1Kenny1's Recent Forum Activity

  • Original effect:

    vec3 light = vec3(-1, -1, 1.5);
    vec3 light_color = vec3(1, 1, 1);
    
    vec3 sphere = vec3(0, 0, 2);
    float sphere_size = 1.3;
    vec3 sphere_color = vec3(1, 1, 1);
    
    float raySphere(vec3 rpos, vec3 rdir, vec3 sp, float radius, inout vec3 point, inout vec3 normal) {
    	radius = radius * radius;
    	float dt = dot(rdir, sp - rpos);
    	if (dt < 0.0) {
    		return -1.0;
    	}
    	vec3 tmp = rpos - sp;
    	tmp.x = dot(tmp, tmp);
    	tmp.x = tmp.x - dt*dt;
    	if (tmp.x >= radius) {
    		return -1.0;
    	}
    	dt = dt - sqrt(radius - tmp.x);
    	point = rpos + rdir * dt;
    	normal = normalize(point - sp);
    	return dt;
    }
    
    void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    	light.xy = iMouse.xy / iResolution.xy * 2.0 - 1.0;
    	light.y = -light.y;
    	vec3 point; 
    	vec3 normal;
    	vec2 uv = fragCoord.xy / iResolution.xy * 2.0 - 1.0;
    	uv.x *= iResolution.x / iResolution.y;
    	uv.y = -uv.y;
    	vec3 ray = vec3(uv.x, uv.y, 1.0);
    	ray = normalize(ray);
    	fragColor = vec4(0.0);
    	float dist = raySphere(vec3(0.0), ray, sphere, sphere_size, point, normal);
    	
    	if (dist > 0.0) {
    		vec3 tmp = normalize(light - sphere);
    		float u = atan(normal.z, normal.x) / 3.1415*2.0 + iTime / 5.0;
    		float v = asin(normal.y) / 3.1415*2.0 + 0.5;
    		
    		normal = normalize(normal * texture(iChannel0, vec2(u, v)).xyz);
    		
    		u = atan(normal.z, normal.x) / 3.1415*2.0 + iTime / 5.0;
    		v = asin(normal.y) / 3.1415*2.0 + 0.5;
     float gg = clamp(dot(reflect(tmp, normal), ray), 0.0, 1.0);
     gg = pow(gg, 400.0)*5.0;
    		fragColor.xyz = vec3(dot(tmp, normal)) * light_color * sphere_color * texture(iChannel0, vec2(u, v)).xyz + gg;
    	}
    }
    
    /////////////////////////////////////////////////////////
    // NewPlugin
    
    //The current foreground texture co-ordinate
    varying mediump vec2 vTex;
    //The foreground texture sampler, to be sampled at vTex
    uniform lowp sampler2D samplerFront;
    //The current foreground rectangle being rendered
    uniform mediump vec2 srcStart;
    uniform mediump vec2 srcEnd;
    //The current foreground source rectangle being rendered
    uniform mediump vec2 srcOriginStart;
    uniform mediump vec2 srcOriginEnd;
    //The current foreground source rectangle being rendered, in layout 
    uniform mediump vec2 layoutStart;
    uniform mediump vec2 layoutEnd;
    //The background texture sampler used for background - blending effects
    uniform lowp sampler2D samplerBack;
    //The current background rectangle being rendered to, in texture co-ordinates, for background-blending effects
    uniform mediump vec2 destStart;
    uniform mediump vec2 destEnd;
    //The time in seconds since the runtime started. This can be used for animated effects
    uniform mediump float seconds;
    //The size of a texel in the foreground texture in texture co-ordinates
    uniform mediump vec2 pixelSize;
    //The current layer scale as a factor (i.e. 1 is unscaled)
    uniform mediump float layerScale;
    //The current layer angle in radians.
    uniform mediump float layerAngle;
    
    precision mediump float;
    
    float pixelWidth;
    float pixelHeight;
    vec2 iResolution = vec2( 1.0/pixelWidth, 1.0/pixelHeight);
    
    vec3 light = vec3(-1.0, -1.0, 1.5);
    vec3 light_color = vec3(1.0, 1.0, 1.0);
    vec3 sphere = vec3(0.0, 0.0, 3.0);
    float sphere_size = 1.3;
    vec3 sphere_color = vec3(1.0, 1.0, 1.0);
    
    float raySphere(vec3 rpos, vec3 rdir, vec3 sp, float radius, inout vec3 point, inout vec3 normal) 
    {
    	radius = radius * radius;
    	float dt = dot(rdir, sp - rpos);
    	if (dt < 0.0) 
    	{
    	 return -1.0;
    	}
    	vec3 tmp = rpos - sp;
    	tmp.x = dot(tmp, tmp);
    	tmp.x = tmp.x - dt*dt;
    	if (tmp.x >= radius) 
    	{
    		return -1.0;
    	}
    	dt = dt - sqrt(radius - tmp.x);
    	point = rpos + rdir * dt;
    	normal = normalize(point - sp);
    	return dt;
    }
     
    void main(void)
    {
    	light.xy = vec2(700.0, 500.0) / iResolution.xy * 2.0 - 1.0;
    	light.y = -light.y;
    	vec3 point; 
    	vec3 normal;
    	vec2 uv = vTex * 2.0 - 1.0;
    	//uv.x *= iResolution.x / iResolution.y;
    	uv.y = -uv.y;
    	vec3 ray = vec3(uv.x, uv.y, 1.0);
    	ray = normalize(ray);
    	vec4 fragColor = vec4(0.0);
    	float dist = raySphere(vec3(0.0), ray, sphere, sphere_size, point, normal); 
    	if (dist > 0.0) 
    	{
    		 vec3 tmp = normalize(light - sphere);
    		 float u = atan(normal.z, normal.x) / 3.1415*2.0 + seconds / 5.0;
    		 float v = asin(normal.y) / 3.1415*2.0 + 0.5;
    		 normal = normalize(normal * texture2D(samplerFront, vec2(u, v)).xyz);
    		 u = atan(normal.z, normal.x) / 3.1415*2.0 + seconds / 5.0;
    		 v = asin(normal.y) / 3.1415*2.0 + 0.5;
     float gg = clamp(dot(reflect(tmp, normal), ray), 0.0, 1.0);
     gg = pow(gg, 1600.0)*5.0;
    		 fragColor.xyz = vec3(dot(tmp, normal)) * light_color * sphere_color * texture2D(samplerFront, vec2(u, v)).xyz + gg;
    	 lowp float a = texture2D(samplerFront, vTex).a;
    	 gl_FragColor = vec4(fragColor.xyz, a);
    	} 
    	
    }
    

    Tagged:

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Did someone checked Regenerate Region obstacle map and Regenerate Region Around Object in Behavior Pathfinding? So after exporting in apk through CocoonJS appeared white screen in the moment of calling regeneration. I checked this on two Android devices and Ipad. In Ludei program for Ipad there was a log error "undefined is not a function (evaluating 'a.pathfinder.updateRegion (r,t,e,g,b)')". On Intel XDK it's run well

1Kenny1's avatar

1Kenny1

Member since 8 Oct, 2014

None one is following 1Kenny1 yet!

Trophy Case

  • 10-Year Club
  • Email Verified

Progress

11/44
How to earn trophies