Refactor: merge duplicated rules, split the largest files by topic (t21)

- One helper each for wall and mold refunds, tube edges and lanes, pipe text, piece dimensions,
  font lookup, reach circles and surface averaging.
- previews, smooth, notebook, materials, worldgen and selection split into topic files
  (preview-drill, preview-selection, smooth-shaders, notebook-market, notebook-blueprints,
  material-tables, worldgen-helpers, selection-pickers, selection-panels).
- Every suite's output identical apart from timings; seeds make the same worlds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-24 22:35:12 -04:00
co-authored by Claude Opus 5.5
parent 9937683a2c
commit 7fa1056e09
28 changed files with 1036 additions and 953 deletions
+3 -3
View File
@@ -22,7 +22,7 @@ function drawMachines() {
ctx.fillStyle = 'rgba(30,28,26,0.85)'; ctx.fillRect(sx + 2 * zp, sy + 13 * zp, 20 * zp, zp);
ctx.fillStyle = 'rgba(150,160,170,0.8)';
for (let k = 0; k < 20; k += 2) ctx.fillRect(sx + (2 + k) * zp, sy + 13 * zp, zp * 0.5, zp);
if (!R.monoFont) R.monoFont = getComputedStyle(document.documentElement).getPropertyValue('--font-mono').trim() || 'monospace';
renderMonoFont();
const fs = Math.max(9, Math.round(zp * 2.6));
ctx.font = `700 ${fs}px ${R.monoFont}`;
const label = 'TRADE DOCK', tw = ctx.measureText(label).width + fs;
@@ -155,7 +155,7 @@ function drawSilo(ctx, mm, sx, sy, zp) {
for (let k = 1; k < 4; k++) { const yy = Y(gy1 - gh * k / 4); ctx.beginPath(); ctx.moveTo(X(gx - 0.35), yy); ctx.lineTo(X(gx), yy); ctx.stroke(); }
// what it holds, stencilled on the drum
if (zp >= 3) {
if (!R.monoFont) R.monoFont = getComputedStyle(document.documentElement).getPropertyValue('--font-mono').trim() || 'monospace';
renderMonoFont();
const fs = Math.max(8, Math.round(zp * 1.15));
ctx.font = `700 ${fs}px ${R.monoFont}`; ctx.textAlign = 'center'; ctx.textBaseline = 'middle';
ctx.fillStyle = 'rgba(20,24,28,0.75)';
@@ -201,7 +201,7 @@ function drawSiloPixel(ctx, mm, sx, sy, zp) {
const lid = tick - (mm.fillT || -99) < 10 ? '#e0b43c' : '#9aa4ae';
grain(8, 0, lid); grain(9, -1, lid);
if (zp >= 3) {
if (!R.monoFont) R.monoFont = getComputedStyle(document.documentElement).getPropertyValue('--font-mono').trim() || 'monospace';
renderMonoFont();
ctx.save(); ctx.textAlign = 'center'; ctx.textBaseline = 'middle'; ctx.fillStyle = 'rgba(20,24,28,0.75)';
ctx.font = `700 ${Math.max(8, Math.round(zp * 1.15))}px ${R.monoFont}`;
ctx.fillText('SILO', sx + 5.6 * zp, sy + 5 * zp);
+3 -3
View File
@@ -73,7 +73,7 @@ function drawFilterTags(showAll, hoverB) {
const v = viewCells();
const bx0 = Math.max(0, Math.floor(R.camX / BS) - 1), bx1 = Math.min(BW - 1, Math.floor((R.camX + v.w) / BS) + 1);
const by0 = Math.max(0, Math.floor(R.camY / BS) - 1), by1 = Math.min(BH - 1, Math.floor((R.camY + v.h) / BS) + 1);
if (!R.monoFont) R.monoFont = getComputedStyle(document.documentElement).getPropertyValue('--font-mono').trim() || 'monospace';
renderMonoFont();
ctx.save();
ctx.font = `600 ${Math.round(11 * u)}px ${R.monoFont}`; ctx.textBaseline = 'middle';
const sw = Math.round(9 * u), gap = Math.round(3 * u), pad = Math.round(5 * u), th = Math.round(17 * u);
@@ -125,7 +125,7 @@ function drawFilterTags(showAll, hoverB) {
function drawFloaters() {
const fl = R.floaters; if (!fl || !fl.length) return;
const ctx = R.ctx, zp = R.zp;
if (!R.monoFont) R.monoFont = getComputedStyle(document.documentElement).getPropertyValue('--font-mono').trim() || 'monospace';
renderMonoFont();
ctx.save();
ctx.font = `700 ${Math.max(11, Math.round(zp * 3))}px ${R.monoFont}`; ctx.textAlign = 'center'; ctx.textBaseline = 'bottom';
for (let k = fl.length - 1; k >= 0; k--) {
@@ -141,7 +141,7 @@ function moldLabel(mo) { return mo.state === 'ready' && mo.kind !== 'ingot' ? '1
function drawMolds() {
const ctx = R.ctx, zp = R.zp, fs = Math.max(9, Math.round(zp * 2));
ctx.save();
if (!R.monoFont) R.monoFont = getComputedStyle(document.documentElement).getPropertyValue('--font-mono').trim() || 'monospace';
renderMonoFont();
ctx.font = `600 ${fs}px ${R.monoFont}`;
ctx.textAlign = 'center'; ctx.textBaseline = 'bottom';
for (const mo of molds) {
+5 -1
View File
@@ -129,7 +129,7 @@ const BG = {
let SKY_R, SKY_G, SKY_B;
function buildSky() {
SKY_R = new Uint8Array(H); SKY_G = new Uint8Array(H); SKY_B = new Uint8Array(H);
let sm = 0; for (let x = 0; x < W; x++) sm += surfY[x]; sm /= W;
const sm = meanSurface();
for (let y = 0; y < H; y++) {
const f = Math.min(1, y / (sm + 20));
SKY_R[y] = 88 + f * 92; SKY_G[y] = 140 + f * 70; SKY_B[y] = 198 + f * 34;
@@ -194,3 +194,7 @@ function screenToWorld(sx, sy) {
return { x: R.camX + sx * dpr / R.zp, y: R.camY + sy * dpr / R.zp };
}
function worldToScreenPx(x, y) { return { x: (x - R.camX) * R.zp, y: (y - R.camY) * R.zp }; }
function renderMonoFont() {
if (!R.monoFont) R.monoFont = getComputedStyle(document.documentElement).getPropertyValue('--font-mono').trim() || 'monospace';
}
+325
View File
@@ -0,0 +1,325 @@
// Smooth shaders: vertex and fragment programs for the rounded world look.
