0);
lin += 1.30 * dif * vec3(1.00, 0.80, 0.55);
lin += 2.00 * spe * vec3(1.00, 0.90, 0.70) * dif;
lin += 0.40 * amb * vec3(0.40, 0.60, 1.00) * occ;
lin += 0.50 * dom * vec3(0.40, 0.60, 1.00) * occ;
lin += 0.50 * bac * vec3(0.25, 0.25, 0.25) * occ;
lin += 0.25 * fre * vec3(1.00, 1.00, 1.00) * occ;
col = col * lin;
// mix in fog?
// col = mix(col, vec3(0.8, 0.9, 1.0), 1.0 - exp(-0.0002 * d * d * d));
col = mix(col, vec3(0.), 1.0 - exp(-0.003 * d * d * d));
// gamma
col = pow(col, vec3(0.4545));
return col;
}`,
effect: `
vec3 effect(vec3 c) {
c += glow * texture2D(u_texture, vec2(1.5 / NUM_COLORS, .5)).rgb;
return c;
}
`,
logShader: true
})