Fractals/fragmentarium
Fragmentarium is an open source, cross-platform IDE by Mikael Hvidtfeldt Christensen [1] for exploring pixel based graphics on the GPU. It is inspired by Adobe's Pixel Bender, but uses GLSL, and is created specifically with fractals and generative systems in mind."
Features:
- Multi-tabbed IDE, with GLSL syntax highlighting
- User widgets to manipulate parameter settings.
- Different 'mouse to GLSL' mapping schemes
- Modular GLSL programming - include other fragments
- Includes simple raytracer for distance estimated systems
- Many examples including Mandelbulb, Mandelbox, Kaleidoscopic IFS, and Julia Quaternion.
Licensed and distributed under the LPGL or GPL license.
Notice: some fragment (GLSL) shaders are copyright by other authors, and may carry other licenses. Please check the fragment file header before redistributing.
Please read the FAQ, before asking questions. [2]
For examples of images take a look at the FF Fragmentarium galleries.[3][4]
More information can be found at: FractalForums.com -> Fragmentarium [5] and FractalForums.org -> Fragmentarium[6]
This the unofficial wiki about it.
Intro
[edit | edit source]Fragmentarium comes in a few different flavors. The major differences are...
- Version 1.0 has only the "time" variable for animating.
- Version 1.0.31 introduces camera position Catmull-Rom spline based keyframing, parameter morphing with easing curves, target tracking auto focus, OpenEXR format input for textures and output for images, along with German, Dutch and Russian translations.
- Version 2.0.0 brings samplerCube textures and double precision uniform widgets.
Get v1.0
[edit | edit source]Precompiled Mac and Windows executable packages can be found at syntopia.github[7]
or on Ubuntu Linux...
Prerequisites
[edit | edit source]cmake 3 Qt 4 C++ compiler OpenGL development libs Git (if fetching the source directly from the repository) sudo apt-get install build-essential libx11-dev mesa-common-dev libgl1-mesa-dev libglu1-mesa-dev libxext-dev libqt4-opengl-dev git clone https://github.com/Syntopia/Fragmentarium
Build
[edit | edit source]cd Fragmentarium-master cd Fragmentarium-Source cd "Build - Linux" ( there are also build folders for Mac OSX, Windows and QCreator with build scripts. ) sh build.sh
Run
[edit | edit source]Go to the ~/Fragmentarium-master/Fragmentarium-Source directory, then run Gui program :
cd ~/Fragmentarium-master/Fragmentarium-Source ./Fragmentarium-Source
Note: at this point it would be a good idea to move the Examples, Icons and Misc folders with the Fragmentarium executable into a suitable working folder and change the name of the Fragmentarium-Source.exe file.
Get v1.0.31
[edit | edit source]Windows installer can be found at Digilanti.org[8]
Windows users can download the 6.0M Fragmentarium Installer and run it by navigating to your Downloads folder and clicking the installer icon.
This will install the Windows Executable + Examples Includes and Misc folders + Qt 5.6.2 runtime DLLs + GUI translation files into a working folder in your home folder with startmenu shortcuts to the executable and the Maintenance program.
Source Code
[edit | edit source]Download Fragmentarium 1.0.31 sources bundled with OpenEXR sources or the smaller archive with precompiled static OpenEXR libs.
For windows the compile scripts expect to find the source in top level of C: drive so extract the archive there or adjust the pathnames in the windows bat file.
Note: the v1.0.31 sources are available on request as development is in the v2.0 branch from here on.
Prerequisites
[edit | edit source]CMake 3 + CMake-gui Qt 5.6 C++ compiler OpenGL
The above packages should be installed along with their corresponding development packages.
Git (if fetching the source directly from the repository)
Build
[edit | edit source]Windows
[edit | edit source]After installing Qt v5.6 and MinGW v4.9.2
Start Menu/Programs/Qt Tools/5.6/MinGW 4.9.2 (32-bit)/Qt 5.6 for Desktop (MinGW 4.9.2 32 bit) cd C:/Fragmentarium-1.0.31-3Dickulus/ mkmingw
This will build OpenEXR and the Fragmentarium project and install the executable with support files to C:/Fragmentarium-1.0.31-3Dickulus/Fragmentarium folder, this folder can then be relocated to wherever you like.
Linux
[edit | edit source]The archive can be extracted anywhere and the standard development environment with Qt5 OpenGL and OpenEXR should suffice.
cd <wherever>/Fragmentarium-1.0.31-3Dickulus/ sh ./mklinux.sh
This will build OpenEXR and the Fragmentarium project and install the executable and support files to <wherever>/Fragmentarium-1.0.31-3Dickulus/Fragmentarium folder, this folder can then be relocated to wherever you like.
To build Fragmentarium only, after running one of the scripts...
cd <wherever>/Fragmentarium-1.0.31-3Dickulus/Fragmentarium-Source/build cmake-gui .. ( to change any paths or precompile flags like the install prefix ) cmake-gui->configure cmake-gui->generate cmake-gui->quit make install
Get v2.0.0
[edit | edit source]Ubuntu
[edit | edit source]Precompiled Ubuntu 14.04.5 package at github.com [9] requires Qt v5.7
or to compile from source on Ubuntu "trusty"
Install gcc-4.8
sudo add-apt-repository -y ppa:ubuntu-sdk-team/ppa sudo apt-get update -qq sudo apt-get -qq install g++-4.8 libc6-i386
Install Qt-5.7
sudo apt-add-repository -y ppa:beineri/opt-qt571-trusty sudo apt-get update -qq sudo apt-get install qtcreator-latest
Install openexr-2.2 development + runtime
sudo apt-add-repository -y ppa:thomas-schiex/blender sudo apt-get update -qq sudo apt-get install libilmbase-dev sudo apt-get install libopenexr-dev sudo apt-get install libilmbase12 sudo apt-get install libopenexr22
Install Extra-CMake-Modules for FindOpenEXR()
sudo apt-get install extra-cmake-modules source /opt/qt57/bin/qt57-env.sh
Grab the source
git clone https://github.com/3Dickulus/FragM
Build and install
cd FragM/Fragmentarium-Source mkdir build cd build cmake -DNVIDIAGL4PLUS=ON -DUSE_OPEN_EXR=ON -DCMAKE_INSTALL_PREFIX=~/ .. make install
- The above will install in /home/username/Fragmentarium folder with includes and support files.
- To install for all users change -DCMAKE_INSTALL_PREFIX=~/ to -DCMAKE_INSTALL_PREFIX=/usr/local and use sudo make install
SuSE Leap 42.2
[edit | edit source]Prerequisites for Linux SuSE Leap 42.2 rpm package at github.com [10]
System Desktop
OpenEXR 2.1
Qt 5.6
Build
Install git and the latest CMake and CMake-GUI programs along with ECM (Extra CMake Modules) and the standard development environment for Qt5 and OpenEXR
git clone https://github.com/3Dickulus/FragM cd FragM/Fragmentarium-Source mkdir build cd build cmake-gui .. (note: set USE_OPEN_EXR=OFF when OpenEXR is not available/desired) make -j4 make install (note: set the install prefix in cmake-gui before running make install, it will install to /usr/local by default, user home folder is OK.)
Mac OSX dmg
[edit | edit source]Prerequisites for Mac OSX (this is what was required to build on travis-ci.org)
brew update brew tab homebrew/versions brew unlink gcc brew install gcc48 brew install qt5 brew install ilmbase openexr brew unlink openexr brew link --overwrite openexr brew unlink ilmbase brew link --overwrite ilmbase brew unlink cmake brew install cmake brew install git
Before calling cmake these env vars need to be set...
export PATH="$QTDIR/bin:$PATH" export PATH=/usr/local/bin:$PATH export CC=/usr/local/bin/gcc-4.8 export CXX=/usr/local/bin/g++-4.8 export QTDIR="/usr/local/opt/qt" export LDFLAGS="-L/usr/local/opt/qt/lib" export CPPFLAGS="-I/usr/local/opt/qt/include"
Grab the source...
git clone https://github.com/3Dickulus/FragM
Then to build, execute the following...
cd FragM/Fragmentarium-Source mkdir build cd build cmake -DNVIDIAGL4PLUS=ON -DUSE_OPEN_EXR=ON -DCMAKE_INSTALL_PREFIX=../../ .. make install
And to build a dmg archive...
cd ../../Fragmentarium-2.0.b macdeployqt ./Fragmentarium-2.0.b.app -dmg mv ./Fragmentarium-2.0.b.dmg ../Fragmentarium-Source/build/Fragmentarium-2.0.b-my_build.dmg cd ../Fragmentarium-Source/build
...this should create a file named Fragmentarium-2.0.b-my_build.dmg in the build folder.
Now that you have it installed ;)
[edit | edit source]Open syntopia.github[11] in your browser to learn about preprocessor commands, magical uniforms and GUI elements.
Open blog.hvidtfeldts[12] in your browser to learn about the math behind path tracing 3D fractals and the GLSL code.
The information found at the v1.0 Syntopia links is valid for all versions of Fragmentarium.