const SM_VS = `#version 300 es
void main() {
vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
}`;
const SM_FS = `#version 300 es
precision highp float;
precision highp int;
uniform sampler2D tCol, tColL, tBack, tTree, tField, tLight, tGlow;
uniform vec2 uSize, uOrigin, uLightSize, uGlowSize;
uniform vec4 uView, uLightMap;
uniform float uGlowK, uTime, uSurf, uRain;
out vec4 o;
float h21(vec2 p) { p = fract(p * vec2(123.34, 456.21)); p += dot(p, p + 45.32); return fract(p.x * p.y); }
float vn(vec2 p) {
vec2 i = floor(p), f = fract(p); f = f * f * (3.0 - 2.0 * f);
return mix(mix(h21(i), h21(i + vec2(1, 0)), f.x), mix(h21(i + vec2(0, 1)), h21(i + vec2(1, 1)), f.x), f.y);
}
float fbm(vec2 p) { float a = 0.5, s = 0.0; for (int k = 0; k < 4; k++) { s += a * vn(p); p = p * 2.03 + 17.1; a *= 0.5; } return s / 0.9375; }
vec4 lin(sampler2D t, vec2 q) { return textureLod(t, q / uSize, 0.0); }
// cubic B-spline from four bilinear taps: rounds a field of 0s and 1s into smooth shapes
vec4 bsp(sampler2D t, vec2 q) {
vec2 tc = q - 0.5, i = floor(tc), f = tc - i, f2 = f * f, f3 = f2 * f;
vec2 w0 = (1.0 - 3.0 * f + 3.0 * f2 - f3) / 6.0, w1 = (4.0 - 6.0 * f2 + 3.0 * f3) / 6.0;
vec2 w2 = (1.0 + 3.0 * f + 3.0 * f2 - 3.0 * f3) / 6.0, w3 = f3 / 6.0;
vec2 g0 = w0 + w1, g1 = w2 + w3;
vec2 h0 = (i - 0.5 + w1 / g0) / uSize, h1 = (i + 1.5 + w3 / g1) / uSize;
return g0.y * (g0.x * textureLod(t, h0, 0.0) + g1.x * textureLod(t, vec2(h1.x, h0.y), 0.0))
+ g1.y * (g0.x * textureLod(t, vec2(h0.x, h1.y), 0.0) + g1.x * textureLod(t, h1, 0.0));
}
vec4 cellAt(sampler2D t, ivec2 c) { return texelFetch(t, clamp(c, ivec2(0), ivec2(uSize) - 1), 0); }
int cls(vec4 c) { return int(c.a * 255.0 + 0.5); }
float isT(int n) { return (n == 1 || n == 4 || n == 6 || (n >= 7 && n <= 12)) ? 1.0 : 0.0; }
float isM(int n) { return n == 2 ? 1.0 : isT(n); } // matter: ground, built pieces or loose grains
float isF(int n) { return (n == 13 || n == 14) ? 1.0 : 0.0; }
float isBelt(int n) { return (n == 7 || n == 8) ? 1.0 : 0.0; }
float isN(int n, int k) { return n == k ? 1.0 : 0.0; }
// signed distance (in grains) to the outline of one block of belt: a band 3.7 grains tall; where
// the line of belts ends, the end is square with rounded corners. Negative inside.
float beltSD(vec2 lb, bool endL, bool endR) {
float x0 = endL ? 0.15 : -2.0, x1 = endR ? 3.85 : 6.0, r = 0.75;
vec2 c = vec2((x0 + x1) * 0.5, 2.0), hs = vec2((x1 - x0) * 0.5, 1.85);
vec2 q = abs(lb - c) - hs + r;
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r;
}
// The outline of the belt or filter in cell c. Belts and filters side by side are one belt, so
// the line only rounds off where the whole run ends.
float beltLineSD(ivec2 c, vec2 lb) {
int nr = cls(cellAt(tCol, c + ivec2(4, 0))), nl = cls(cellAt(tCol, c - ivec2(4, 0)));
return beltSD(lb, isBelt(nl) + isF(nl) < 0.5, isBelt(nr) + isF(nr) < 0.5);
}
// The rubber band of a belt or filter: 1 on a ridge. Ridges travel along the top run one way and
// back along the bottom.
float bandRidge(vec2 w, vec2 lb, float dir) {
float run = lb.y < 2.0 ? 1.0 : -1.0;
return step(0.72, fract((w.x - dir * run * uTime * 30.0) * 0.5));
}
vec3 bandColor(vec2 lb, float rg) { return mix(vec3(0.2, 0.21, 0.24), vec3(0.34, 0.35, 0.39), rg) * (lb.y < 2.0 ? 1.0 : 0.72); }
void main() {
float zp = uView.z, px = 1.0 / zp;
vec2 sp = vec2(gl_FragCoord.x, uView.w - gl_FragCoord.y);
vec2 q = sp * px + uView.xy; // position in grains, in the window of grains uploaded
vec2 w = q + uOrigin; // position in the world
vec2 cam = uOrigin + uView.xy; // world position of the screen's top-left corner
vec2 scr = q - uView.xy; // grains from the screen's top-left corner
float shc = uView.w * px; // screen height in grains
ivec2 c = ivec2(floor(q));
vec2 qq = q - 0.5; ivec2 c0 = ivec2(floor(qq)); vec2 t = qq - floor(qq);
vec4 k0 = cellAt(tCol, c0), k1 = cellAt(tCol, c0 + ivec2(1, 0)), k2 = cellAt(tCol, c0 + ivec2(0, 1)), k3 = cellAt(tCol, c0 + ivec2(1, 1));
int n0 = cls(k0), n1 = cls(k1), n2 = cls(k2), n3 = cls(k3);
vec4 own = cellAt(tCol, c); int nc = cls(own);
vec2 s = smoothstep(0.1, 0.9, t);
vec4 wq = vec4((1.0 - s.x) * (1.0 - s.y), s.x * (1.0 - s.y), (1.0 - s.x) * s.y, s.x * s.y);
// fields, and everything that needs screen derivatives (worked out before any branching)
vec4 Fb = bsp(tField, q);
vec4 F = mix(lin(tField, q), Fb, 0.62);
// loose-grain occupancy from the four grains around (bilinear): ground and grains together make "matter"
vec4 wl = vec4((1.0 - t.x) * (1.0 - t.y), t.x * (1.0 - t.y), (1.0 - t.x) * t.y, t.x * t.y);
float pw = dot(wl, vec4(isN(n0, 2), isN(n1, 2), isN(n2, 2), isN(n3, 2)));
float M = clamp(F.r + pw, 0.0, 1.0);
