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authorIndrajith K L2022-12-03 17:00:20 +0530
committerIndrajith K L2022-12-03 17:00:20 +0530
commitf5c4671bfbad96bf346bd7e9a21fc4317b4959df (patch)
tree2764fc62da58f2ba8da7ed341643fc359873142f /v_windows/v/examples/sokol/04_multi_shader_glsl/rt_glsl_puppy.glsl
downloadcli-tools-windows-master.tar.gz
cli-tools-windows-master.tar.bz2
cli-tools-windows-master.zip
Adds most of the toolsHEADmaster
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diff --git a/v_windows/v/examples/sokol/04_multi_shader_glsl/rt_glsl_puppy.glsl b/v_windows/v/examples/sokol/04_multi_shader_glsl/rt_glsl_puppy.glsl
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+//------------------------------------------------------------------------------
+// Shader code for texcube-sapp sample.
+//
+// NOTE: This source file also uses the '#pragma sokol' form of the
+// custom tags.
+//------------------------------------------------------------------------------
+//#pragma sokol @ctype mat4 hmm_mat4
+
+#pragma sokol @vs vs_p
+uniform vs_params_p {
+ mat4 mvp;
+};
+
+in vec4 pos;
+in vec4 color0;
+in vec2 texcoord0;
+
+out vec4 color;
+out vec2 uv;
+
+void main() {
+ gl_Position = mvp * pos;
+ color = color0;
+ uv = texcoord0;
+}
+#pragma sokol @end
+
+#pragma sokol @fs fs_p
+uniform sampler2D tex;
+uniform fs_params_p {
+ vec2 iResolution;
+ vec2 iMouse;
+ float iTime;
+ float iFrame;
+};
+
+in vec4 color;
+in vec2 uv;
+out vec4 frag_color;
+
+// change to 0 to 4 to increment the AntiAliasing,
+// increase AA will SLOW the rendering!!
+#define AA 1
+
+//*********************************************************
+// Ray Marching
+// original code from: https://www.shadertoy.com/view/Xds3zN
+//*********************************************************
+// Created by inigo quilez - iq/2019
+// I share this piece (art and code) here in Shadertoy and through its Public API, only for educational purposes.
+// You cannot use, share or host this piece or modifications of it as part of your own commercial or non-commercial product, website or project.
+// You can share a link to it or an unmodified screenshot of it provided you attribute "by Inigo Quilez, @iquilezles and iquilezles.org".
+// If you are a teacher, lecturer, educator or similar and these conditions are too restrictive for your needs, please contact me and we'll work it out.
+
+
+// An animation test - a happy and blobby creature
+// jumping and looking around. It gets off-model very
+// often, but it looks good enough I think.
+//
+// Making-of with math/shader/art explanations (6 hours
+// long): https://www.youtube.com/watch?v=Cfe5UQ-1L9Q
+//
+// Video capture: https://www.youtube.com/watch?v=s_UOFo2IULQ
+//
+// Buy a metal print here: https://www.redbubble.com/i/metal-print/Happy-Jumping-by-InigoQuilez/43594745.0JXQP