GUI Usage
[edit | edit source]Run from the desktop by clicking the icon for the executable file. You can drag and drop .frag , .fragparams and .png screenshot files onto the main window and Fragmentarium will open a new tab for a .frag file or apply the parameter settings to the current fragment. Settings are stored in screen shot png files in a chunk named "frAg" and are automatically recognized by Fragmentarium.
Commandline Usage
[edit | edit source]./Fragmentarium-2.0.b [options] [filename.frag] <enter> Output: Fragmentarium is a cross-platform IDE for exploring pixel based GPU graphics. Options: -h, --help Displays this help. -v, --version Displays version information. --style <style> sets the application GUI style. Possible values are 'Breeze','Windows','GTK+','Fusion'. -l, --language <language> sets the application language. Possible values are 'en','de','ru','nl'. -s, --script <script> Fragmentarium command script file to load. Arguments: filename.frag initial fragment to open.
Troubleshooting
[edit | edit source]OpenGL version mismatch
[edit | edit source]FragM 2 expects an OpenGL 4.1 Compatibility Profile context. Some drivers provide a lower version in Compatibility Profile, reserving higher versions for Core Profile.
Check it :
glxinfo | grep "core profile"
Unfortunately if FragM gets a lower version, it can crash on startup with a segmentation fault.
Mesa
[edit | edit source]Check if you are using MESA:
glxinfo | grep version
If using Mesa for OpenGL (most commonly on Linux with Free/Libre Open Source drivers) you can force Mesa to lie about its capabilities by setting an environment variable in the shell before launching FragM:
export MESA_GL_VERSION_OVERRIDE="4.6COMPAT"
This may however merely postpone crashes until unsupported features are invoked. Use at your own risk.
Files & Folders
[edit | edit source]Examples
[edit | edit source]Contains 233 files in 16 sub-folders, this tree is duplicated in the Examples menu, just select one and it will be loaded into a new tab.
Examples/Tutorials
[edit | edit source]Contains 19 tutorial frags that demonstrate specific features or techniques.
The rest of the folders in Examples/ contain frags from a number of contributors, see Acknowledgements
fqScript
[edit | edit source]Contains some example Fragmentarium Qt Script files that can be loaded, edited, executed and saved from within Fragmentarium.
Misc
[edit | edit source]Contains options files for the video encoders, this folder is also intended for tool scripts like mkcombined.sh and the glsl.xml that describes highlighting for the code editor, at the end of glsl.xml there are places for user selectable colors and style hints so one can customize the highlighting to their own tastes.
Languages
[edit | edit source]Contains GUI translation files for Dutch, German and Russian contributed by Sabine, Crist-JRoger and SCORPION.
Main Window
[edit | edit source]Top , Program Menus and dynamic menus
Tool Bar , Buffer size, Build, Progressive/Animation stop start rewind, Subframe setting and readout, Current time setting and readout.
Left , Fragment editor, hide by dragging the splitter bar all the way to the left
Middle , GL rendering area
Right , Variable widgets (uniforms) dock window, can float or be hidden
Bottom , Log dock window, can float or be hidden
Status Bar , relays info messages, has XYZ readout for cursor pos, rendered frames per second.
Menus
[edit | edit source]File
[edit | edit source]New : Creates a new tab with a simple DE function. Open : Creates a new tab and loads the selected fragment file. Save : Writes the currently active tab to file. Save As : Writes the currently active tab to filename selected by user. Recent files list : History. Close Tab : Closes the currently active tab and associated windows. Exit Application : Quits Framentarium, user will be prompted if there are unsaved changes.
Edit
[edit | edit source]Cut : Cuts selected text to clipboard. Copy : Copies selected text to clipboard. Paste : Pastes current clipboard contents. Find : Locate selected text, if no selected text request user input. Shader Asm : Displays GPU assembler code for currently active shaders. (nVidia only) Indent Script : Indent selected text. Insert Command -> Preprocessor Commands : Inserts the selected preprocessor command at the cursor or replaces selected text. Special Uniforms : Inserts the selected uniform variable at the cursor or replaces selected text. Include File (from Preferences Path) : Creates an #include fileName statement at the current cursor position. Insert Preset (from Current Settings) : Appends a new named preset to the text editor. Add Easing Curve : Creates easingcurve settings for the currently selected slider. Add Key Frame : Appends a preset with only camera position information. Select Key Frame : Highlights the text associated with the currently listed keyframe from the variable editor pulldown menu. Preferencess : Global program settings.
Render
[edit | edit source]Build Systems : Compiles the shaders. High Resolution and Animation Render : Opens the rendering dialog. Output Preprocessed Script (debug) : Creates a new tab with the main fragment script after parsing all included files. Full Screen (ESC key toggle) : Switch to full screen mode. Save Screen Shot : Saves the current GL area. When image format is png the settings are saved in the "fRAg" chunk, Fragmentarium will recognize this chunk if the screen shot png file is dragged and dropped onto the main window and will attempt to apply those settings to the current fragment. Edit Command Script : Opens a simple editor and allows creating, loading and running a .fqs file, see fqScript folder for examples. Video Encoding : Opens a dialog where the user can select mencoder or ffmpeg to create videos from a folder of generated images.
Parameters
[edit | edit source]Reset All : Resets all uniforms to their specified default values. Copy Settings : Copies all variable settings to the clipboard. Copy Group : Copies a single group (variable editor tab) to the clipboard. Paste from Clipboard : Pastes clipbaord contents into variable editor. Paste Selected Text : Pastes the selected text (usually from a preset in the code window) into the variable editor. Save to File : Creates a parameters file. Load from File : Loads a parameters file.
Examples
[edit | edit source]This menu is populated dynamically at runtime from the contents of the currently active Examples folder. Selecting a fragment will load the file into a new tab and execute build.
Windows
[edit | edit source]These are parts of the main window that can be displayed or hidden. Right mouse button click in the empty part of the menu bar will show this menu as a popup.
Log Variable Editor (uniforms) File Toolbar Edit Toolbar Buffer Dimensions Render Toolbar Rendering Mode Zappa Tools Time
Help
[edit | edit source]These should be self explanitory.
About Show Welcome Note Mouse and Keyboard Help Scripting General Help Scripting Parameter Help Scripting Image Anim Dialog Help Scripting Control Help Clear Texture Cache Project Homepage (web link) Fragmentarium@FractalForums (web link) Fragmentarium 3Dickulus (web link) Flickr Fragmentarium Group (web link) GLSL Specifications (web link) Introduction to Distance Estimated Fractals (web link) Fragmentarium FAQ (web link)
EXR Tools
[edit | edit source]When OpenEXR is installed on your system this menu should be populated with these commands. Selecting a command from this menu will display a usage help dialog, these are all commandline programs and only information about the command is shown here.
exrenvmap exrheader exrmakepreview exrmaketiled exrmultipart exrmultiview exrstdattr
If the EXR Tools menu exists but shows no entries you can set the EXR binaries path via Preferences... from the Edit menu.
Main Window Dialogs
[edit | edit source]High Resolution and Animation Render : Opens the render dialog. Here you can render a single image or a range of images for animation. | |
Easing Curves : This dialog represents the easing options available for the currently selected slider. | |
Timeline : A crude representation of keframes and easing curves, still under development. | |
Preferences : Main program global options. | |
Video Encoding : To setup mencoder or ffmpeg, some example options files are in the Misc folder. |
Scripting
[edit | edit source]Fragmentarium can be controlled via scripting commands available in fqscript files.
General commands
[edit | edit source]void setFrame(int);
Sets the current frame number.
int getFrame();
Returns the current frame number.
void loadFragFile(String);
Opens a new editor tab, loads the named fragment file, initializes default preset, initializes keyframes and easing curves if the file contains these settings.
bool initializeFragment();
Returns success or fail. Must be called after altering a locked variable before rendering an image.
Parameter commands
[edit | edit source]void setParameter(String);
Set a parameter from String in the form of "parameter = value" also accepts parameter file formated string.
void setParameter(String, bool);
Sets a boolean parameter where String is the parameter name and bool is TRUE or FALSE
void setParameter(String, int);
Sets an integer parameter where String is the parameter name and int is any integer.
void setParameter(String, x);
Sets a float parameter where String is the parameter name and x is any floating point number.
void setParameter(String, x, y);
Sets a float2 parameter where String is the parameter name and x,y are any floating point numbers.
void setParameter(String, x, y, z);
Sets a float3 parameter where String is the parameter name and x,y,z are any floating point numbers.
void setParameter(String, x, y, z, w);
Sets a float4 parameter where String is the parameter name and x,y,z,w are any floating point numbers.
String getParameter(String);
Returns a string representing the value(s) for the named parameter, user must parse this into usable values.
void applyPresetByName(String);
Applies the named preset.