float lf = clamp(mix(F.g, Fb.g, 0.6) + F.r + pw, 0.0, 1.0);
float fwT = max(fwidth(F.r), 1e-4), fwM = max(fwidth(M), 1e-4), fwA = max(fwidth(F.a), 1e-4), fwL = max(fwidth(lf), 1e-4);
vec2 gT = vec2(dFdx(mix(Fb.r, M, 0.5)), dFdy(mix(Fb.r, M, 0.5))), gL = vec2(dFdx(F.g), dFdy(F.g));
// ---- behind everything: sky with clouds and far hills, or the cave's back wall
vec4 back = lin(tBack, q);
vec3 C = back.rgb;
float sky = back.a;
if (sky > 0.01) {
vec3 S = C;
vec2 P0 = scr + cam * 0.08;
// clouds; while it rains they thicken and turn grey
float cl = smoothstep(0.56 - 0.3 * uRain, 0.78 - 0.2 * uRain, fbm(vec2(P0.x * 0.016 + uTime * 0.006, P0.y * 0.05)));
float hi = clamp((uSurf - 40.0 - w.y) / 50.0, 0.0, 1.0);
S = mix(S, mix(vec3(0.96, 0.95, 0.93), vec3(0.5, 0.52, 0.56), uRain), cl * (0.6 + 0.3 * uRain) * hi);
float k1 = 0.16; vec2 P1 = scr + cam * k1;
float base1 = shc * 0.5 + 8.0 + (uSurf - shc * 0.5) * k1;
float top1 = base1 - 36.0 * (0.25 + 0.9 * fbm(vec2(P1.x * 0.009, 1.7)));
float m1 = smoothstep(top1 - px * 1.5, top1 + px * 1.5, P1.y);
vec3 far = mix(vec3(0.50, 0.60, 0.72), S, 0.35) * (0.94 + 0.08 * fbm(P1 * 0.05));
S = mix(S, far, m1);
float k2 = 0.38; vec2 P2 = scr + cam * k2;
float base2 = shc * 0.5 + 14.0 + (uSurf - shc * 0.5) * k2;
float top2 = base2 - 20.0 * (0.2 + 0.9 * fbm(vec2(P2.x * 0.016, 7.3)));
float m2 = smoothstep(top2 - px * 1.5, top2 + px * 1.5, P2.y);
vec3 near = vec3(0.36, 0.5, 0.47) * (0.92 + 0.14 * fbm(P2 * 0.08));
near = mix(near, S, 0.42 - 0.2 * smoothstep(top2, top2 + 30.0, P2.y));
S = mix(S, near, m2);
C = mix(C, S, sky);
}
// the back wall: rough rock, and darker close to the tunnel walls (ambient occlusion)
float notSky = 1.0 - sky;
C *= mix(1.0, 1.08 + 0.4 * fbm(w * 0.21), notSky);
float near = textureLod(tField, q / uSize, 2.2).r;
C *= 1.0 - 0.34 * smoothstep(0.12, 0.85, near) * (1.0 - 0.75 * sky);
// ---- trees (behind the ground and everything on it)
if (F.a > 0.2) {
vec4 a0 = cellAt(tTree, c0), a1 = cellAt(tTree, c0 + ivec2(1, 0)), a2 = cellAt(tTree, c0 + ivec2(0, 1)), a3 = cellAt(tTree, c0 + ivec2(1, 1));
vec4 m = vec4(step(0.4, a0.a), step(0.4, a1.a), step(0.4, a2.a), step(0.4, a3.a)) * wq;
float sm = m.x + m.y + m.z + m.w;
if (sm > 1e-4) {
vec3 tc = (a0.rgb * m.x + a1.rgb * m.y + a2.rgb * m.z + a3.rgb * m.w) / sm;
float leaf = (a0.a * m.x + a1.a * m.y + a2.a * m.z + a3.a * m.w) / sm;
float lv = smoothstep(0.6, 0.9, leaf);
tc *= mix(0.86 + 0.22 * vn(vec2(w.x * 1.4, w.y * 0.25)), 0.72 + 0.5 * fbm(w * 0.42), lv);
float d = (F.a - 0.36) / fwA;
tc *= mix(0.55, 1.0, smoothstep(0.4, 1.6, d));
C = mix(C, tc, smoothstep(-0.7, 0.7, d));
}
}
// ---- smoke, steam and flame: soft, see-through puffs
if (Fb.b > 0.02) {
vec4 m = vec4(isN(n0, 5), isN(n1, 5), isN(n2, 5), isN(n3, 5)) * wq;
float sm = m.x + m.y + m.z + m.w;
vec3 gc = sm > 1e-4 ? (k0.rgb * m.x + k1.rgb * m.y + k2.rgb * m.z + k3.rgb * m.w) / sm : own.rgb;
if (sm > 1e-4 || nc == 5) C = mix(C, gc, smoothstep(0.03, 0.55, Fb.b) * 0.92);
}
// ---- liquids: smooth surfaces that fill right up against the ground, with a glossy top line
float anyL = isN(n0, 3) + isN(n1, 3) + isN(n2, 3) + isN(n3, 3);
if (anyL > 0.0 && lf > 0.3) {
vec4 m = vec4(isN(n0, 3), isN(n1, 3), isN(n2, 3), isN(n3, 3)) * (wq + 0.02);
float sm = m.x + m.y + m.z + m.w;
vec3 lc = (k0.rgb * m.x + k1.rgb * m.y + k2.rgb * m.z + k3.rgb * m.w) / sm;
lc *= 0.94 + 0.1 * vn(w * 0.55 + vec2(uTime * 0.7, uTime * 0.25));
float gl = length(gL);
float topSide = gl > 1e-5 ? clamp(gL.y / gl, 0.0, 1.0) : 0.0;
float band = 1.0 - smoothstep(0.5, 0.75, F.g);
lc += vec3(0.16, 0.18, 0.2) * topSide * band;
C = mix(C, lc, smoothstep(0.5 - fwL, 0.5 + fwL, lf));
}
// ---- the ground: rounded, outlined, with a lit top edge and a shaded underside
if (F.r > 0.3) {
vec4 m = vec4(isT(n0), isT(n1), isT(n2), isT(n3)) * wq;
float sm = m.x + m.y + m.z + m.w;
vec3 blur = bsp(tColL, q).rgb, tc = own.rgb;
float bd = 1e9;
if (m.x > 0.0) { vec3 e = k0.rgb - blur; float dd = dot(e, e); if (dd < bd) { bd = dd; tc = k0.rgb; } }
if (m.y > 0.0) { vec3 e = k1.rgb - blur; float dd = dot(e, e); if (dd < bd) { bd = dd; tc = k1.rgb; } }
if (m.z > 0.0) { vec3 e = k2.rgb - blur; float dd = dot(e, e); if (dd < bd) { bd = dd; tc = k2.rgb; } }
if (m.w > 0.0) { vec3 e = k3.rgb - blur; float dd = dot(e, e); if (dd < bd) { bd = dd; tc = k3.rgb; } }
if (sm < 1e-4) tc = own.rgb;
tc *= 0.84 + 0.3 * fbm(w * 0.28);
tc *= 0.95 + 0.1 * vn(w * 1.6);
float gl = length(gT);
vec2 nrm = gl > 1e-6 ? -gT / gl : vec2(0.0);
float band = 1.0 - smoothstep(0.5, 0.9, M);
float lit = dot(nrm, normalize(vec2(-0.5, -1.0)));
tc *= 1.0 + 0.42 * lit * band;