+
+//------------------------------------------------------------------
+
+
+// http://iquilezles.org/www/articles/smin/smin.htm
+float smin( float a, float b, float k )
+{
+ float h = max(k-abs(a-b),0.0);
+ return min(a, b) - h*h*0.25/k;
+}
+
+// http://iquilezles.org/www/articles/smin/smin.htm
+vec2 smin( vec2 a, vec2 b, float k )
+{
+ float h = clamp( 0.5+0.5*(b.x-a.x)/k, 0.0, 1.0 );
+ return mix( b, a, h ) - k*h*(1.0-h);
+}
+
+// http://iquilezles.org/www/articles/smin/smin.htm
+float smax( float a, float b, float k )
+{
+ float h = max(k-abs(a-b),0.0);
+ return max(a, b) + h*h*0.25/k;
+}
+
+// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
+float sdSphere( vec3 p, float s )
+{
+ return length(p)-s;
+}
+
+// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
+float sdEllipsoid( in vec3 p, in vec3 r ) // approximated
+{
+ float k0 = length(p/r);
+ float k1 = length(p/(r*r));
+ return k0*(k0-1.0)/k1;
+}
+
+vec2 sdStick(vec3 p, vec3 a, vec3 b, float r1, float r2) // approximated
+{
+ vec3 pa = p-a, ba = b-a;
+ float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
+ return vec2( length( pa - ba*h ) - mix(r1,r2,h*h*(3.0-2.0*h)), h );
+}
+
+// http://iquilezles.org/www/articles/smin/smin.htm
+vec4 opU( vec4 d1, vec4 d2 )
+{
+ return (d1.x<d2.x) ? d1 : d2;
+}
+
+//------------------------------------------------------------------
+
+#define ZERO (min(int(iFrame),0))
+
+//------------------------------------------------------------------
+
+float href;
+float hsha;
+
+vec4 map( in vec3 pos, float atime )
+{
+ hsha = 1.0;
+
+ float t1 = fract(atime);
+ float t4 = abs(fract(atime*0.5)-0.5)/0.5;
+
+ float p = 4.0*t1*(1.0-t1);
+ float pp = 4.0*(1.0-2.0*t1); // derivative of p
+
+ vec3 cen = vec3( 0.5*(-1.0 + 2.0*t4),
+ pow(p,2.0-p) + 0.1,
+ floor(atime) + pow(t1,0.7) -1.0 );
+
+ // body
+ vec2 uu = normalize(vec2( 1.0, -pp ));
+ vec2 vv = vec2(-uu.y, uu.x);
+
+ float sy = 0.5 + 0.5*p;
+ float compress = 1.0-smoothstep(0.0,0.4,p);
+ sy = sy*(1.0-compress) + compress;
+ float sz = 1.0/sy;
+
+ vec3 q = pos - cen;
+ float rot = -0.25*(-1.0 + 2.0*t4);
+ float rc = cos(rot);
+ float rs = sin(rot);
+ q.xy = mat2x2(rc,rs,-rs,rc)*q.xy;
+ vec3 r = q;
+ href = q.y;
+ q.yz = vec2( dot(uu,q.yz), dot(vv,q.yz) );
+
+ vec4 res = vec4( sdEllipsoid( q, vec3(0.25, 0.25*sy, 0.25*sz) ), 2.0, 0.0, 1.0 );
+
+ if( res.x-1.0 < pos.y ) // bounding volume
+ {
+ float t2 = fract(atime+0.8);
+ float p2 = 0.5-0.5*cos(6.2831*t2);
+ r.z += 0.05-0.2*p2;
+ r.y += 0.2*sy-0.2;
+ vec3 sq = vec3( abs(r.x), r.yz );
+
+ // head
+ vec3 h = r;
+ float hr = sin(0.791*atime);
+ hr = 0.7*sign(hr)*smoothstep(0.5,0.7,abs(hr));
+ h.xz = mat2x2(cos(hr),sin(hr),-sin(hr),cos(hr))*h.xz;
+ vec3 hq = vec3( abs(h.x), h.yz );
