Author Topic: Nano Tubes converted  (Read 5868 times)

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Stefan

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Nano Tubes converted
« on: June 03, 2015, 05:36:01 PM »
Nano Tubes converted to GLSL Hacker format

Copy the code and save as nano_tubes_gl2.xml in demo folder of MadShaders.

Code: [Select]
<?xml version="1.0" encoding="ISO-8859-1" standalone="yes"?>

<glsl_hacker>
   
  <window name="win3d01" title="MadShaders - Shadertoy/Nano Tubes"
          width="800" height="400"
          gl_version_major="2" gl_version_minor="1" />
         
         
<gpu_program name="shadertoy_prog" >
    <raw_data_vs><![CDATA[     
void main()
{   
    gl_TexCoord[0] = gl_MultiTexCoord0;
  gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;       
}
  ]]></raw_data_vs>
 
    <raw_data_ps><![CDATA[     

// https://www.shadertoy.com/view/lslGRH

uniform vec3      iResolution;     // viewport resolution (in pixels)
uniform float     iGlobalTime;     // shader playback time (in seconds)
uniform vec4      iMouse;          // mouse pixel coords. xy: current (if MLB down), zw: click
//uniform sampler2D iChannel0;



//

// With tweaks from fernlightning

float rand(vec3 n) {
  n = floor(n);
  return fract(sin((n.x+n.y*1e2+n.z*1e4)*1e-4)*1e5);
}

// .x is distance, .y = colour
vec2 map( vec3 p ) {
    const float RADIUS = 0.25;

    // cylinder
    vec3 f = fract( p ) - 0.5;
    float d = length( f.xy );
        float cr = rand( p );
    float cd = d - cr*RADIUS;

    // end - calc (rand) radius at more stable pos
    p.z -= 0.5;
    float rr = rand( p );
    float rn = d - rr*RADIUS;
    float rm = abs( fract( p.z ) - 0.5 );  // offset so at end of cylinder
       
    float rd = sqrt( rn*rn + rm*rm ); // end with ring

    return (cd < rd) ?  vec2( cd, cr ) : vec2( rd, rr ); // min
}

void main()
{
    vec2 pos = (gl_FragCoord.xy*2.0 - iResolution.xy) / iResolution.y;
    vec3 camPos = vec3(cos(iGlobalTime*0.3), sin(iGlobalTime*0.3), 3.5);
    vec3 camTarget = vec3(0.0, 0.0, .0);

    vec3 camDir = normalize(camTarget-camPos);
    vec3 camUp  = normalize(vec3(0.0, 1.0, 0.0));
    vec3 camSide = cross(camDir, camUp);
    float focus = 1.8;

    vec3 rayDir = normalize(camSide*pos.x + camUp*pos.y + camDir*focus);
    vec3 ray = camPos;
    float m = 0.32;
    vec2 d;
    float total_d = 0.;
    const int MAX_MARCH = 100;
    const float MAX_DISTANCE = 100.0;
    for(int i=0; i<MAX_MARCH; ++i) {
        d = map(ray-vec3(0.,0.,iGlobalTime/2.));
        total_d += d.x;
        ray += rayDir * d.x;
        m += 1.0;
        if(abs(d.x)<0.01) { break; }
        if(total_d>MAX_DISTANCE) { total_d=MAX_DISTANCE; break; }
    }

    float c = (total_d)*0.0001;
    vec4 result = vec4( 1.0-vec3(c, c, c) - vec3(0.025, 0.025, 0.02)*m*0.8, 1.0 );
    gl_FragColor = result*d.y;
}


//

]]></raw_data_ps>

</gpu_program>

 
    <script name="init_scene" run_mode="INIT" >
        <raw_data><![CDATA[   

app_dir = gh_utils.get_scripting_libs_dir()         
dofile(app_dir .. "lua/Moon3D_v2.lua")

moon3d.init(2, 1)
moon3d.graphics.vsync(0)

bmfont = moon3d.font.create("trebuchet_20px.fnt", "data/")
bmfont_texture = moon3d.font.getTexture(bmfont)
moon3d.madshaders.setBmFontData(bmfont, bmfont_texture)

winW, winH = moon3d.window.getSize()

quad = moon3d.graphics.newQuad(winW, winH)
shadertoy_prog = moon3d.graphics.getGpuProgram("shadertoy_prog")

-- tex0 = moon3d.image.load2d("./data/tex16.png")

moon3d.madshaders.resetBenchmarkData()

        ]]></raw_data>
    </script>

 
    <script name="update_scene" run_mode="FRAME" >
        <raw_data><![CDATA[   

moon3d.startFrame(0, 0, 0, 1)

local global_time = moon3d.getTime()

moon3d.madshaders.updateBenchmarkData(global_time)

moon3d.camera.bindOrtho()

moon3d.graphics.bindGpuProgram(shadertoy_prog)
moon3d.madshaders.updateShadertoyCommonParams(shadertoy_prog, global_time)
--moon3d.madshaders.setShadertoyTexture(shadertoy_prog, tex0, 0)
moon3d.graphics.draw(quad)

moon3d.madshaders.displayBenchmarkInfoV2("Shadertoy/Nano Tubes", global_time, 1, 1, 1, 1)

moon3d.endFrame()

        ]]></raw_data>
    </script>
   

    <script name="resize_scene" run_mode="SIZE" >
        <raw_data><![CDATA[   

moon3d.window.resize()
winW, winH = moon3d.window.getSize()
moon3d.graphics.resizeQuad(quad, winW, winH)

        ]]></raw_data>
    </script>
 
</glsl_hacker>



nuninho1980

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Re: Nano Tubes converted
« Reply #1 on: June 03, 2015, 09:00:05 PM »
Open notepad, copy any your code and save as name.xml. Run GSLS Hacker (MadShaders 0.4.1) and open this code... But I got errors log because the *.xml  is "fake" or any instruction is incorrect.

Stefan

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Re: Nano Tubes converted
« Reply #2 on: June 03, 2015, 11:04:56 PM »
Don't use Notepad, but Notepad++

Otherwise download from here

nuninho1980

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Re: Nano Tubes converted
« Reply #3 on: June 04, 2015, 12:49:55 AM »