// the outline follows where ground and grains meet open space, never where rock meets gravel
float dm = (M - 0.5) / fwM;
tc *= mix(0.4, 1.0, smoothstep(0.5, 1.4 + zp * 0.08, dm));
C = mix(C, tc, smoothstep(-0.6, 0.6, (F.r - 0.5) / fwT));
}
// ---- loose grains: little round pebbles; a pocket closed in by four grains is filled
int np = int(isN(n0, 2) + isN(n1, 2) + isN(n2, 2) + isN(n3, 2));
bool closed = isM(n0) + isM(n1) + isM(n2) + isM(n3) > 3.5;
if (np > 0) {
float best = 1e9; vec3 gc = vec3(0.0); vec2 gd = vec2(0.0); float gr = 0.6;
for (int k = 0; k < 4; k++) {
ivec2 o4 = ivec2(k & 1, k >> 1);
int nk = k == 0 ? n0 : k == 1 ? n1 : k == 2 ? n2 : n3;
if (nk != 2) continue;
vec4 ck = k == 0 ? k0 : k == 1 ? k1 : k == 2 ? k2 : k3;
vec2 ce = vec2(c0 + o4) + 0.5;
float r = 0.6 + 0.1 * (h21(ce + uOrigin) - 0.5);
vec2 dv = (q - ce) / r;
float dd = length(dv);
if (dd < best) { best = dd; gc = ck.rgb; gd = dv; gr = r; }
}
float cover = np == 4 ? 1.0 : 1.0 - smoothstep(1.0 - px / gr, 1.0 + px / gr, best);
if (closed && F.r < 0.5) cover = 1.0;
if (cover > 0.0) {
float r2 = min(1.0, dot(gd, gd));
vec3 n3 = normalize(vec3(gd * 0.85, sqrt(1.0 - r2) + 0.25));
float sh = np == 4 ? 0.9 + 0.08 * vn(w * 0.9) : 0.8 + 0.3 * max(0.0, dot(n3, normalize(vec3(-0.45, -0.8, 0.6))));
vec3 pc = (np == 4 ? (k0.rgb * wq.x + k1.rgb * wq.y + k2.rgb * wq.z + k3.rgb * wq.w) : gc) * sh;
if (!closed) pc *= mix(1.0, 0.72, smoothstep(0.7, 1.0, best));
C = mix(C, pc, cover);
}
}
// ---- built pieces: crisp, and wall blocks drawn as bevelled tiles with mortar lines
if (nc == 4) C = own.rgb;
else if (nc == 7 || nc == 8) {
// belt: a rubber band round two copper rollers per block; the top run moves the load
float dir = nc == 8 ? 1.0 : -1.0;
vec2 lb = fract(w * 0.25) * 4.0;
// outline: square ends with rounded corners where the line of belts (and filters) ends
float sd = beltLineSD(c, lb);
float inside = 1.0 - smoothstep(-px, px, sd);
if (inside > 0.0) {
float edge = -sd;
vec3 bc;
if (edge < 0.8) {
bc = bandColor(lb, bandRidge(w, lb, dir));
bc *= mix(0.55, 1.0, smoothstep(0.0, max(px * 1.4, 0.12), edge));
} else {
vec2 rc = vec2(lb.x < 2.0 ? 1.0 : 3.0, 2.0), dv = lb - rc;
float rd = length(dv);
bc = vec3(0.15, 0.16, 0.18);
if (rd < 0.95) {
float ang = atan(dv.y, dv.x) - dir * uTime * 30.0 / 0.95;
float spoke = smoothstep(0.55, 0.85, cos(ang * 3.0));
bc = mix(vec3(0.5, 0.36, 0.25), vec3(0.72, 0.53, 0.36), 0.5 + 0.5 * dot(normalize(dv + 1e-4), vec2(-0.6, -0.8)) * smoothstep(0.2, 0.95, rd));
bc *= mix(1.0, 0.72, spoke * smoothstep(0.25, 0.4, rd));
bc *= mix(1.0, 0.55, smoothstep(0.82, 0.95, rd));
}
}
C = mix(C, bc, inside);
}
}
else if (nc >= 9 && nc <= 12) {
// screw tube: a copper pipe; what is inside shows through, and the screw's flights turn
bool vert = nc == 9 || nc == 11;
float sp2 = nc == 9 ? -1.0 : nc == 10 ? 1.0 : nc == 11 ? 1.0 : -1.0;
float a = (vert ? fract(w.x * 0.25) : fract(w.y * 0.25)) * 4.0, along = vert ? w.y : w.x;
float wall = 0.62;
vec3 tc;
if (a < wall || a > 4.0 - wall) {
float u2 = a < wall ? a / wall : (4.0 - a) / wall; // 0 at the outside, 1 at the bore
float cyl = sin(u2 * 1.5708);
tc = vec3(0.62, 0.41, 0.27) * (0.6 + 0.55 * cyl);
if (a < wall) tc *= 1.08;
float ring = 1.0 - smoothstep(0.0, 0.3, min(fract(along * 0.25), 1.0 - fract(along * 0.25)) * 4.0);
tc *= 1.0 - 0.3 * ring;
tc *= mix(0.5, 1.0, smoothstep(0.0, max(px * 1.3, 0.1), min(a, 4.0 - a)));
} else {
bool full = own.r + own.g + own.b > 0.0;
float fl = fract((along + a * 0.9 - sp2 * uTime * 14.0) * 0.5);
float flight = smoothstep(0.82, 0.92, fl) * (1.0 - smoothstep(0.92, 1.0, fl));
vec3 bore = vec3(0.11, 0.1, 0.11) * (0.8 + 0.4 * (1.0 - abs(a - 2.0) / 1.4));
tc = full ? own.rgb * (0.9 + 0.1 * vn(w * 1.3)) : bore;
tc = mix(tc, vec3(0.6, 0.48, 0.38), flight * (full ? 0.35 : 0.8));
tc *= 1.0 - 0.25 * smoothstep(0.9, 1.3, abs(a - 2.0));
}
C = tc;
}
else if (nc == 6) {
vec2 lb = fract(w * 0.25) * 4.0, rb = 4.0 - lb;
float e = min(min(lb.x, lb.y), min(rb.x, rb.y));
vec3 tc = own.rgb * (0.92 + 0.14 * fbm(w * 0.55));
float hl = max(1.0 - smoothstep(0.0, 0.8, lb.x), 1.0 - smoothstep(0.0, 0.8, lb.y));
float shd = max(1.0 - smoothstep(0.0, 0.8, rb.x), 1.0 - smoothstep(0.0, 0.8, rb.y));
tc *= 1.0 + 0.2 * hl - 0.26 * shd;
tc *= mix(0.5, 1.0, smoothstep(px * 0.5, px * 0.5 + max(px * 1.2, 0.14), e));
C = tc;
}
else if (nc == 13 || nc == 14) {
// filter: a belt whose middle is a see-through steel mesh. It has the same band as a belt, so a
// row of belts and filters reads as one belt, rounded only where the whole line ends. The
// band is perforated; its colour tag sits on the top run for what rides along, on the
// bottom run for what drops through.