+ float d = sdEllipsoid( h-vec3(0.0,0.20,0.02), vec3(0.08,0.2,0.15) );
+ float d2 = sdEllipsoid( h-vec3(0.0,0.21,-0.1), vec3(0.20,0.2,0.20) );
+ d = smin( d, d2, 0.1 );
+ res.x = smin( res.x, d, 0.1 );
+
+ // belly wrinkles
+ {
+ float yy = r.y-0.02-2.5*r.x*r.x;
+ res.x += 0.001*sin(yy*120.0)*(1.0-smoothstep(0.0,0.1,abs(yy)));
+ }
+
+ // arms
+ {
+ vec2 arms = sdStick( sq, vec3(0.18-0.06*hr*sign(r.x),0.2,-0.05), vec3(0.3+0.1*p2,-0.2+0.3*p2,-0.15), 0.03, 0.06 );
+ res.xz = smin( res.xz, arms, 0.01+0.04*(1.0-arms.y)*(1.0-arms.y)*(1.0-arms.y) );
+ }
+
+ // ears
+ {
+ float t3 = fract(atime+0.9);
+ float p3 = 4.0*t3*(1.0-t3);
+ vec2 ear = sdStick( hq, vec3(0.15,0.32,-0.05), vec3(0.2+0.05*p3,0.2+0.2*p3,-0.07), 0.01, 0.04 );
+ res.xz = smin( res.xz, ear, 0.01 );
+ }
+
+ // mouth
+ {
+ d = sdEllipsoid( h-vec3(0.0,0.15+4.0*hq.x*hq.x,0.15), vec3(0.1,0.04,0.2) );
+ res.w = 0.3+0.7*clamp( d*150.0,0.0,1.0);
+ res.x = smax( res.x, -d, 0.03 );
+ }
+
+ // legs
+ {
+ float t6 = cos(6.2831*(atime*0.5+0.25));
+ float ccc = cos(1.57*t6*sign(r.x));
+ float sss = sin(1.57*t6*sign(r.x));
+ vec3 base = vec3(0.12,-0.07,-0.1); base.y -= 0.1/sy;
+ vec2 legs = sdStick( sq, base, base + vec3(0.2,-ccc,sss)*0.2, 0.04, 0.07 );
+ res.xz = smin( res.xz, legs, 0.07 );
+ }
+
+ // eye
+ {
+ float blink = pow(0.5+0.5*sin(2.1*iTime),20.0);
+ float eyeball = sdSphere(hq-vec3(0.08,0.27,0.06),0.065+0.02*blink);
+ res.x = smin( res.x, eyeball, 0.03 );
+
+ vec3 cq = hq-vec3(0.1,0.34,0.08);
+ cq.xy = mat2x2(0.8,0.6,-0.6,0.8)*cq.xy;
+ d = sdEllipsoid( cq, vec3(0.06,0.03,0.03) );
+ res.x = smin( res.x, d, 0.03 );
+
+ float eo = 1.0-0.5*smoothstep(0.01,0.04,length((hq.xy-vec2(0.095,0.285))*vec2(1.0,1.1)));
+ res = opU( res, vec4(sdSphere(hq-vec3(0.08,0.28,0.08),0.060),3.0,0.0,eo));
+ res = opU( res, vec4(sdSphere(hq-vec3(0.075,0.28,0.102),0.0395),4.0,0.0,1.0));
+ }
+ }
+
+ // ground
+ float fh = -0.1 - 0.05*(sin(pos.x*2.0)+sin(pos.z*2.0));
+ float t5f = fract(atime+0.05);
+ float t5i = floor(atime+0.05);
+ float bt4 = abs(fract(t5i*0.5)-0.5)/0.5;
+ vec2 bcen = vec2( 0.5*(-1.0+2.0*bt4),t5i+pow(t5f,0.7)-1.0 );
+
+ float k = length(pos.xz-bcen);
+ float tt = t5f*15.0-6.2831 - k*3.0;
+ fh -= 0.1*exp(-k*k)*sin(tt)*exp(-max(tt,0.0)/2.0)*smoothstep(0.0,0.01,t5f);
+ float d = pos.y - fh;
+
+ // bubbles
+ {
+ vec3 vp = vec3( mod(abs(pos.x),3.0)-1.5,pos.y,mod(pos.z+1.5,3.0)-1.5);
+ vec2 id = vec2( floor(pos.x/3.0), floor((pos.z+1.5)/3.0) );
+ float fid = id.x*11.1 + id.y*31.7;
+ float fy = fract(fid*1.312+atime*0.1);
+ float y = -1.0+4.0*fy;
+ vec3 rad = vec3(0.7,1.0+0.5*sin(fid),0.7);
+ rad -= 0.1*(sin(pos.x*3.0)+sin(pos.y*4.0)+sin(pos.z*5.0));
+ float siz = 4.0*fy*(1.0-fy);
+ float d2 = sdEllipsoid( vp-vec3(0.5,y,0.0), siz*rad );
+
+ d2 -= 0.03*smoothstep(-1.0,1.0,sin(18.0*pos.x)+sin(18.0*pos.y)+sin(18.0*pos.z));