Hires image and animation dialog commands
[edit | edit source]void setAnimationLength(int);
Sets the total animation duration in seconds.
void setTileWidth(int); void setTileHeight(int);
Sets the tile width and height.
void setTileMax(int);
Sets the number of row and column tiles, this value squared = total tiles.
void setSubFrames(int);
Sets the number of frames to accumulate.
void setOutputBaseFileName(String);
Sets the filename for saved image, if script has total control this must be set by the script for every frame, if animation is using frag file settings, keyframes etc., then this only needs to be set once to basename and Fragmentarium will add an index padded to 5 digits.
void setFps(int);
Sets the frames per second for rendering.
void setStartFrame(int);
Sets the start frame number for rendering a range of frames.
void setEndFrame(int);
Sets the end frame number for rendering a range of frames.
void setAnimation(bool);
FALSE sets animation to script control exclusively. TRUE enables control from keyframes and easing curves.
void setPreview(bool);
TRUE will preview frames in a window on the desktop instead of saving image files.
Control commands
[edit | edit source]bool scriptRunning();
Returns FALSE when the user selects the [Stop] button in the script editor. For user implemented test in script to break out of the script control loop.
void stopScript();
For user implemented test in script to break out of the script control loop or error like file not found, initialization fail etc.
void tileBasedRender();
Begins rendering the current frame or range of frames applying the current state for keyframes and active easing settings.
Preprocessor Commands
[edit | edit source](from syntopia.github.io) Fragmentarium adds a few additional preprocessor commands.
#include "some.frag"
Simply includes the referenced file. If the filename is a relative filename, Fragmentarium first searches for the file relative to the location of the current executing file (if it is saved), otherwise the paths specified in the 'include path' preference are searched.
#camera 3D
Tells Fragmentarium to setup a 3D camera model, making it possible to adjust the camera using the mouse on the canvas.
#camera 2D
Tells Fragmentarium to setup a 2D camera model.
#group parameter group name
Makes it possible to order GUI elements in groups.
#info "hello there"
Outputs info when compiling the fragment. Useful for attributions.
#includeonly "some.frag"
Experimental. Includes 'some.frag', but will ignore any 'include' commands in that file.
#replace "before" "after"
Experimental. Replaces the given patterns in all subsequent read lines (not in previously parsed lines).
#donotrun
Tells Fragmentarium that it should not attempt to run this file - it is meant be included from another file.
#preset name
Marks the beginning of a section with parameter settings. These will appear in a drop-down combobox in the parameter editor window.
#endpreset
Marks the end of a section with parameter settings.
Uniform Widgets
[edit | edit source]The line: uniform float Angle; slider[45.00,0,360] in the GLSL editor will make a simple variable editor widget appear.
To create widgets for other types of uniforms...
uniform type name ; widget[min,default,max] locktype
The keyword uniform must always be present at the beginning of the line.
locktype can be one of locked notlocked notlockable alwayslocked defaults to notlocked
In the Menu/Edit/Preferences dialog you can select the behavior of lock handling.
"Locked" uniforms can be interpreted as "#define"s or as "const"s in the final GLSL code that gets sent to the GPU.
type and widget can be one of these GLSL valid types and corresponding Fragmentarium widgets...
v1.0 - v1.0.31
[edit | edit source]Type | Widget | ||
---|---|---|---|
uniform | int | name; | slider[min,default,max] |
uniform | bool | name; | checkbox[true or false] |
uniform | float | name; | slider[min,default,max] |
uniform | vec2 | name; | slider[(min,min),(default,default),(max,max)] |
uniform | vec3 | name; | slider[(min,min,min),(default,default,default),(max,max,max)] |
uniform | vec4 | name; | slider[(min,min,min,min),(default,default,default,default),(max,max,max,max)] |
uniform | vec3 | name; | color[R,G,B] color selector only |
uniform | vec4 | name; | color[min,default,max, R, G, B] slider with color selector |
uniform | sampler2D | name; | file[imageFileName] can be any supported format |
v2.0
[edit | edit source]All of v1.0 - v1.0.31 plus these...
Type | Widget | ||
---|---|---|---|
uniform | samplerCube | name; | file[cubemap.png] |
uniform | double | name; | slider[min,default,max] |
uniform | dvec2 | name; | slider[(min,min),(default,default),(max,max)] |
uniform | dvec3 | name; | slider[(min,min,min),(default,default,default),(max,max,max)] |
uniform | dvec4 | name; | slider[(min,min,min,min),(default,default,default,default),(max,max,max,max)] |
uniform | dvec3 | name; | color[R,G,B] color selector only |
uniform | dvec4 | name; | color[min,default,max, R, G, B] slider with color selector |
All float type sliders have 7 decimal places while double types have 14.
Tutorials
[edit | edit source]00 - Simple 2D system.frag |
---|
00 - Simple 2D system.frag |
#include "2D.frag"
// The simplest way to draw something in Fragmentarium,
// is to include the "2D.frag" header.
//
// Now, we can implement a simple 'color' function,
// which for each point in the plane returns a RGB color.
//
// Notice, that you can zoom using the mouse or the keyboard.
// (A,S,D,W,Q,E,1,3)
vec3 color(vec2 c) {
return vec3(cos(c.x),sin(c.y),sin(c.x*c.y));
}
|
01 - Simple 2D Escape Time Fractal.frag |
---|
01 - Simple 2D Escape Time Fractal.frag |
#include "2DJulia.frag"
#include "Complex.frag"
// Escape time fractals iterate a functions for each point
// in the plane, and check if the sequence generated converges.
//
// The "2DJulia.frag" helper file makes it easy to generate
// these kind of systems.
//
// Just implement the 'formula' function below.
// It is possible to draw Mandelbrots and Julias
// and customize the coloring.
//
// Here is an example of a Mandelbrot:
vec2 formula(vec2 z, vec2 offset) {
z = cMul(z,z)+offset;
return z;
}
|
02 - User Variables and Presets.frag |
---|
02 - User Variables and Presets.frag |
#include "2D.frag"
// It is easy to create custom variables,
// and tie them to sliders in the user interface.
//
// Hint: use the context menu to quickly
// insert templates for different variable types.
// Here you can also see the different types
// of variables.
// Organize controls by grouping them
#group MySystem
// Creates a floating point variable,
// with a slider with minimum = 0,
// default = 1, and maximum 10.
uniform float X; slider[0,1,10]
uniform float Y; slider[0,1,10]
// Use the variable like any other in the code
// (But don't assign to them)
vec3 color(vec2 c) {
return vec3(cos(c.x*X)+sin(c.y*Y),
sin(c.x*Y)+cos(c.y*X),
sin(c.x*c.y));
}
// It is possible to store one or more user variable
// settings in a Preset.
//
// Preset are parsed at build time, and will
// appear in the drop-down box in the Parameter
// window, where they can be quickly applied.
// Presets with the name 'Default'
// will be automatically assigned,
// when the system is built the first time.
#preset Default
Center = -0.221053,0.488189
Zoom = 0.186907
AntiAliasScale = 1
AntiAlias = 1
X = 1.2977
#endpreset
// Create presets by using the
// 'Copy to Clipboard' button in the
// Parameter window.
#preset Preset 2
Center = -0.221053,0.488189
Zoom = 0.335658
AntiAliasScale = 1
AntiAlias = 1
X = 6.8702
Y = 0.3053
Y = 6.3359
#endpreset
|
03 - Dynamic Systems.frag |
---|
03 - Dynamic Systems.frag |
#include "2D.frag"
// It is possible to change variables
// based on a special uniform 'time' variable.
//
// To see this in action, you must
// change the Render mode to 'Animation (time)' -
// otherwise the system will only render changes
// when something changes.
#group MySystem
uniform float X; slider[0,1,10]
uniform float Y; slider[0,1,10]
uniform float time;
vec3 color(vec2 c) {
return vec3(cos(c.x*X+time)+sin(c.y*Y+time*2.0),
sin(c.x*Y)+cos(c.y*X+time),
sin(c.x*c.y+time));
}
#preset Default
Center = -1.87816,-0.786641
Zoom = 0.214943
AntiAliasScale = 1
AntiAlias = 1
X = 5.0382
Y = 3.0534
#endpreset
|
04 - Textures.frag |
---|
04 - Textures.frag |
#include "2D.frag"
// It is possible to read from external bitmaps
// from Fragmentarium using textures.
// Set up a sampler2D as below,
// and read using the texture2D command.