float dir = nc == 14 ? 1.0 : -1.0;
vec2 lb = fract(w * 0.25) * 4.0;
vec4 tag = cellAt(tTree, c);
bool carry = tag.a > 0.16, tinted = tag.r + tag.g + tag.b > 0.0;
float sd = beltLineSD(c, lb);
float inside = 1.0 - smoothstep(-px, px, sd);
if (inside > 0.0) {
float edge = -sd;
vec3 steel = vec3(0.42, 0.44, 0.5);
// through the holes: whatever is behind (water, sky, rock), or what is passing through
vec3 behind = own.r + own.g + own.b > 0.0 ? own.rgb : C * 0.8;
vec2 cg = abs(fract(w) - 0.5);
float bw2 = max(px * 0.9, 0.09);
float hole = 1.0 - smoothstep(0.5 - bw2 - px, 0.5 - bw2, max(cg.x, cg.y));
vec3 fc;
if (edge < 0.8) {
float rg = bandRidge(w, lb, dir);
vec3 band = bandColor(lb, rg);
if (tinted && (carry == (lb.y < 2.0))) band = mix(band, tag.rgb * (lb.y < 2.0 ? 1.0 : 0.8), 0.75 * rg);
fc = mix(band, behind * 0.85, hole * (1.0 - rg) * 0.75);
fc *= mix(0.55, 1.0, smoothstep(0.0, max(px * 1.4, 0.12), edge));
} else {
fc = mix(steel * 0.78, behind, hole);
fc *= mix(0.7, 1.0, smoothstep(0.0, max(px * 1.4, 0.12), edge - 0.8));
}
C = mix(C, fc, inside);
}
}
// ---- light, then the glow of hot things on top
if (uLightMap.w > 0.5) C *= textureLod(tLight, (q - uLightMap.xy) / uLightMap.z / uLightSize, 0.0).rgb;
if (uGlowK > 0.0) {
vec2 gu = q / (2.0 * uGlowSize), d = 1.0 / uGlowSize;
vec3 g = textureLod(tGlow, gu, 0.0).rgb * 0.25;
g += (textureLod(tGlow, gu + vec2(d.x, 0), 0.0).rgb + textureLod(tGlow, gu - vec2(d.x, 0), 0.0).rgb + textureLod(tGlow, gu + vec2(0, d.y), 0.0).rgb + textureLod(tGlow, gu - vec2(0, d.y), 0.0).rgb) * 0.125;
g += (textureLod(tGlow, gu + d, 0.0).rgb + textureLod(tGlow, gu - d, 0.0).rgb + textureLod(tGlow, gu + vec2(d.x, -d.y), 0.0).rgb + textureLod(tGlow, gu + vec2(-d.x, d.y), 0.0).rgb) * 0.0625;
C += g * uGlowK;
}
o = vec4(C, 1.0);
}`;
+2 -333
View File
@@ -1,337 +1,6 @@
/* =====================================================================
Smooth look: a WebGL2 pass that turns the per-grain buffers drawWorld
fills (colour + class, colour behind, trees, occupancy fields, light,
glow) into rounded, outlined, softly lit shapes at screen resolution.
The 2D canvas then draws this image as its world layer, and every
overlay (machines, bot, previews, labels) goes on top as before.
===================================================================== */
// Smooth look: WebGL setup, texture uploads, drawing and adaptive resolution.
const SM = { tried: false, ok: false, why: '', gl: null, canvas: null, prog: null, tex: {}, u: {}, t0: performance.now(), white: null, surf: -1, scale: 1, ms: 0, n: 0 };
const SM_VS = `#version 300 es
void main() {
vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
}`;
const SM_FS = `#version 300 es
precision highp float;
precision highp int;
uniform sampler2D tCol, tColL, tBack, tTree, tField, tLight, tGlow;
uniform vec2 uSize, uOrigin, uLightSize, uGlowSize;
uniform vec4 uView, uLightMap;
uniform float uGlowK, uTime, uSurf, uRain;
out vec4 o;
float h21(vec2 p) { p = fract(p * vec2(123.34, 456.21)); p += dot(p, p + 45.32); return fract(p.x * p.y); }
float vn(vec2 p) {
vec2 i = floor(p), f = fract(p); f = f * f * (3.0 - 2.0 * f);
return mix(mix(h21(i), h21(i + vec2(1, 0)), f.x), mix(h21(i + vec2(0, 1)), h21(i + vec2(1, 1)), f.x), f.y);
}
float fbm(vec2 p) { float a = 0.5, s = 0.0; for (int k = 0; k < 4; k++) { s += a * vn(p); p = p * 2.03 + 17.1; a *= 0.5; } return s / 0.9375; }
vec4 lin(sampler2D t, vec2 q) { return textureLod(t, q / uSize, 0.0); }
// cubic B-spline from four bilinear taps: rounds a field of 0s and 1s into smooth shapes
vec4 bsp(sampler2D t, vec2 q) {
vec2 tc = q - 0.5, i = floor(tc), f = tc - i, f2 = f * f, f3 = f2 * f;
vec2 w0 = (1.0 - 3.0 * f + 3.0 * f2 - f3) / 6.0, w1 = (4.0 - 6.0 * f2 + 3.0 * f3) / 6.0;
vec2 w2 = (1.0 + 3.0 * f + 3.0 * f2 - 3.0 * f3) / 6.0, w3 = f3 / 6.0;
vec2 g0 = w0 + w1, g1 = w2 + w3;
vec2 h0 = (i - 0.5 + w1 / g0) / uSize, h1 = (i + 1.5 + w3 / g1) / uSize;
return g0.y * (g0.x * textureLod(t, h0, 0.0) + g1.x * textureLod(t, vec2(h1.x, h0.y), 0.0))
+ g1.y * (g0.x * textureLod(t, vec2(h0.x, h1.y), 0.0) + g1.x * textureLod(t, h1, 0.0));
}
vec4 cellAt(sampler2D t, ivec2 c) { return texelFetch(t, clamp(c, ivec2(0), ivec2(uSize) - 1), 0); }
int cls(vec4 c) { return int(c.a * 255.0 + 0.5); }
float isT(int n) { return (n == 1 || n == 4 || n == 6 || (n >= 7 && n <= 12)) ? 1.0 : 0.0; }
float isM(int n) { return n == 2 ? 1.0 : isT(n); } // matter: ground, built pieces or loose grains
float isF(int n) { return (n == 13 || n == 14) ? 1.0 : 0.0; }
float isBelt(int n) { return (n == 7 || n == 8) ? 1.0 : 0.0; }
float isN(int n, int k) { return n == k ? 1.0 : 0.0; }
// signed distance (in grains) to the outline of one block of belt: a band 3.7 grains tall; where
// the line of belts ends, the end is square with rounded corners. Negative inside.
float beltSD(vec2 lb, bool endL, bool endR) {
float x0 = endL ? 0.15 : -2.0, x1 = endR ? 3.85 : 6.0, r = 0.75;
vec2 c = vec2((x0 + x1) * 0.5, 2.0), hs = vec2((x1 - x0) * 0.5, 1.85);
vec2 q = abs(lb - c) - hs + r;
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r;
}
// The outline of the belt or filter in cell c. Belts and filters side by side are one belt, so
// the line only rounds off where the whole run ends.
float beltLineSD(ivec2 c, vec2 lb) {
int nr = cls(cellAt(tCol, c + ivec2(4, 0))), nl = cls(cellAt(tCol, c - ivec2(4, 0)));
return beltSD(lb, isBelt(nl) + isF(nl) < 0.5, isBelt(nr) + isF(nr) < 0.5);
}
// The rubber band of a belt or filter: 1 on a ridge. Ridges travel along the top run one way and
// back along the bottom.