+ d2 *= 0.6;
+ d2 = min(d2,2.0);
+ d = smin( d, d2, 0.32 );
+ if( d<res.x ) { res = vec4(d,1.0,0.0,1.0); hsha=sqrt(siz); }
+ }
+
+ // candy
+ {
+ float fs = 5.0;
+ vec3 qos = fs*vec3(pos.x, pos.y-fh, pos.z );
+ vec2 id = vec2( floor(qos.x+0.5), floor(qos.z+0.5) );
+ vec3 vp = vec3( fract(qos.x+0.5)-0.5,qos.y,fract(qos.z+0.5)-0.5);
+ vp.xz += 0.1*cos( id.x*130.143 + id.y*120.372 + vec2(0.0,2.0) );
+ float den = sin(id.x*0.1+sin(id.y*0.091))+sin(id.y*0.1);
+ float fid = id.x*0.143 + id.y*0.372;
+ float ra = smoothstep(0.0,0.1,den*0.1+fract(fid)-0.95);
+ d = sdSphere( vp, 0.35*ra )/fs;
+ if( d<res.x ) res = vec4(d,5.0,qos.y,1.0);
+ }
+
+ return res;
+}
+
+vec4 raycast( in vec3 ro, in vec3 rd, float time )
+{
+ vec4 res = vec4(-1.0,-1.0,0.0,1.0);
+
+ float tmin = 0.5;
+ float tmax = 20.0;
+
+ #if 1
+ // raytrace bounding plane
+ float tp = (3.5-ro.y)/rd.y;
+ if( tp>0.0 ) tmax = min( tmax, tp );
+ #endif
+
+ // raymarch scene
+ float t = tmin;
+ for( int i=0; i<256 && t<tmax; i++ )
+ {
+ vec4 h = map( ro+rd*t, time );
+ if( abs(h.x)<(0.0005*t) )
+ {
+ res = vec4(t,h.yzw);
+ break;
+ }
+ t += h.x;
+ }
+
+ return res;
+}
+
+// http://iquilezles.org/www/articles/rmshadows/rmshadows.htm
+float calcSoftshadow( in vec3 ro, in vec3 rd, float time )
+{
+ float res = 1.0;
+
+ float tmax = 12.0;
+ #if 1
+ float tp = (3.5-ro.y)/rd.y; // raytrace bounding plane
+ if( tp>0.0 ) tmax = min( tmax, tp );
+ #endif
+
+ float t = 0.02;
+ for( int i=0; i<50; i++ )
+ {
+ float h = map( ro + rd*t, time ).x;
+ res = min( res, mix(1.0,16.0*h/t, hsha) );
+ t += clamp( h, 0.05, 0.40 );
+ if( res<0.005 || t>tmax ) break;
+ }
+ return clamp( res, 0.0, 1.0 );
+}
+
+// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm
+vec3 calcNormal( in vec3 pos, float time )
+{
+
+#if 0
+ vec2 e = vec2(1.0,-1.0)*0.5773*0.001;
+ return normalize( e.xyy*map( pos + e.xyy, time ).x +
+ e.yyx*map( pos + e.yyx, time ).x +
+ e.yxy*map( pos + e.yxy, time ).x +
+ e.xxx*map( pos + e.xxx, time ).x );
+#else
+ // inspired by tdhooper and klems - a way to prevent the compiler from inlining map() 4 times
+ vec3 n = vec3(0.0);
+ for( int i=ZERO; i<4; i++ )
+ {
+ vec3 e = 0.5773*(2.0*vec3((((i+3)>>1)&1),((i>>1)&1),(i&1))-1.0);
+ n += e*map(pos+0.001*e,time).x;
+ }
+ return normalize(n);
+#endif
+}
+
+float calcOcclusion( in vec3 pos, in vec3 nor, float time )
+{
+ float occ = 0.0;
+ float sca = 1.0;
+ for( int i=ZERO; i<5; i++ )
+ {
+ float h = 0.01 + 0.11*float(i)/4.0;
+ vec3 opos = pos + h*nor;
+ float d = map( opos, time ).x;
+ occ += (h-d)*sca;
+ sca *= 0.95;
+ }
+ return clamp( 1.0 - 2.0*occ, 0.0, 1.0 );
+}
+
+vec3 render( in vec3 ro, in vec3 rd, float time )
+{
+ // sky dome
+ vec3 col = vec3(0.5, 0.8, 0.9) - max(rd.y,0.0)*0.5;
+ // sky clouds
+ vec2 uv = 1.5*rd.xz/rd.y;
