diff --git a/bouncy-blocks.glsl b/bouncy-blocks.glsl index 55e11df..e40dee2 100644 --- a/bouncy-blocks.glsl +++ b/bouncy-blocks.glsl @@ -27,12 +27,6 @@ vec3 rotatez(in vec3 p, float ang) return vec3(p.x*cos(ang)-p.y*sin(ang), p.x*sin(ang)+p.y*cos(ang), p.z); } -vec2 plane(in vec3 p, in vec3 n, float d, float obj) -{ - n = normalize(n); - return vec2(dot(p,n) + d, obj); -} - vec2 rbox(in vec3 p, in vec3 pos, in vec3 ang, float obj) { vec3 b = vec3(0.3,0.3,0.3); @@ -56,9 +50,7 @@ vec2 min2(vec2 o1, vec2 o2) } vec2 scene(in vec3 p) { - vec2 d = plane(p, vec3(0,1.0,0), 0.9, 1.0); - d = min2(d, plane(p, vec3(0,0.5,1), 1.0, 1.0)); - d = min2(d, sph(p+vec3(0.0, 0.2+sin(time*2.0),+0.0), 0.5+0.2*sin(time), 4.0)); + vec2 d = sph(p+vec3(0.0, 0.2+sin(time*2.0),+0.0), 0.5+0.2*sin(time), 4.0); d = min2(d, rbox(p,vec3(+0.2+sin(time*2.0),+0.0,+0.0), vec3(0.5,-0.5,0.5), 3.0)); d = min2(d, rbox(p,vec3(+0.5+sin(time*1.5),-0.2,-0.2), vec3(-0.5,0.25,0.65), 2.0)); d = min2(d, rbox(p,vec3(+0.7,+0.3+sin(time*1.3),+0.5), vec3(-0.5,-0.65,1.5), 2.0)); @@ -131,16 +123,9 @@ vec3 rm2(in vec3 ro, in vec3 rd) } void main( void ) { -// vec2 p = 2.0 * (gl_FragCoord.xy / resolution.xy) - 1.0; -// p.x *= resolution.x / resolution.y; -// p /= max(resolution.x, resolution.y) / 30.0; - - vec2 p = (gl_FragCoord.xy / max(resolution.x, resolution.y) - 0.5); -// p.x *= resolution.x / resolution.y; -// p *= time; - p *= 2.; - - p.y += .7; + vec2 p = gl_FragCoord.xy / max(resolution.x, resolution.y) - 0.5; + p *= 2.0; + p.y += 0.7; vec3 color = vec3(0.0); vec3 contrib = vec3(0.0);