float bandRidge(vec2 w, vec2 lb, float dir) {
float run = lb.y < 2.0 ? 1.0 : -1.0;
return step(0.72, fract((w.x - dir * run * uTime * 30.0) * 0.5));
}
vec3 bandColor(vec2 lb, float rg) { return mix(vec3(0.2, 0.21, 0.24), vec3(0.34, 0.35, 0.39), rg) * (lb.y < 2.0 ? 1.0 : 0.72); }
void main() {
float zp = uView.z, px = 1.0 / zp;
vec2 sp = vec2(gl_FragCoord.x, uView.w - gl_FragCoord.y);
vec2 q = sp * px + uView.xy; // position in grains, in the window of grains uploaded
vec2 w = q + uOrigin; // position in the world
vec2 cam = uOrigin + uView.xy; // world position of the screen's top-left corner
vec2 scr = q - uView.xy; // grains from the screen's top-left corner
float shc = uView.w * px; // screen height in grains
ivec2 c = ivec2(floor(q));
vec2 qq = q - 0.5; ivec2 c0 = ivec2(floor(qq)); vec2 t = qq - floor(qq);
vec4 k0 = cellAt(tCol, c0), k1 = cellAt(tCol, c0 + ivec2(1, 0)), k2 = cellAt(tCol, c0 + ivec2(0, 1)), k3 = cellAt(tCol, c0 + ivec2(1, 1));
int n0 = cls(k0), n1 = cls(k1), n2 = cls(k2), n3 = cls(k3);
vec4 own = cellAt(tCol, c); int nc = cls(own);
vec2 s = smoothstep(0.1, 0.9, t);
vec4 wq = vec4((1.0 - s.x) * (1.0 - s.y), s.x * (1.0 - s.y), (1.0 - s.x) * s.y, s.x * s.y);
// fields, and everything that needs screen derivatives (worked out before any branching)
vec4 Fb = bsp(tField, q);
vec4 F = mix(lin(tField, q), Fb, 0.62);
// loose-grain occupancy from the four grains around (bilinear): ground and grains together make "matter"
vec4 wl = vec4((1.0 - t.x) * (1.0 - t.y), t.x * (1.0 - t.y), (1.0 - t.x) * t.y, t.x * t.y);
float pw = dot(wl, vec4(isN(n0, 2), isN(n1, 2), isN(n2, 2), isN(n3, 2)));
float M = clamp(F.r + pw, 0.0, 1.0);
float lf = clamp(mix(F.g, Fb.g, 0.6) + F.r + pw, 0.0, 1.0);
float fwT = max(fwidth(F.r), 1e-4), fwM = max(fwidth(M), 1e-4), fwA = max(fwidth(F.a), 1e-4), fwL = max(fwidth(lf), 1e-4);
vec2 gT = vec2(dFdx(mix(Fb.r, M, 0.5)), dFdy(mix(Fb.r, M, 0.5))), gL = vec2(dFdx(F.g), dFdy(F.g));
// ---- behind everything: sky with clouds and far hills, or the cave's back wall
vec4 back = lin(tBack, q);
vec3 C = back.rgb;
float sky = back.a;
if (sky > 0.01) {
vec3 S = C;
vec2 P0 = scr + cam * 0.08;
// clouds; while it rains they thicken and turn grey
float cl = smoothstep(0.56 - 0.3 * uRain, 0.78 - 0.2 * uRain, fbm(vec2(P0.x * 0.016 + uTime * 0.006, P0.y * 0.05)));
float hi = clamp((uSurf - 40.0 - w.y) / 50.0, 0.0, 1.0);
S = mix(S, mix(vec3(0.96, 0.95, 0.93), vec3(0.5, 0.52, 0.56), uRain), cl * (0.6 + 0.3 * uRain) * hi);
float k1 = 0.16; vec2 P1 = scr + cam * k1;
float base1 = shc * 0.5 + 8.0 + (uSurf - shc * 0.5) * k1;
float top1 = base1 - 36.0 * (0.25 + 0.9 * fbm(vec2(P1.x * 0.009, 1.7)));
float m1 = smoothstep(top1 - px * 1.5, top1 + px * 1.5, P1.y);
vec3 far = mix(vec3(0.50, 0.60, 0.72), S, 0.35) * (0.94 + 0.08 * fbm(P1 * 0.05));
S = mix(S, far, m1);
float k2 = 0.38; vec2 P2 = scr + cam * k2;
float base2 = shc * 0.5 + 14.0 + (uSurf - shc * 0.5) * k2;
float top2 = base2 - 20.0 * (0.2 + 0.9 * fbm(vec2(P2.x * 0.016, 7.3)));
float m2 = smoothstep(top2 - px * 1.5, top2 + px * 1.5, P2.y);
vec3 near = vec3(0.36, 0.5, 0.47) * (0.92 + 0.14 * fbm(P2 * 0.08));
near = mix(near, S, 0.42 - 0.2 * smoothstep(top2, top2 + 30.0, P2.y));
S = mix(S, near, m2);
C = mix(C, S, sky);
}
// the back wall: rough rock, and darker close to the tunnel walls (ambient occlusion)
float notSky = 1.0 - sky;
C *= mix(1.0, 1.08 + 0.4 * fbm(w * 0.21), notSky);
float near = textureLod(tField, q / uSize, 2.2).r;
C *= 1.0 - 0.34 * smoothstep(0.12, 0.85, near) * (1.0 - 0.75 * sky);
// ---- trees (behind the ground and everything on it)
if (F.a > 0.2) {
vec4 a0 = cellAt(tTree, c0), a1 = cellAt(tTree, c0 + ivec2(1, 0)), a2 = cellAt(tTree, c0 + ivec2(0, 1)), a3 = cellAt(tTree, c0 + ivec2(1, 1));
vec4 m = vec4(step(0.4, a0.a), step(0.4, a1.a), step(0.4, a2.a), step(0.4, a3.a)) * wq;
float sm = m.x + m.y + m.z + m.w;
if (sm > 1e-4) {
vec3 tc = (a0.rgb * m.x + a1.rgb * m.y + a2.rgb * m.z + a3.rgb * m.w) / sm;
float leaf = (a0.a * m.x + a1.a * m.y + a2.a * m.z + a3.a * m.w) / sm;
float lv = smoothstep(0.6, 0.9, leaf);
tc *= mix(0.86 + 0.22 * vn(vec2(w.x * 1.4, w.y * 0.25)), 0.72 + 0.5 * fbm(w * 0.42), lv);
float d = (F.a - 0.36) / fwA;
tc *= mix(0.55, 1.0, smoothstep(0.4, 1.6, d));
C = mix(C, tc, smoothstep(-0.7, 0.7, d));
}
}
// ---- smoke, steam and flame: soft, see-through puffs
if (Fb.b > 0.02) {
vec4 m = vec4(isN(n0, 5), isN(n1, 5), isN(n2, 5), isN(n3, 5)) * wq;
float sm = m.x + m.y + m.z + m.w;
vec3 gc = sm > 1e-4 ? (k0.rgb * m.x + k1.rgb * m.y + k2.rgb * m.z + k3.rgb * m.w) / sm : own.rgb;
if (sm > 1e-4 || nc == 5) C = mix(C, gc, smoothstep(0.03, 0.55, Fb.b) * 0.92);
}
// ---- liquids: smooth surfaces that fill right up against the ground, with a glossy top line