+ float cl = 1.0*(sin(uv.x)+sin(uv.y)); uv *= mat2(0.8,0.6,-0.6,0.8)*2.1;
+ cl += 0.5*(sin(uv.x)+sin(uv.y));
+ col += 0.1*(-1.0+2.0*smoothstep(-0.1,0.1,cl-0.4));
+ // sky horizon
+ col = mix( col, vec3(0.5, 0.7, .9), exp(-10.0*max(rd.y,0.0)) );
+
+
+ // scene geometry
+ vec4 res = raycast(ro,rd, time);
+ if( res.y>-0.5 )
+ {
+ float t = res.x;
+ vec3 pos = ro + t*rd;
+ vec3 nor = calcNormal( pos, time );
+ vec3 ref = reflect( rd, nor );
+ float focc = res.w;
+
+ // material
+ col = vec3(0.2);
+ float ks = 1.0;
+
+ if( res.y>4.5 ) // candy
+ {
+ col = vec3(0.14,0.048,0.0);
+ vec2 id = floor(5.0*pos.xz+0.5);
+ col += 0.036*cos((id.x*11.1+id.y*37.341) + vec3(0.0,1.0,2.0) );
+ col = max(col,0.0);
+ focc = clamp(4.0*res.z,0.0,1.0);
+ }
+ else if( res.y>3.5 ) // eyeball
+ {
+ col = vec3(0.0);
+ }
+ else if( res.y>2.5 ) // iris
+ {
+ col = vec3(0.4);
+ }
+ else if( res.y>1.5 ) // body
+ {
+ col = mix(vec3(0.144,0.09,0.0036),vec3(0.36,0.1,0.04),res.z*res.z);
+ col = mix(col,vec3(0.14,0.09,0.06)*2.0, (1.0-res.z)*smoothstep(-0.15, 0.15, -href));
+ }
+ else // terrain
+ {
+ // base green
+ col = vec3(0.05,0.09,0.02);
+ float f = 0.2*(-1.0+2.0*smoothstep(-0.2,0.2,sin(18.0*pos.x)+sin(18.0*pos.y)+sin(18.0*pos.z)));
+ col += f*vec3(0.06,0.06,0.02);
+ ks = 0.5 + pos.y*0.15;
+
+ // footprints
+ vec2 mp = vec2(pos.x-0.5*(mod(floor(pos.z+0.5),2.0)*2.0-1.0), fract(pos.z+0.5)-0.5 );
+ float mark = 1.0-smoothstep(0.1, 0.5, length(mp));
+ mark *= smoothstep(0.0, 0.1, floor(time) - floor(pos.z+0.5) );
+ col *= mix( vec3(1.0), vec3(0.5,0.5,0.4), mark );
+ ks *= 1.0-0.5*mark;
+ }
+
+ // lighting (sun, sky, bounce, back, sss)
+ float occ = calcOcclusion( pos, nor, time )*focc;
+ float fre = clamp(1.0+dot(nor,rd),0.0,1.0);
+
+ vec3 sun_lig = normalize( vec3(0.6, 0.35, 0.5) );
+ float sun_dif = clamp(dot( nor, sun_lig ), 0.0, 1.0 );
+ vec3 sun_hal = normalize( sun_lig-rd );
+ float sun_sha = calcSoftshadow( pos, sun_lig, time );
+ float sun_spe = ks*pow(clamp(dot(nor,sun_hal),0.0,1.0),8.0)*sun_dif*(0.04+0.96*pow(clamp(1.0+dot(sun_hal,rd),0.0,1.0),5.0));
+ float sky_dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
+ float sky_spe = ks*smoothstep( 0.0, 0.5, ref.y )*(0.04+0.96*pow(fre,4.0));
+ float bou_dif = sqrt(clamp( 0.1-0.9*nor.y, 0.0, 1.0 ))*clamp(1.0-0.1*pos.y,0.0,1.0);
+ float bac_dif = clamp(0.1+0.9*dot( nor, normalize(vec3(-sun_lig.x,0.0,-sun_lig.z))), 0.0, 1.0 );
+ float sss_dif = fre*sky_dif*(0.25+0.75*sun_dif*sun_sha);
+
+ vec3 lin = vec3(0.0);
+ lin += sun_dif*vec3(8.10,6.00,4.20)*vec3(sun_sha,sun_sha*sun_sha*0.5+0.5*sun_sha,sun_sha*sun_sha);
+ lin += sky_dif*vec3(0.50,0.70,1.00)*occ;
+ lin += bou_dif*vec3(0.20,0.70,0.10)*occ;
+ lin += bac_dif*vec3(0.45,0.35,0.25)*occ;
+ lin += sss_dif*vec3(3.25,2.75,2.50)*occ;
+ col = col*lin;
+ col += sun_spe*vec3(9.90,8.10,6.30)*sun_sha;