#group MySystem
uniform float T ;slider[0,4,10]
uniform float R; slider[0,2,10]
uniform float step; slider[0,0.004,0.01]
uniform float time;
// Here we read from a texture
// Files locations are resolved relative to the current file,
// and to the include path set in the settings.
uniform sampler2D texture; file[texture2.jpg]
// You can set texture parameters directly:
#TexParameter texture GL_TEXTURE_MAG_FILTER GL_LINEAR
#TexParameter texture GL_TEXTURE_WRAP_S GL_REPEAT
#TexParameter texture GL_TEXTURE_WRAP_T GL_REPEAT
// A simple system based on the 'tunnel' system by Inigo Quilez:
// http://www.iquilezles.org/apps/shadertoy/
vec3 color(vec2 c) {
c*= 1.3+cos(time*2.0);
vec2 uv;
float a = atan(c.y,c.x);
float r = length(c);
uv.x = .5*time+.1/r;
uv.y = a/3.1416 + time*0.1;
vec2 dd = vec2(step,0.0);
vec2 d =uv;
vec3 col = texture2D(texture,d).xyz;
vec3 colX = texture2D(texture,d+dd.xy).xyz;
vec3 colMX = texture2D(texture,d-dd.xy).xyz;
vec2 g;
g.x = length(colMX)-length(colX);
vec3 colY = texture2D(texture,d+dd.yx).xyz;
vec3 colMY = texture2D(texture,d-dd.yx).xyz;
g.y = length(colMY)-length(colY);
g = normalize(g);
vec2 light = vec2(cos(time*T),sin(time*T))*R;
return mix(col,r*col* max(-1.0,dot(light,g)),0.9);
}
#preset Default
Center = -0.0214904,-0.00195827
Zoom = 2.34384
AntiAliasScale = 1
AntiAlias = 1
T = 4.3511
R = 2.2308
step = 0.0041
#endpreset
|
10 - Simple Distance Estimated 3D system.frag |
---|
10 - Simple Distance Estimated 3D system.frag |
#define providesColor
#include "Soft-Raytracer.frag"
// This is an example of
// a simple distance estimated system.
//
// The function "DE" must return
// the distance to the closest
// point on any objects in any direction.
vec3 baseColor(vec3 p, vec3 n) {
if (mod(length(p*10.0),2.0)<1.0) return vec3(1.0);
return vec3(0.0);
}
float DE(vec3 z) {
float d = (length(z-vec3(1.0,0.0,0.0))-1.0); // A sphere
d = max(d,- (length(z.xy-vec2(1.,0.0))-0.4)); // minus a tube
d = max(d,- (length(z.yz-vec2(0.,0.0))-0.4)); // minus a tube
d = max(d,- (length(z.xz-vec2(1.,0.0))-0.4)); // minus a tube
d = min(d, z.x); // plus a ground plane
d = min(d, length(z.yz-vec2(1.,1.0))-0.3); // plus a tube
return d;
}
#preset Default
FOV = 0.4
Eye = 4.76415,-4.09381,3.08941
Target = -1.17452,2.39263,-1.67067
Up = 0.803593,0.507247,-0.311349
#endpreset
|
11 - Simple Distance Estimated 3D fractal.frag |
---|
11 - Simple Distance Estimated 3D fractal.frag |
#include "DE-Raytracer.frag"
// Here one of the simplest fractals,
// a distance estimated Menger cube.
#group Menger
uniform int Iterations; slider[0,8,100]
uniform int ColorIterations; slider[0,8,100]
uniform float Scale; slider[0.00,3.0,4.00]
uniform vec3 Offset; slider[(0,0,0),(1,1,1),(1,1,1)]
float DE(vec3 z)
{
int n = 0;
while (n < Iterations) {
z = abs(z);
if (z.x<z.y){ z.xy = z.yx;}
if (z.x< z.z){ z.xz = z.zx;}
if (z.y<z.z){ z.yz = z.zy;}
z = Scale*z-Offset*(Scale-1.0);
if( z.z<-0.5*Offset.z*(Scale-1.0)) z.z+=Offset.z*(Scale-1.0);
if (n<ColorIterations) orbitTrap = min(orbitTrap, (vec4(abs(z),dot(z,z))));
n++;
}
return abs(length(z)-0.0 ) * pow(Scale, float(-n));
}
#preset Default
FOV = 0.4
Eye = -3.55741,0.119991,-2.22946
Target = 4.91261,-0.165702,3.07876
Up = 0.0398762,0.999198,-0.00374516
AntiAlias = 1
Detail = -2.35396
DetailAO = -1.00002
FudgeFactor = 1
MaxRaySteps = 56
BoundingSphere = 3.774
Dither = 0.5
NormalBackStep = 1
AO = 0,0,0,0.7
Specular = 0.1666
SpecularExp = 16
SpotLight = 1,1,1,0.19608
SpotLightDir = 0.37142,0.1
CamLight = 1,1,1,1.13978
CamLightMin = 0.29412
Glow = 1,1,1,0.07895
GlowMax = 20
Fog = 0.4161
HardShadow = 0.33846
ShadowSoft = 2
Reflection = 0
BaseColor = 1,1,1
OrbitStrength = 0.64935
X = 0.5,0.6,0.6,0.2126
Y = 1,0.6,0,0.30708
Z = 0.8,0.78,1,1
R = 0.666667,0.666667,0.498039,0.03174
BackgroundColor = 0.6,0.6,0.45
GradientBackground = 0.3
CycleColors = false
Cycles = 6.95699
EnableFloor = false
FloorNormal = 0,0,0
FloorHeight = 0
FloorColor = 1,1,1
Iterations = 8
ColorIterations = 5
Scale = 3
Offset = 1,1,1
#endpreset
|
12 - Faster raytracing of 3D fractals.frag |
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12 - Faster raytracing of 3D fractals.frag |
// There are different ways to speedup
// raytracing.
//
// 1) Using the 'Preview' sliders to render at lower resolution.
// 2) Locking parameters, you do not want to change dynamically, by clicking the padlock next to them, and recompiling
// 3) Using another raytracer:
//
// In this example the 'Fast-Raytracer' is used,
// it is faster then the default one, but does
// not offer as much flexibility.
//
// Subblue's raytracer is another faster option.
#include "Fast-Raytracer.frag"
//#include "Subblue-Raytracer.frag"
// Here one of the simplest fractals,
// a distance estimated Menger cube.
#group Menger
uniform int Iterations; slider[0,8,100]
uniform int ColorIterations; slider[0,8,100]
uniform float Scale; slider[0.00,3.0,4.00]
uniform vec3 Offset; slider[(0,0,0),(1,1,1),(1,1,1)]
float DE(vec3 z)
{
int n = 0;
while (n < Iterations) {
z = abs(z);
if (z.x<z.y){ z.xy = z.yx;}
if (z.x< z.z){ z.xz = z.zx;}
if (z.y<z.z){ z.yz = z.zy;}
z = Scale*z-Offset*(Scale-1.0);
if( z.z<-0.5*Offset.z*(Scale-1.0)) z.z+=Offset.z*(Scale-1.0);
if (n<ColorIterations) orbitTrap = min(orbitTrap, (vec4(abs(z),dot(z,z))));
n++;
}
return abs(length(z)-0.0 ) * pow(Scale, float(-n));
}
#preset Default
FOV = 0.4
Eye = -3.55741,0.119991,-2.22946
Target = 4.91261,-0.165702,3.07876
Up = 0.0398762,0.999198,-0.00374516
AntiAlias = 1
Detail = -2.35396
DetailAO = -1.00002
FudgeFactor = 1
MaxRaySteps = 56
BoundingSphere = 3.774
Dither = 0.5
NormalBackStep = 1
AO = 0,0,0,0.7
Specular = 0.1666
SpecularExp = 16
SpotLight = 1,1,1,0.19608
SpotLightDir = 0.37142,0.1
CamLight = 1,1,1,1.13978
CamLightMin = 0.29412
Glow = 1,1,1,0.07895
GlowMax = 20
Fog = 0.4161
HardShadow = 0.33846
ShadowSoft = 2
Reflection = 0
BaseColor = 1,1,1
OrbitStrength = 0.64935
X = 0.5,0.6,0.6,0.2126
Y = 1,0.6,0,0.30708
Z = 0.8,0.78,1,1
R = 0.666667,0.666667,0.498039,0.03174
BackgroundColor = 0.6,0.6,0.45
GradientBackground = 0.3
CycleColors = false
Cycles = 6.95699
EnableFloor = false
FloorNormal = 0,0,0
FloorHeight = 0
FloorColor = 1,1,1
Iterations = 8
ColorIterations = 5
Scale = 3
Offset = 1,1,1
#endpreset
|
20 - Progressive 2D.frag |
---|
20 - Progressive 2D.frag |
#include "Progressive2D.frag"
#include "Complex.frag"
// An example of using progressive rendering.
// Bbuffers are set up by the 'Progressive2D' fragment.
//
// Remember to set 'Render mode' to 'Progressive'.
// Progressive rendering, makes very high-quality AA possible.
// Notice, that this is a difficult image to render, due to very high frequency components.
vec3 color(vec2 v) {
vec2 p = (viewCoord+vec2(1.0))/2.0;
p=p/pixelSize;
if (p.y<40.0) {
return vec3(pow(0.5,1.0/Gamma));
}
float r = dot(v,v);
float a = 1.0;
if (mod(r,1.0)<0.5) a =1.0-a;
if (v.y>0.0) a = 1.0-a;
return vec3(a);
}
#preset Default
Center = 0.0727965,-0.192122
Zoom = 0.141329
Gamma = 2.2
ToneMapping = 1
Exposure = 1
Brightness = 1
Contrast = 1
Saturation = 1
AARange = 4.15701
AAExp = 1.81626
GaussianAA = true
#endpreset
|
21 - Progressive 2D Escape Time Fractal.frag |
---|
21 - Progressive 2D Escape Time Fractal.frag |
#include "Progressive2DJulia.frag"
#include "Complex.frag"
// An example of Escape Time Fractals,
// using progressive rendering.
