param
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f06e113f3d
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2 changed files with 31 additions and 15 deletions
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@ -13,7 +13,7 @@ in float vAge;
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void main()
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{
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fragColor = vec4(1);//vec4(texture(u_world, texCoordVarying.st).rgb,1);
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// fragColor = vec4(1);//vec4(texture(u_world, texCoordVarying.st).rgb,1);
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// fragColor = vec4(texCoordVarying.st/100,1.0,1.0);//vec4(texture(u_world, texCoordVarying.st).rgb,1);
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// fragColor = vec4(texture(u_v4l2cam, texCoordVarying.st).rgb,1);
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fragColor = vec4(texture(imageTexture, vec2(vTemperature*1024, 0.5)).xyz,max(0, 1 - pow(vAge,4)));
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@ -104,9 +104,9 @@ float simplex3d_fractal(vec3 m) {
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}
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vec2 stToV4l2(vec2 v) {
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v *= 1.5;
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v.s -= 85;
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v.t -= 130;
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v *= 1.65;
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v.s -= 115;
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v.t -= 170;
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return v;
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}
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@ -153,43 +153,59 @@ void main()
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age = 0;
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target.xyz = pos;
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}
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else {
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age += 0.02;
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else if (target.w > 0) {
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age += 0.001;
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thermo = misc.x;
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}
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else {
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age += 0.01;
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thermo = misc.x;
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}
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if(vValid == 1 && target.w > 0 && length(target.xy - pos.xy) < 100) {
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age += 0.03;
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}
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vec3 force = vec3(0,0,0);
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float th = 3.1415 * 4 * simplex3d_fractal(vec3(pos.xyz * 0.001));
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float phi = 3.1415 * simplex3d_fractal(pos.xyz * 0.002);
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force.x += cos(th) * cos(phi);
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force.y += sin(th) * cos(phi);
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force.z += sin(phi);
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force *= 100;
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// force.x += cos(th) * cos(phi);
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// force.y += sin(th) * cos(phi);
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// force.z += sin(phi);
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// force *= 100;
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if(age < 0.001) {
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target.w = 0;
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if(random3(pos).x > length(v4l2st - uHottest0.st)/100) {
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if(random3(pos).x > pow(length(v4l2st - uHottest0.st)/20,16)+0) {
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vec2 h = v4l2ToSt(uHottest1.st);
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vec4 hray = texture(u_world, h);
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float hdepth = -depth * 65535.0;
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if(hdepth == 0) hdepth = -0.01 * 65535.0;
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vec3 H = vec3(hray.xy * hdepth, hdepth);
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target.xyz = H;
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target.xyz = H + random3(pos);
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target.w = 1;
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}
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else if(random3(pos).x > length(v4l2st - uHottest1.st)/100) {
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else if(random3(pos).x > pow(length(v4l2st - uHottest1.st)/50,16)+0) {
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vec2 h = v4l2ToSt(uHottest0.st);
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vec4 hray = texture(u_world, h);
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float hdepth = -depth * 65535.0;
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if(hdepth == 0) hdepth = -0.01 * 65535.0;
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vec3 H = vec3(hray.xy * hdepth, hdepth);
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target.xyz = H;
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target.xyz = H + random3(pos);
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target.w = 1;
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}
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}
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if(target.w > 0) {
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force += (target.xyz - pos) * 0.5;
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float th = atan(-pos.y + target.y, -pos.x + target.x);
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float phi = atan(-pos.z + target.z, length(target.xy-pos.xy));
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th += 3.1415 / 2 * simplex3d_fractal(vec3(pos.xyz * 0.001));
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phi += 3.1415 / 2 * simplex3d_fractal(pos.xyz * 0.001);
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force.x = cos(th) * cos(phi);
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force.y = sin(th) * cos(phi);
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force.z = sin(phi);
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force *= 350;
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// force += (target.xyz - pos) * 0.35;
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}
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// damping
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