+ col += sky_spe*vec3(0.20,0.30,0.65)*occ*occ;
+
+ col = pow(col,vec3(0.8,0.9,1.0) );
+
+ // fog
+ col = mix( col, vec3(0.5,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
+ }
+
+ return col;
+}
+
+mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
+{
+ vec3 cw = normalize(ta-ro);
+ vec3 cp = vec3(sin(cr), cos(cr),0.0);
+ vec3 cu = normalize( cross(cw,cp) );
+ vec3 cv = ( cross(cu,cw) );
+ return mat3( cu, cv, cw );
+}
+
+//void mainImage( out vec4 fragColor, in vec2 fragCoord )
+vec4 mainImage( vec2 fragCoord )
+{
+ vec3 tot = vec3(0.0);
+#if AA>1
+ for( int m=ZERO; m<AA; m++ )
+ for( int n=ZERO; n<AA; n++ )
+ {
+ // pixel coordinates
+ vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;
+ vec2 p = (-iResolution.xy + 2.0*(fragCoord+o))/iResolution.y;
+ // time coordinate (motion blurred, shutter=0.5)
+ float d = 0.5+0.5*sin(fragCoord.x*147.0)*sin(fragCoord.y*131.0);
+ float time = iTime - 0.5*(1.0/24.0)*(float(m*AA+n)+d)/float(AA*AA);
+#else
+ vec2 p = (-iResolution.xy + 2.0*fragCoord)/iResolution.y;
+ float time = iTime;
+#endif
+ time += -2.6;
+ time *= 0.9;
+
+ // camera
+ float cl = sin(0.5*time);
+ float an = 1.57 + 0.7*sin(0.15*time);
+ vec3 ta = vec3( 0.0, 0.65, -0.6+time*1.0 - 0.4*cl);
+ vec3 ro = ta + vec3( 1.3*cos(an), -0.250, 1.3*sin(an) );
+ float ti = fract(time-0.15);
+ ti = 4.0*ti*(1.0-ti);
+ ta.y += 0.15*ti*ti*(3.0-2.0*ti)*smoothstep(0.4,0.9,cl);
+
+ // camera bounce
+ float t4 = abs(fract(time*0.5)-0.5)/0.5;
+ float bou = -1.0 + 2.0*t4;
+ ro += 0.06*sin(time*12.0+vec3(0.0,2.0,4.0))*smoothstep( 0.85, 1.0, abs(bou) );
+
+ // camera-to-world rotation
+ mat3 ca = setCamera( ro, ta, 0.0 );
+
+ // ray direction
+ vec3 rd = ca * normalize( vec3(p,1.8) );
+
+ // render
+ vec3 col = render( ro, rd, time );
+
+ // color grading
+ col = col*vec3(1.11,0.89,0.79);
+
+ // compress
+ col = 1.35*col/(1.0+col);
+
+ // gamma
+ col = pow( col, vec3(0.4545) );
+
+ tot += col;
+#if AA>1
+ }
+ tot /= float(AA*AA);
+#endif
+
+ // s-surve
+ tot = clamp(tot,0.0,1.0);
+ tot = tot*tot*(3.0-2.0*tot);
+
+ // vignetting
+ vec2 q = fragCoord/iResolution.xy;
+ tot *= 0.5 + 0.5*pow(16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y),0.25);
+
+ // output
+ //fragColor = vec4( tot, 1.0 );
+ return vec4( tot, 1.0 );
+}
+
+//*********************************************************
+// END Ray Marching
+//*********************************************************
+
+void main() {
+ vec4 c = color;
+ vec4 txt = texture(tex, uv);
+ c = txt * c;
+ vec2 uv1 = uv * iResolution;
+ vec4 col_ray = mainImage(uv1);
+
+ // use this to mix the chessboart texture with the ray marching
+ //frag_color = clamp(c*iMouse.y/512.0,0.0,1.0) * col_ray ;
+
+ frag_color = c*0.00001 + col_ray ;
+}
+
+#pragma sokol @end
+
+#pragma sokol @program rt_puppy vs_p fs_p