// Bbuffers are set up by the 'Progressive2DJulia' fragment.
//
// Remember to set 'Render mode' to 'Continous'.
// Progressive rendering, makes very high-quality AA possible.
// Fractal by Kali: http://www.fractalforums.com/new-theories-and-research/very-simple-formula-for-fractal-patterns/msg31800/#msg31800
uniform float MinRadius; slider[0,0,10]
uniform float Scaling; slider[-5,0,5]
vec2 formula(vec2 z,vec2 c) {
float m =dot(z,z);
if (m<MinRadius) {
z = abs(z)/(MinRadius*MinRadius);
}else {
z = abs(z)/m*Scaling;
}
return z+c;
}
#preset Default
Center = -0.118362,0.0108127
Zoom = 10.8053
Gamma = 2.5463
ToneMapping = 3
Exposure = 1.3044
Brightness = 1
Contrast = 1.0396
Saturation = 1.8817
AARange = 1
AAExp = 1
GaussianAA = false
Iterations = 1000
PreIterations = 15
R = 1
G = 0.84034
B = 0.525
C = 0.90756
Julia = true
JuliaX = 1.43649
JuliaY = 2.05404
ShowMap = false
MapZoom = 2.1
EscapeSize = 5
ColoringType = 0
ColorFactor = 0.5
MinRadius = 0
Scaling = -1.9231
#endpreset
|
22 - Progressive 3D Rendering.frag |
---|
22 - Progressive 3D Rendering.frag |
// An example of rendering using the progressive 3D ray tracer,
// which makes it possible to use effects like real soft shadows,
// better anti-alias, better ambient-occlusion and depth-of-field.
// Rendering is much slower, though.
//
// To use it, just include "Soft-Raytracer" instead of "DE-Raytracer"
//
// Remember to set 'Render mode' to 'Continous'!
#info knot thingy by knighty (2012). Based on an idea by DarkBeam from fractalforums (http://www.fractalforums.com/new-theories-and-research/not-fractal-but-funny-trefoil-knot-routine/30/)
#include "Soft-Raytracer.frag"
#group Trefoil
//Radius of the tubes
uniform float tubeRadius; slider[0,0.1,0.5]
//Radius of the goup of tubes
uniform float groupRadius; slider[0,0.4,0.5]
//Radius of the whole object (because it looks like a torus (-:)
uniform float objectRadius; slider[0,1,1]
//Rotation Numerator X: actually not a rotation. This is frequency in x direction
uniform int RotNumeratorX; slider[-10,2,10]
//Rotation Numerator Y: actually not a rotation. This is frequency in y direction. (lissajou figure)
uniform int RotNumeratorY; slider[-10,4,10]
//Rotation Denominator: this is the rotation "speed" in xz plane
uniform int RotDenominator; slider[1,3,20]
//Rotations number: how many instances to check. related to the period of the knot. Have to find math formula for that.
uniform int Rotations; slider[1,1,10]
float Cylinder(vec2 p){
p.x-=groupRadius;
return length(p)-tubeRadius;
}
float twist(vec3 p){//seen from above it is a lissajou fugure
float ra =p.z*float(RotNumeratorX)/float( RotDenominator);
float raz=p.z*float(RotNumeratorY)/float(RotDenominator);
return length(p.xy-vec2(groupRadius*cos(ra)+objectRadius,groupRadius*sin(raz)+objectRadius))-tubeRadius;
}
vec3 bend2PI(vec3 p){
return vec3(length(p.xz),p.y,atan(p.z,p.x));
}
float DE(vec3 p) {
float r=length(p.xz), ang=atan(p.z,p.x),y=p.y;
float d=10000.;
for(int i=0; i<Rotations;i++){
vec3 p=vec3(r,y,ang+2.*PI*float(i));
p.x-=objectRadius;
d=min(d,twist(p));
}
return min(d,p.y);
}
#preset default
FOV = 0.62536
Eye = 0.77939,1.62364,1.44633
Target = -2.86937,-4.53699,-3.77496
Up = -0.312624,0.711048,-0.620502
EquiRectangular = false
FocalPlane = 1.4674
Aperture = 0.02
Gamma = 2.2685
ToneMapping = 2
Exposure = 0.9783
Brightness = 1
Contrast = 1.0891
Saturation = 1.4516
GaussianWeight = 1
AntiAliasScale = 2
Detail = -3
DetailAO = -0.14287
FudgeFactor = 0.66265
MaxRaySteps = 132
BoundingSphere = 4 Locked
Dither = 0 Locked
NormalBackStep = 1
AO = 0,0,0,0.61224
Specular = 0.3797
SpecularExp = 51.389
SpotLight = 0.811765,1,0.819608,2.2222
SpotLightPos = 5,2.676,-0.7042
SpotLightSize = 1.25157
CamLight = 0.0980392,0.713725,1,0.53846
CamLightMin = 0
Glow = 1,1,1,0
GlowMax = 20
Fog = 0
Shadow = 0.86364 NotLocked
Sun = 0.84582,1.57
SunSize = 0.01
Reflection = 0
BaseColor = 0.701961,0.701961,0.701961
OrbitStrength = 0
X = 0.411765,0.6,0.560784,0.41748
Y = 0.666667,0.666667,0.498039,-0.16504
Z = 1,0.258824,0.207843,1
R = 0.0823529,0.278431,1,0.82352
BackgroundColor = 0,0,0
GradientBackground = 0.3261
CycleColors = true
Cycles = 4.04901
EnableFloor = false
FloorNormal = 0,0,0
FloorHeight = 0
FloorColor = 1,1,1
tubeRadius = 0.07534
groupRadius = 0.29851
objectRadius = 0.43077
RotNumeratorX = -2
RotNumeratorY = -4
RotDenominator = 3
Rotations = 3
#endpreset
|
23 - Working with the back buffer.frag |
---|
23 - Working with the back buffer.frag |
#buffer RGBA16
#include "2D.frag"
// A 'Game of Life' implementation
// demonstrating how to work with a pixel-accurate
// back buffer.
// Switch to Continuous mode. Set Subframe max to zero!
// Make sure AntiAlias is off (set to 1).
//
uniform sampler2D backbuffer;
uniform float time;
/*
From Wikipedia:
Any live cell with fewer than two live neighbours dies, as if caused by under-population.
Any live cell with two or three live neighbours lives on to the next generation.
Any live cell with more than three live neighbours dies, as if by overcrowding.
Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
*/
vec2 position = (viewCoord*1.0+vec2(1.0))/2.0;
float rand(vec2 co){
// implementation found at: lumina.sourceforge.net/Tutorials/Noise.html
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
#define SubframeMax 0
#define IterationsBetweenRedraws 20
#TexParameter backbuffer GL_TEXTURE_MAG_FILTER GL_NEAREST
#TexParameter backbuffer GL_TEXTURE_WRAP_S GL_REPEAT
#TexParameter backbuffer GL_TEXTURE_WRAP_T GL_REPEAT
void isAlive(float dx, float dy, inout int count) {
vec4 v1 = texture2D( backbuffer, position + pixelSize*vec2( dx, dy ) );
if (v1.x==1.0) count++;
}
vec3 color(vec2 z) {
if (length(z)<0.1 && length(z)>0.08) return (rand(time*z) < 0.5 ? vec3(1.0,0.0,0.0) : vec3(0.0));
vec4 v1 = texture2D( backbuffer, mod ( position , 1.0 ) );
int neighbours = 0;
int alive =0;
isAlive(0.0,0.0,alive);
// Count neighbours
isAlive(1.0,0.0, neighbours);
isAlive(1.0,1.0, neighbours);
isAlive(1.0,-1.0, neighbours);
isAlive(0.0,1.0, neighbours);
isAlive(0.0,-1.0, neighbours);
isAlive(-1.0,1.0, neighbours);
isAlive(-1.0,0.0, neighbours);
isAlive(-1.0,-1.0, neighbours);
// Rules
if (alive==1) {
if (neighbours<2) return vec3(v1.x*0.99,v1.y*0.99,v1.z);
else if (neighbours<4) return vec3(1.0);
} else {
if (neighbours==3) return vec3(1.0);
}
return vec3(v1.x*0.95,v1.y*0.98,v1.z*0.999) ;
}
#preset Default
Center = 0,0
Zoom = 6.15279
AntiAliasScale = 1
AntiAlias = 1
#endpreset
|
24 - Pure 3D.frag |
---|
24 - Pure 3D.frag |
#include "3D.frag"
uniform sampler2D texture; file[Ditch-River_2k.hdr]
uniform sampler2D texture2; file[Ditch-River_Env.hdr]
// An example of working with 3D without a distance estimator
// Free HDRI's: http://www.hdrlabs.com/sibl/archive.html
float sphereLine(vec3 pos, vec3 dir, vec3 center, float radius, out vec3 normal) {
vec3 sd=center-pos;
float b = dot(dir,sd);
float temp = b*b+radius*radius-dot(sd,sd);
if (temp>0.0) {
temp = b - sqrt(temp); // intersection distance
normal = normalize((pos+temp*dir)-center);
return temp;
}
normal = vec3(0.0);
return -1.;
}
#define PI 3.14159265358979323846264
vec3 equirectangularMap(vec3 dir, sampler2D sampler) {
dir = normalize(dir);
vec2 longlat = vec2(atan(dir.y,dir.x),acos(dir.z));
return texture2D(sampler,longlat/vec2(2.0*PI,PI) ).xyz;
}
uniform float Specular; slider[0,1,1]
uniform float Diffuse;slider[0,1,1]
vec3 color(vec3 pos, vec3 dir) {
vec3 normal = vec3(1.0,1.0,1.0);
float intersect = 10000.0;
vec3 finalNormal = vec3(0.0);
for (int j = 0; j < 6; j++) {
float z = (float(j)-6.0)/2.0;
float i = sphereLine(pos,normalize(dir),vec3(1.0,0.0+float(j),z),0.5, normal);
if (i<intersect && i>0.) {
intersect =i;
finalNormal = normal;
}
}
if (intersect<10000.) {
vec3 reflected = -2.0*dot(dir,finalNormal)*finalNormal+dir;
vec3 col = Specular*equirectangularMap(reflected, texture);
vec3 col2 = Diffuse*equirectangularMap(finalNormal, texture2);
return col+col2;
}
vec3 col =equirectangularMap(dir,texture);
return col;
}
#preset Default
FOV = 0.4
Eye = 8.42062,8.55686,-1.41974
Target = 0.781867,2.10355,-1.35523
Up = 0.0291443,-0.024509,0.999275
EquiRectangular = false
FocalPlane = 1
Aperture = 0
Gamma = 2.2222
ToneMapping = 3
Exposure = 1
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
texture = Ditch-River_2k.hdr
texture2 = Ditch-River_Env.hdr
Specular = 1,0
Diffuse = 1,0,1
#endpreset
|
25 - Image Based Lighting.frag |
---|
25 - Image Based Lighting.frag |
// An example of Image Based Lighting.