float anyL = isN(n0, 3) + isN(n1, 3) + isN(n2, 3) + isN(n3, 3);
if (anyL > 0.0 && lf > 0.3) {
vec4 m = vec4(isN(n0, 3), isN(n1, 3), isN(n2, 3), isN(n3, 3)) * (wq + 0.02);
float sm = m.x + m.y + m.z + m.w;
vec3 lc = (k0.rgb * m.x + k1.rgb * m.y + k2.rgb * m.z + k3.rgb * m.w) / sm;
lc *= 0.94 + 0.1 * vn(w * 0.55 + vec2(uTime * 0.7, uTime * 0.25));
float gl = length(gL);
float topSide = gl > 1e-5 ? clamp(gL.y / gl, 0.0, 1.0) : 0.0;
float band = 1.0 - smoothstep(0.5, 0.75, F.g);
lc += vec3(0.16, 0.18, 0.2) * topSide * band;
C = mix(C, lc, smoothstep(0.5 - fwL, 0.5 + fwL, lf));
}
// ---- the ground: rounded, outlined, with a lit top edge and a shaded underside
if (F.r > 0.3) {
vec4 m = vec4(isT(n0), isT(n1), isT(n2), isT(n3)) * wq;
float sm = m.x + m.y + m.z + m.w;
vec3 blur = bsp(tColL, q).rgb, tc = own.rgb;
float bd = 1e9;
if (m.x > 0.0) { vec3 e = k0.rgb - blur; float dd = dot(e, e); if (dd < bd) { bd = dd; tc = k0.rgb; } }
if (m.y > 0.0) { vec3 e = k1.rgb - blur; float dd = dot(e, e); if (dd < bd) { bd = dd; tc = k1.rgb; } }
if (m.z > 0.0) { vec3 e = k2.rgb - blur; float dd = dot(e, e); if (dd < bd) { bd = dd; tc = k2.rgb; } }
if (m.w > 0.0) { vec3 e = k3.rgb - blur; float dd = dot(e, e); if (dd < bd) { bd = dd; tc = k3.rgb; } }
if (sm < 1e-4) tc = own.rgb;
tc *= 0.84 + 0.3 * fbm(w * 0.28);
tc *= 0.95 + 0.1 * vn(w * 1.6);
float gl = length(gT);
vec2 nrm = gl > 1e-6 ? -gT / gl : vec2(0.0);
float band = 1.0 - smoothstep(0.5, 0.9, M);
float lit = dot(nrm, normalize(vec2(-0.5, -1.0)));
tc *= 1.0 + 0.42 * lit * band;
// the outline follows where ground and grains meet open space, never where rock meets gravel
float dm = (M - 0.5) / fwM;
tc *= mix(0.4, 1.0, smoothstep(0.5, 1.4 + zp * 0.08, dm));
C = mix(C, tc, smoothstep(-0.6, 0.6, (F.r - 0.5) / fwT));
}
// ---- loose grains: little round pebbles; a pocket closed in by four grains is filled
int np = int(isN(n0, 2) + isN(n1, 2) + isN(n2, 2) + isN(n3, 2));
bool closed = isM(n0) + isM(n1) + isM(n2) + isM(n3) > 3.5;
if (np > 0) {
float best = 1e9; vec3 gc = vec3(0.0); vec2 gd = vec2(0.0); float gr = 0.6;
for (int k = 0; k < 4; k++) {
ivec2 o4 = ivec2(k & 1, k >> 1);
int nk = k == 0 ? n0 : k == 1 ? n1 : k == 2 ? n2 : n3;
if (nk != 2) continue;
vec4 ck = k == 0 ? k0 : k == 1 ? k1 : k == 2 ? k2 : k3;
vec2 ce = vec2(c0 + o4) + 0.5;
float r = 0.6 + 0.1 * (h21(ce + uOrigin) - 0.5);
vec2 dv = (q - ce) / r;
float dd = length(dv);
if (dd < best) { best = dd; gc = ck.rgb; gd = dv; gr = r; }
}
float cover = np == 4 ? 1.0 : 1.0 - smoothstep(1.0 - px / gr, 1.0 + px / gr, best);
if (closed && F.r < 0.5) cover = 1.0;
if (cover > 0.0) {
float r2 = min(1.0, dot(gd, gd));
vec3 n3 = normalize(vec3(gd * 0.85, sqrt(1.0 - r2) + 0.25));
float sh = np == 4 ? 0.9 + 0.08 * vn(w * 0.9) : 0.8 + 0.3 * max(0.0, dot(n3, normalize(vec3(-0.45, -0.8, 0.6))));
vec3 pc = (np == 4 ? (k0.rgb * wq.x + k1.rgb * wq.y + k2.rgb * wq.z + k3.rgb * wq.w) : gc) * sh;
if (!closed) pc *= mix(1.0, 0.72, smoothstep(0.7, 1.0, best));
C = mix(C, pc, cover);
}
}
// ---- built pieces: crisp, and wall blocks drawn as bevelled tiles with mortar lines
if (nc == 4) C = own.rgb;
else if (nc == 7 || nc == 8) {
// belt: a rubber band round two copper rollers per block; the top run moves the load
float dir = nc == 8 ? 1.0 : -1.0;
vec2 lb = fract(w * 0.25) * 4.0;
// outline: square ends with rounded corners where the line of belts (and filters) ends
float sd = beltLineSD(c, lb);
float inside = 1.0 - smoothstep(-px, px, sd);
if (inside > 0.0) {
float edge = -sd;
vec3 bc;
if (edge < 0.8) {
bc = bandColor(lb, bandRidge(w, lb, dir));
bc *= mix(0.55, 1.0, smoothstep(0.0, max(px * 1.4, 0.12), edge));
} else {
vec2 rc = vec2(lb.x < 2.0 ? 1.0 : 3.0, 2.0), dv = lb - rc;
float rd = length(dv);
bc = vec3(0.15, 0.16, 0.18);
if (rd < 0.95) {
float ang = atan(dv.y, dv.x) - dir * uTime * 30.0 / 0.95;
float spoke = smoothstep(0.55, 0.85, cos(ang * 3.0));
bc = mix(vec3(0.5, 0.36, 0.25), vec3(0.72, 0.53, 0.36), 0.5 + 0.5 * dot(normalize(dv + 1e-4), vec2(-0.6, -0.8)) * smoothstep(0.2, 0.95, rd));
bc *= mix(1.0, 0.72, spoke * smoothstep(0.25, 0.4, rd));
bc *= mix(1.0, 0.55, smoothstep(0.82, 0.95, rd));
}
}
C = mix(C, bc, inside);
}
}
else if (nc >= 9 && nc <= 12) {
// screw tube: a copper pipe; what is inside shows through, and the screw's flights turn
bool vert = nc == 9 || nc == 11;
float sp2 = nc == 9 ? -1.0 : nc == 10 ? 1.0 : nc == 11 ? 1.0 : -1.0;
float a = (vert ? fract(w.x * 0.25) : fract(w.y * 0.25)) * 4.0, along = vert ? w.y : w.x;
float wall = 0.62;
vec3 tc;
if (a < wall || a > 4.0 - wall) {
float u2 = a < wall ? a / wall : (4.0 - a) / wall; // 0 at the outside, 1 at the bore
float cyl = sin(u2 * 1.5708);
tc = vec3(0.62, 0.41, 0.27) * (0.6 + 0.55 * cyl);
if (a < wall) tc *= 1.08;
