-
Notifications
You must be signed in to change notification settings - Fork 1
/
abox inCyl-10.frag
183 lines (139 loc) · 3.97 KB
/
abox inCyl-10.frag
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
// darkbeams invert cylindrical added by mclarekin
// Created: Thu Mar 2 22:33:55 2017
#info ABOX_FOLD_TWEAK
// Abox made from examples/historical/mandelbox.frag (& other frags)
// Tweak from Mandelbulber V2.10
#define providesInit
#include "MathUtils.frag"
#include "DE-Raytracer.frag"
#group AboxFoldTweak
/*
The distance estimator below was originalled devised by Buddhi.
This optimized version was created by Rrrola (Jan Kadlec), http://rrrola.wz.cz/
See this thread for more info: http://www.fractalforums.com/3d-fractal-generation/a-mandelbox-distance-estimate-formula/15/
*/
// Number of fractal iterations.
uniform int Iterations; slider[0,60,300]
uniform float Bailout; slider[0,100,1000]
uniform int ColorIterations; slider[0,3,300]
uniform vec3 limit; slider[(-5.0,-5.0,-5.0),(1.0,1.0,1.0),(5.0,5.0,5.0)]
uniform float MinRad2; slider[0,0.25,2.0]
uniform float ScaleY; slider[-5.0,1.0,5.0]
uniform float ScaleZ; slider[-5.0,1.0,5.0]
uniform float ScaleInv; slider[-5.0,1.0,5.0]
uniform float Scale; slider[-5.0,2.0,5.0]
float SdmR2 = Scale/MinRad2;
uniform vec3 c3Mul; slider[(-5.0,-5.0,-5.0),(1.0,1.0,1.0),(5.0,5.0,5.0)]
uniform vec3 cJulia; slider[(-5.0,-5.0,-5.0),(0.0,0.0,0.0),(5.0,5.0,5.0)]
uniform int iterA; slider[0,6,300]
uniform int iterB; slider[0,300,300]
uniform vec3 RotVector; slider[(0,0,0),(1,1,1),(1,1,1)]
uniform float RotAngle; slider[0.00,0,180]
mat3 rot;
void init() {
rot = rotationMatrix3(normalize(RotVector), RotAngle);
}
//float absScalem1 = abs(Scale - 1.0);
//float AbsScaleRaisedTo1mIters = pow(abs(Scale), float(1-Iterations));
float DE(vec3 pos)
{
float Dd = 1.0;
vec3 p3 = pos;
vec3 c3 = pos * c3Mul;
float r2;
for (int i=0; i<Iterations; i++)
{
p3 = abs(p3 + limit) - abs(p3 - limit) - p3;
//if (i<ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(p3,r2)));
// spherical fold
r2 = dot(p3, p3); // radius squared
p3 *= clamp(max(MinRad2/r2, MinRad2), 0.0, 1.0); // dp3,div,max.sat,mul
Dd *= clamp(max(MinRad2/r2, MinRad2), 0.0, 1.0); // dp3,div,max.sat,mul
p3 = (p3 * SdmR2);
Dd = (Dd * abs(SdmR2)) +1.0;
p3 *=rot;
p3 += cJulia + c3;
if (i == iterA || i == iterB)
{
p3 = vec3(p3.x * cos(p3.y * ScaleY), p3.x * sin(p3.y * ScaleY), p3.z * ScaleZ) * ScaleInv;
Dd = Dd * abs(ScaleInv);
}
if (i<ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(p3,r2)));
//r2 = dot(p3, p3);
// can remove & bailout using the r2 after tglad fold. Smooths the shape?
if ( r2>Bailout)
{
float r = length(p3);
return r / Dd;
break;
}
}
}
#preset Default
FOV = 0.5
Eye = -1.568609,0.0135927,-0.0040032
Target = 14.9014,0.3789983,2.955099
Up = 0.1163255,0.1292958,-0.6634203
EquiRectangular = false
AutoFocus = false
FocalPlane = 1
Aperture = 0
Gamma = 2.08335
ToneMapping = 3
Exposure = 0.6522
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
Detail = -2.35396
DetailAO = -0.28574
FudgeFactor = 0.8255814
Dither = 0.5
NormalBackStep = 1
AO = 0,0,0,0.7
Specular = 1
SpecularExp = 16
SpecularMax = 10
SpotLight = 1,1,1,0.4
SpotLightDir = -0.33334,0.1
CamLight = 1,1,1,1
CamLightMin = 0.4697
Glow = 1,1,1,0.17808
GlowMax = 52
Fog = 0
HardShadow = 0
ShadowSoft = 12.5806
Reflection = 0
DebugSun = false
BaseColor = 0.9333333,0.9607843,1
OrbitStrength = 0.734127
X = 0.5,0.6,0.6,0
Y = 1,0.6,0,0.4035088
Z = 0.8,0.78,1,0.0877193
R = 0.4,0.7,1,0.9225352
BackgroundColor = 0.596078,0.6,0.513725
GradientBackground = 0.3
CycleColors = false Locked
Cycles = 7.03846 Locked
EnableFloor = false
FloorNormal = 0,0,0
FloorHeight = 0
FloorColor = 1,1,1
MaxRaySteps = 105
Iterations = 100
Bailout = 100
ColorIterations = 3
limit = 1,1,1
MinRad2 = 0.25
ScaleY = 0.3159851
ScaleZ = 1
ScaleInv = 0.8
Scale = -1.5
c3Mul = 0.9,0.9,0.9
cJulia = -0.615942,0,0
iterA = 5
iterB = 6
RotVector = 1,1,1
RotAngle = 0
#endpreset