//
// NOTICE:
// The Ditch-River Panorama HDR is authored by 'Blotchi' and copyrighted by http://www.hdrlabs.com/sibl/archive.html
// It is licensed under a CC3.0 license: http://creativecommons.org/licenses/by-nc-sa/3.0/us/
#include "IBL-Raytracer.frag"
#include "QuilezLib.frag"
#group TestScene
uniform float TextureScale; slider[0,1,40]
// Just a simple test scene...
float DE(vec3 p)
{
p.xy=p.yx;
float d = length(p+vec3(0.0,0.0,-0.25))-0.25; // sphere
d= min(d, udRoundBox(p+vec3(0.2,1.0,-0.25),vec3(0.2),0.05)); // rounded box
d =min(d, sdCone(p+vec3(1.,1.,-0.5),vec2(0.95,0.45))); // cone
d = min(d, sdTorus88(p+vec3(-1.4,1.,-0.6),vec2(0.5,0.1))); // torus
return min(p.z,d);// distance estimate
}
#preset Default
FOV = 0.58536
Eye = 0.246321,-1.72201,0.434156
Target = -5.5875,6.37903,-0.148662
Up = -0.00420879,0.0687221,0.997349
EquiRectangular = false
FocalPlane = 1
Aperture = 0
Gamma = 2.2685
ToneMapping = 3
Exposure = 0.82653
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
Detail = -3.65484
DetailAO = -1.14289
FudgeFactor = 1
MaxRaySteps = 198
BoundingSphere = 4.3373
Dither = 0.5
NormalBackStep = 1
AO = 0,0,0,1
CamLight = 1,1,1,0
CamLightMin = 0
Glow = 1,1,1,0
GlowMax = 20
Fog = 0
Shadow = 0.70455
Background = Ditch-River_2k.hdr
Specular = Ditch-River_Env.hdr
Diffuse = Ditch-River_Env.hdr
EnvSpecular = 1.8
EnvDiffuse = 0
SpecularMax = 100
Sun = 1.38949,1.02653
SunSize = 0.0045
DebugSun = true
BaseColor = 1,1,1
OrbitStrength = 0
X = 0.5,0.6,0.6,0.2126
Y = 1,0.6,0,0.30708
Z = 0.8,0.78,1,0.35434
R = 0.666667,0.666667,0.498039,0.03174
BackgroundColor = 1,1,1
GradientBackground = 0.4348
CycleColors = false
Cycles = 1.1
EnableFloor = true
FloorNormal = 0,0,0.17074
FloorHeight = 0
FloorColor = 1,1,1
ShowFloor = false
TextureScale = 1
#endpreset
|
26 - 3D fractals without a DE.frag |
---|
26 - 3D fractals without a DE.frag |
#info Mandelbulb without Distance Estimator
#define providesInside
#define providesColor
#include "Brute-Raytracer.frag"
#group Mandelbulb
//#define IterationsBetweenRedraws 5
// Number of fractal iterations.
uniform int Iterations; slider[0,9,100]
// Mandelbulb exponent (8 is standard)
uniform float Power; slider[-10,8,10]
// Bailout radius
uniform float Bailout; slider[0,5,30]
uniform vec3 RotVector; slider[(0,0,0),(1,1,1),(1,1,1)]
uniform float RotAngle; slider[0.00,0,180]
uniform bool Julia; checkbox[false]
uniform vec3 JuliaC; slider[(-2,-2,-2),(0,0,0),(2,2,2)]
vec3 color(vec3 p) {
return abs(vec3(p));
}
void powN2(inout vec3 z, float zr0) {
float zo0 = asin( z.z/zr0 );
float zi0 = atan( z.y,z.x );
float zr = pow( zr0, Power-1.0 );
float zo = zo0 * Power;
float zi = zi0 * Power;
zr *= zr0;
z = zr*vec3( cos(zo)*cos(zi), cos(zo)*sin(zi), sin(zo) );
}
bool inside(vec3 pos) {
vec3 z=pos;
float r;
int i=0;
r=length(z);
while(r<Bailout && (i<Iterations)) {
powN2(z,r);
z+=(Julia ? JuliaC : pos);
r=length(z);
i++;
}
return (r<Bailout);
}
#preset Default
FOV = 0.62536
Eye = 0.137861,0.380908,-1.90454
Target = -1.05894,-1.3684,6.69989
Up = -0.970103,0.225702,-0.0892076
EquiRectangular = false
Gamma = 2.5
ToneMapping = 3
Exposure = 1.34694
Brightness = 1
Contrast = 0.9901
Saturation = 1
Near = 0.7368
Far = 2.45904
NormalScale = 0.58825
AOScale = 1.0194
Glow = 0.34167
AOStrength = 0.86047
Samples = 100
Stratify = true
DebugInside = false
SampleNeighbors = true
Specular = 0
SpecularExp = 5.455
SpotLight = 1,0.678431,0.494118,0.78431
SpotLightDir = 1,0.78126
CamLight = 1,1,1,0.38462
CamLightMin = 0
Fog = 0
ShowDepth = false
DebugNormals = false
BaseColor = 1,1,1
OrbitStrength = 0
X = 1,1,1,1
Y = 0.345098,0.666667,0,0.02912
Z = 1,0.666667,0,1
R = 0.0784314,1,0.941176,-0.0194
BackgroundColor = 0.607843,0.866667,0.560784
GradientBackground = 0.86955
CycleColors = false
Cycles = 1.1
Iterations = 9
Power = 8
Bailout = 5
RotVector = 1,1,1
RotAngle = 0
Julia = false
JuliaC = 0,0,0
#endpreset
|
30 - Simple Keyframe Animation.frag |
---|
30 - Simple Keyframe Animation.frag
How-To create a KeyFrame Animation:
|
#info Mandelbulb Anim Fragment
#info http://www.fractalforums.com/index.php?topic=16405.0
#define providesInit
#group Raytracer
// Sets focal plane to Target location
uniform bool AutoFocus; checkbox[false]
#include "DE-Raytracer-v0.9.10.frag"
#include "MathUtils.frag"
#group Mandelbulb
// Number of fractal iterations.
uniform int Iterations; slider[0,9,100]
// Number of color iterations.