float ring = 1.0 - smoothstep(0.0, 0.3, min(fract(along * 0.25), 1.0 - fract(along * 0.25)) * 4.0);
tc *= 1.0 - 0.3 * ring;
tc *= mix(0.5, 1.0, smoothstep(0.0, max(px * 1.3, 0.1), min(a, 4.0 - a)));
} else {
bool full = own.r + own.g + own.b > 0.0;
float fl = fract((along + a * 0.9 - sp2 * uTime * 14.0) * 0.5);
float flight = smoothstep(0.82, 0.92, fl) * (1.0 - smoothstep(0.92, 1.0, fl));
vec3 bore = vec3(0.11, 0.1, 0.11) * (0.8 + 0.4 * (1.0 - abs(a - 2.0) / 1.4));
tc = full ? own.rgb * (0.9 + 0.1 * vn(w * 1.3)) : bore;
tc = mix(tc, vec3(0.6, 0.48, 0.38), flight * (full ? 0.35 : 0.8));
tc *= 1.0 - 0.25 * smoothstep(0.9, 1.3, abs(a - 2.0));
}
C = tc;
}
else if (nc == 6) {
vec2 lb = fract(w * 0.25) * 4.0, rb = 4.0 - lb;
float e = min(min(lb.x, lb.y), min(rb.x, rb.y));
vec3 tc = own.rgb * (0.92 + 0.14 * fbm(w * 0.55));
float hl = max(1.0 - smoothstep(0.0, 0.8, lb.x), 1.0 - smoothstep(0.0, 0.8, lb.y));
float shd = max(1.0 - smoothstep(0.0, 0.8, rb.x), 1.0 - smoothstep(0.0, 0.8, rb.y));
tc *= 1.0 + 0.2 * hl - 0.26 * shd;
tc *= mix(0.5, 1.0, smoothstep(px * 0.5, px * 0.5 + max(px * 1.2, 0.14), e));
C = tc;
}
else if (nc == 13 || nc == 14) {
// filter: a belt whose middle is a see-through steel mesh. It has the same band as a belt, so a
// row of belts and filters reads as one belt, rounded only where the whole line ends. The
// band is perforated; its colour tag sits on the top run for what rides along, on the
// bottom run for what drops through.
float dir = nc == 14 ? 1.0 : -1.0;
vec2 lb = fract(w * 0.25) * 4.0;
vec4 tag = cellAt(tTree, c);
bool carry = tag.a > 0.16, tinted = tag.r + tag.g + tag.b > 0.0;
float sd = beltLineSD(c, lb);
float inside = 1.0 - smoothstep(-px, px, sd);
if (inside > 0.0) {
float edge = -sd;
vec3 steel = vec3(0.42, 0.44, 0.5);
// through the holes: whatever is behind (water, sky, rock), or what is passing through
vec3 behind = own.r + own.g + own.b > 0.0 ? own.rgb : C * 0.8;
vec2 cg = abs(fract(w) - 0.5);
float bw2 = max(px * 0.9, 0.09);
float hole = 1.0 - smoothstep(0.5 - bw2 - px, 0.5 - bw2, max(cg.x, cg.y));
vec3 fc;
if (edge < 0.8) {
float rg = bandRidge(w, lb, dir);
vec3 band = bandColor(lb, rg);
if (tinted && (carry == (lb.y < 2.0))) band = mix(band, tag.rgb * (lb.y < 2.0 ? 1.0 : 0.8), 0.75 * rg);
fc = mix(band, behind * 0.85, hole * (1.0 - rg) * 0.75);
fc *= mix(0.55, 1.0, smoothstep(0.0, max(px * 1.4, 0.12), edge));
} else {
fc = mix(steel * 0.78, behind, hole);
fc *= mix(0.7, 1.0, smoothstep(0.0, max(px * 1.4, 0.12), edge - 0.8));
}
C = mix(C, fc, inside);
}
}
// ---- light, then the glow of hot things on top
if (uLightMap.w > 0.5) C *= textureLod(tLight, (q - uLightMap.xy) / uLightMap.z / uLightSize, 0.0).rgb;
if (uGlowK > 0.0) {
vec2 gu = q / (2.0 * uGlowSize), d = 1.0 / uGlowSize;
vec3 g = textureLod(tGlow, gu, 0.0).rgb * 0.25;
g += (textureLod(tGlow, gu + vec2(d.x, 0), 0.0).rgb + textureLod(tGlow, gu - vec2(d.x, 0), 0.0).rgb + textureLod(tGlow, gu + vec2(0, d.y), 0.0).rgb + textureLod(tGlow, gu - vec2(0, d.y), 0.0).rgb) * 0.125;
g += (textureLod(tGlow, gu + d, 0.0).rgb + textureLod(tGlow, gu - d, 0.0).rgb + textureLod(tGlow, gu + vec2(d.x, -d.y), 0.0).rgb + textureLod(tGlow, gu + vec2(-d.x, d.y), 0.0).rgb) * 0.0625;
C += g * uGlowK;
}
o = vec4(C, 1.0);
}`;
function smCompile(gl, type, src) {
const sh = gl.createShader(type);
gl.shaderSource(sh, src); gl.compileShader(sh);
@@ -391,7 +60,7 @@ function smoothDraw(lighting, glowOn) {
// the GPU pass can run below full resolution on a slow graphics card; it is scaled up smoothly
const gl = SM.gl, cv = SM.canvas, sc = SM.scale, cw = Math.max(1, Math.round(R.canvas.width * sc)), ch = Math.max(1, Math.round(R.canvas.height * sc)), u = SM.u;
if (cv.width !== cw || cv.height !== ch) { cv.width = cw; cv.height = ch; }
if (SM.surf < 0 || SM.surfSeed !== worldSeed || SM.surfW !== W) { let s = 0; for (let x = 0; x < W; x++) s += surfY[x]; SM.surf = s / W; SM.surfW = W; SM.surfSeed = worldSeed; }
if (SM.surf < 0 || SM.surfSeed !== worldSeed || SM.surfW !== W) { SM.surf = meanSurface(); SM.surfW = W; SM.surfSeed = worldSeed; }
gl.viewport(0, 0, cw, ch);
gl.useProgram(SM.prog);
const bw = R.bw, bh = R.bh;
+1 -1
View File
@@ -12,7 +12,7 @@ function drawWorld() {
R.rain = (R.rain || 0) * 0.98 + rainAt(Math.max(0, Math.min(W - 1, Math.floor(R.camX + bw / 2)))) * 0.02;
const rk = R.rain;
// Smooth look: the colours below are still worked out per grain, but each grain also gets a
// class (alpha byte) and the GPU draws rounded shapes from them (see smooth.js)
// class (alpha byte) and the GPU draws rounded shapes from them (see smooth-shaders.js)
const sm = R.smoothOn = SET.look === 'smooth' && !R.lens && typeof smoothAvailable === 'function' && smoothAvailable();
const bpx = R.backPx, tpx = R.treePx, fpx = R.fieldPx, mmask = R.moldMask;
if (sm) {