uniform int ColorIterations; slider[0,9,100]
// Mandelbulb exponent (8 is standard)
uniform float Power; slider[0,8,16]
// Bailout radius
uniform float Bailout; slider[0,5,30]
// Alternate is slightly different, but looks more like a Mandelbrot for Power=2
uniform bool AlternateVersion; checkbox[false]
uniform vec3 RotVector; slider[(0,0,0),(1,1,1),(1,1,1)]
uniform float RotAngle; slider[0.00,0,180]
#group Translation
uniform vec3 TransVector; slider[(-1,-1,-1),(1,0,0),(1,1,1)]
uniform float TransSpeed; slider[0,0,1]
uniform float ImpulseStrength; slider[0,0,10]
uniform float ImpulseRate; slider[0,0,10]
uniform float ImpulseOffset; slider[0,0,10]
uniform vec3 TRotVector; slider[(-1,-1,-1),(1,0,0),(1,1,1)]
uniform float TRotSpeed; slider[0,0,45]
mat3 rot;
uniform float time;
void init() {
rot = rotationMatrix3(normalize(RotVector), RotAngle);
}
// This is my power function, based on the standard spherical coordinates as defined here:
// http://en.wikipedia.org/wiki/Spherical_coordinate_system
//
// It seems to be similar to the one Quilez uses:
// http://www.iquilezles.org/www/articles/mandelbulb/mandelbulb.htm
//
// Notice the north and south poles are different here.
void powN1(inout vec3 z, float r, inout float dr) {
// extract polar coordinates
float theta = acos(z.z/r);
float phi = atan(z.y,z.x);
dr = pow( r, Power-1.0)*Power*dr + 1.0;
// scale and rotate the point
float zr = pow( r,Power);
theta = theta*Power;
phi = phi*Power;
// convert back to cartesian coordinates
z = zr*vec3(sin(theta)*cos(phi), sin(phi)*sin(theta), cos(theta));
}
// This is a power function taken from the implementation by Enforcer:
// http://www.fractalforums.com/mandelbulb-implementation/realtime-renderingoptimisations/
//
// I cannot follow its derivation from spherical coordinates,
// but it does give a nice mandelbrot like object for Power=2
void powN2(inout vec3 z, float zr0, inout float dr) {
float zo0 = asin( z.z/zr0 );
float zi0 = atan( z.y,z.x );
float zr = pow( zr0, Power-1.0 );
float zo = zo0 * Power;
float zi = zi0 * Power;
dr = zr*dr*Power + 1.0;
zr *= zr0;
z = zr*vec3( cos(zo)*cos(zi), cos(zo)*sin(zi), sin(zo) );
}
uniform bool Julia; checkbox[false]
uniform vec3 JuliaC; slider[(-2,-2,-2),(0,0,0),(2,2,2)]
// Compute the distance from `pos` to the Mandelbox.
float DE(vec3 pos) {
vec3 z=pos;
float r;
float dr=1.0;
int i=0;
if (TRotSpeed>0.0) {
rot=rotationMatrix3(normalize(TRotVector),TRotSpeed*time);
z*=rot;
}
if (TransSpeed>0.0) {
z+=normalize(TransVector)*time*TransSpeed*10.0;
}
if (ImpulseStrength>0.0) {
z+=normalize(TransVector)*(0.8+sin(time*ImpulseRate+ImpulseOffset))*ImpulseStrength;
}
r=length(z);
while(r<Bailout && (i<Iterations)) {
if (AlternateVersion) {
powN2(z,r,dr);
} else {
powN1(z,r,dr);
}
z+=(Julia ? JuliaC : pos);
r=length(z);
z*=rot;
if (i<ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(z.x,z.y,z.z,r*r)));
i++;
}
// if ((type==1) && r<Bailout) return 0.0;
return 0.5*log(r)*r/dr;
/*
Use this code for some nice intersections (Power=2)
float a = max(0.5*log(r)*r/dr, abs(pos.y));
float b = 1000;
if (pos.y>0) b = 0.5*log(r)*r/dr;
return min(min(a, b),
max(0.5*log(r)*r/dr, abs(pos.z)));
*/
}
float dummy(vec3 p){
p*=time;
return time;
}
#preset Default
FOV = 0.62536
Eye = 1.65826,-1.22975,0.277736
Target = -5.2432,4.25801,-0.607125
Up = 0.401286,0.369883,-0.83588
EquiRectangular = false
FocalPlane = 1
AutoFocus = false
Aperture = 0
Gamma = 2.08335
ToneMapping = 3
Exposure = 0.6522
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
Detail = -2.84956
DetailAO = -1.35716
FudgeFactor = 1
MaxRaySteps = 164
BoundingSphere = 10
Dither = 0.51754
NormalBackStep = 1
AO = 0,0,0,0.85185
Specular = 1.6456
SpecularExp = 16.364
SpecularMax = 10
SpotLight = 1,1,1,1
SpotLightDir = -0.22666,0.5
CamLight = 1,1,1,1.53846
CamLightMin = 0.12121
Glow = 1,1,1,0.43836
GlowMax = 52
Fog = 0
HardShadow = 0.35385
ShadowSoft = 12.5806
Reflection = 0
BaseColor = 1,1,1
OrbitStrength = 0.14286
X = 1,1,1,1
Y = 0.345098,0.666667,0,0.02912
Z = 1,0.666667,0,1
R = 0.0784314,1,0.941176,-0.0194
BackgroundColor = 0.607843,0.866667,0.560784
GradientBackground = 0.3261
CycleColors = false
Cycles = 4.04901
EnableFloor = true
FloorNormal = 0,1,0
FloorHeight = -2
FloorColor = 1,1,1
Iterations = 12
ColorIterations = 8
Power = 8
Bailout = 6.279
AlternateVersion = true
RotVector = 1,1,1
RotAngle = 0
Julia = false
JuliaC = 0,0,0
#endpreset
#preset KeyFrame.001
FOV = 0.62536
Eye = 1.65826,-1.22975,0.277736
Target = -5.2432,4.25801,-0.607125
Up = 0.401286,0.369883,-0.83588
#endpreset
#preset KeyFrame.002
FOV = 0.62536
Eye = 3.96463,0.917888,0.279432
Target = -4.74042,-0.257782,-0.320685
Up = -0.709039,0.700838,-0.0780331
#endpreset
#preset KeyFrame.003
FOV = 0.62536
Eye = 1.33376,0.978975,2.81437
Target = -2.37223,0.395544,-5.15089
Up = 0.0655203,0.994792,0.0780753
#endpreset
#preset KeyFrame.004
FOV = 0.62536
Eye = -0.146262,0.991041,-0.550259
Target = -7.41034,2.09513,-5.36868
Up = 0.0484982,0.797152,0.601827
#endpreset
|
31 - Simple Focal Plane Tracking Target.frag |
---|
31 - Simple Focal Plane Tracking Target.frag
How-To Enable Auto Focus Add this line to your frag code, preferably in the "Camera" group if the AutoFocus widget doesn't already exist... uniform bool AutoFocus; checkbox[false] Now you can enable/disable focal plane target tracking, the focal plane default maximum distance is 5, if you need more than that open the .frag file that contains the "FocalPlane" widget and edit the maximum... uniform float FocalPlane; slider[0,1,5] to what ever you need like... uniform float FocalPlane; slider[0,1,50]
|
#info Mandelbulb Anim Fragment
#info http://www.fractalforums.com/index.php?topic=16405.0
#define providesInit
#group Raytracer
// Sets focal plane to Target location
//uniform bool AutoFocus; checkbox[false]
#include "DE-Raytracer-v0.9.10.frag"
#include "MathUtils.frag"
#group Mandelbulb
// Number of fractal iterations.
uniform int Iterations; slider[0,9,100]
// Number of color iterations.
uniform int ColorIterations; slider[0,9,100]
// Mandelbulb exponent (8 is standard)
uniform float Power; slider[0,8,16]
// Bailout radius
uniform float Bailout; slider[0,5,30]
// Alternate is slightly different, but looks more like a Mandelbrot for Power=2
uniform bool AlternateVersion; checkbox[false]
uniform vec3 RotVector; slider[(0,0,0),(1,1,1),(1,1,1)]
uniform float RotAngle; slider[0.00,0,180]
#group Translation
uniform vec3 TransVector; slider[(-1,-1,-1),(1,0,0),(1,1,1)]
uniform float TransSpeed; slider[0,0,1]
uniform float ImpulseStrength; slider[0,0,10]
uniform float ImpulseRate; slider[0,0,10]
uniform float ImpulseOffset; slider[0,0,10]
uniform vec3 TRotVector; slider[(-1,-1,-1),(1,0,0),(1,1,1)]
uniform float TRotSpeed; slider[0,0,45]
mat3 rot;
uniform float time;
void init() {
rot = rotationMatrix3(normalize(RotVector), RotAngle);
}
// This is my power function, based on the standard spherical coordinates as defined here:
// http://en.wikipedia.org/wiki/Spherical_coordinate_system
//
// It seems to be similar to the one Quilez uses:
// http://www.iquilezles.org/www/articles/mandelbulb/mandelbulb.htm
//
// Notice the north and south poles are different here.
void powN1(inout vec3 z, float r, inout float dr) {
// extract polar coordinates
float theta = acos(z.z/r);
float phi = atan(z.y,z.x);
dr = pow( r, Power-1.0)*Power*dr + 1.0;
// scale and rotate the point
float zr = pow( r,Power);
theta = theta*Power;
phi = phi*Power;
// convert back to cartesian coordinates
z = zr*vec3(sin(theta)*cos(phi), sin(phi)*sin(theta), cos(theta));
}
// This is a power function taken from the implementation by Enforcer:
// http://www.fractalforums.com/mandelbulb-implementation/realtime-renderingoptimisations/
//
// I cannot follow its derivation from spherical coordinates,
// but it does give a nice mandelbrot like object for Power=2
void powN2(inout vec3 z, float zr0, inout float dr) {
float zo0 = asin( z.z/zr0 );
float zi0 = atan( z.y,z.x );
float zr = pow( zr0, Power-1.0 );
float zo = zo0 * Power;
float zi = zi0 * Power;
dr = zr*dr*Power + 1.0;
zr *= zr0;
z = zr*vec3( cos(zo)*cos(zi), cos(zo)*sin(zi), sin(zo) );
}
uniform bool Julia; checkbox[false]
uniform vec3 JuliaC; slider[(-2,-2,-2),(0,0,0),(2,2,2)]
// Compute the distance from `pos` to the Mandelbox.
float DE(vec3 pos) {
vec3 z=pos;
float r;
float dr=1.0;
int i=0;
if (TRotSpeed>0.0) {
rot=rotationMatrix3(normalize(TRotVector),TRotSpeed*time);
z*=rot;
}
if (TransSpeed>0.0) {
z+=normalize(TransVector)*time*TransSpeed*10.0;
}
if (ImpulseStrength>0.0) {
z+=normalize(TransVector)*(0.8+sin(time*ImpulseRate+ImpulseOffset))*ImpulseStrength;
}
r=length(z);
while(r<Bailout && (i<Iterations)) {
if (AlternateVersion) {
powN2(z,r,dr);
} else {
powN1(z,r,dr);
}
z+=(Julia ? JuliaC : pos);
r=length(z);
z*=rot;
if (i<ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(z.x,z.y,z.z,r*r)));
i++;
}
// if ((type==1) && r<Bailout) return 0.0;
return 0.5*log(r)*r/dr;
/*
Use this code for some nice intersections (Power=2)
float a = max(0.5*log(r)*r/dr, abs(pos.y));
float b = 1000;
if (pos.y>0) b = 0.5*log(r)*r/dr;
return min(min(a, b),
max(0.5*log(r)*r/dr, abs(pos.z)));
*/
}
float dummy(vec3 p){
p*=time;
return time;
}
#preset Default
FOV = 0.62536
Eye = 1.65826,-1.22975,0.277736
Target = -5.2432,4.25801,-0.607125
Up = 0,1,0
EquiRectangular = false
AutoFocus = true
FocalPlane = 1
Aperture = 0.05
Gamma = 2.08335
ToneMapping = 3
Exposure = 0.6522
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
Detail = -2.84956
DetailAO = -1.35716
FudgeFactor = 1
MaxRaySteps = 164
BoundingSphere = 10
Dither = 0.51754
NormalBackStep = 1
AO = 0,0,0,0.85185
Specular = 1.6456
SpecularExp = 16.364
SpecularMax = 10
SpotLight = 1,1,1,1
SpotLightDir = -0.22666,0.5
CamLight = 1,1,1,1.53846
CamLightMin = 0.12121
Glow = 1,1,1,0.43836
GlowMax = 52
Fog = 0
HardShadow = 0.35385
ShadowSoft = 12.5806
Reflection = 0
BaseColor = 1,1,1
OrbitStrength = 0.14286
X = 1,1,1,1
Y = 0.345098,0.666667,0,0.02912
Z = 1,0.666667,0,1
R = 0.0784314,1,0.941176,-0.0194
BackgroundColor = 0.607843,0.866667,0.560784
GradientBackground = 0.3261
CycleColors = false
Cycles = 4.04901
EnableFloor = true
FloorNormal = 0,1,0
FloorHeight = -2
FloorColor = 1,1,1
Iterations = 12
ColorIterations = 8
Power = 8
Bailout = 6.279
AlternateVersion = true
RotVector = 1,1,1
RotAngle = 0
TransVector = 1,0,0
TransSpeed = 0
ImpulseStrength = 0
ImpulseRate = 0
ImpulseOffset = 0
TRotVector = 1,0,0
TRotSpeed = 0
Julia = false
JuliaC = 0,0,0
#endpreset
#preset KeyFrame.001
FOV = 0.62536
Eye = 2,0,0
Target = 1,0,0
Up = 0,1,0
#endpreset
#preset KeyFrame.002
FOV = 0.62536
Eye = 0.73087,0.0286388,1.42303
Target = 0.31975,-0.0253,0.62258
Up = 0,1,0
#endpreset
#preset KeyFrame.003
FOV = 0.62536
Eye = 0.034575,-0.00331298,1.59962
Target = 0.0,0.0,0.0
Up = -0.368,1,0
#endpreset
#preset KeyFrame.004
FOV = 0.62536
Eye = 0.034575,-0.00331298,1.59962
Target = 0.05491,-0.00217,0.99997
Up = 0.17544,1,0
#endpreset
#preset KeyFrame.005
FOV = 0.62536
Eye = 0.0244074,-0.00388447,1.89945
Target = 0.05491,-0.00217,0.99997
Up = 0,1,0
#endpreset
#preset KeyFrame.006
FOV = 0.62536
Eye = 0.0108507,-0.00464646,2.29922
Target = 0.05491,-0.00217,0.99997
Up = 0,1,0
#endpreset
#preset KeyFrame.007
FOV = 0.62536
Eye = 0.0108507,-0.00464646,2.29922
Target = 0.02745,-0.0018,0.454545
Up = 0,1,0
#endpreset
#preset KeyFrame.008
FOV = 0.62536
Eye = 0.0108507,-0.00464646,2.29922
Target = 0,0,0
Up = 0,1,0
#endpreset
#preset KeyFrame.009
FOV = 0.62536
Eye = 0.0108507,-0.00464646,2.29922
Target = 0.05491,-0.00217,0.99997
Up = 0,1,0
#endpreset
#preset KeyFrame.010
FOV = 0.62536
Eye = 0.0108507,-0.00464646,2.29922
Target = 0.05491,-0.00217,0.99997
Up = 0,1,0
#endpreset
|
32 - Simple Multi-Parameter Easing Animation.frag |
---|
32 - Simple Multi-Parameter Easing Animation.frag
How-To create a Parameter Morph Animation These settings can be saved by using "Range" in the preset name like "#preset Range-100-200", the frame numbers have no impact on the easing curve values and are ignored, they are so the human can be reminded of what this range covers, allows for unique names like "Range-fogIn" "Range-fogOut" etc., these ranges can also be applied via fqScript eg: applyPresetByName("Range-fogIn")
Cycles1:CosineCurve:44:1:24:1:240:0.3:1:1.7:1:0 Power1:SineCurve:43:1:6:20:220:0.3:1:1.7:1:0 RotAngle1:OutInBack:36:0:360:40:200:0.3:1:1.7:1:0
[Variable Name]:[Ease Name]:[Ease Type]:[start frame]:[end frame]:[begin parameter value]:[end parameter value]:[period]:[amplitude]:[overshoot]:[loops]:[pong]
Frames before start frame will use start value until start frame is reached. Frames after finish frame will use finish value until end of animation is reached. These become active when the animation is playing. When you do this to a variable that already has a curve you will be prompted "Apply" "Discard" "Cancel" "Apply" will change these settings for this variable (like it, keep it) "Discard" will delete the settings for this variable (clean up, no animating) "Cancel" does nothing This only saves the changes internally!!! if you like the result then...
this folder will have all of your var morph settings in a single default preset and campath keyframes Parameter morph settings should all be in one named (not keyframe) preset. |
#info Mandelbulb Anim Fragment
#info http://www.fractalforums.com/index.php?topic=16405.0
#define providesInit
#group Raytracer
// Sets focal plane to Target location
//uniform bool AutoFocus; checkbox[false]
#include "DE-Raytracer.frag"
#include "MathUtils.frag"
#group Mandelbulb
// Number of fractal iterations.
uniform int Iterations; slider[0,9,100]
// Number of color iterations.
uniform int ColorIterations; slider[0,9,100]
// Mandelbulb exponent (8 is standard)
uniform float Power; slider[0,8,16]
// Bailout radius
uniform float Bailout; slider[0,5,30]
// Alternate is slightly different, but looks more like a Mandelbrot for Power=2
uniform bool AlternateVersion; checkbox[false]
uniform vec3 RotVector; slider[(0,0,0),(1,1,1),(1,1,1)]
uniform float RotAngle; slider[0.00,0,360]
mat3 rot;
uniform float time;
void init() {
rot = rotationMatrix3(normalize(RotVector), RotAngle);
}
// This is my power function, based on the standard spherical coordinates as defined here:
// http://en.wikipedia.org/wiki/Spherical_coordinate_system
//
// It seems to be similar to the one Quilez uses:
// http://www.iquilezles.org/www/articles/mandelbulb/mandelbulb.htm
//
// Notice the north and south poles are different here.
void powN1(inout vec3 z, float r, inout float dr) {
// extract polar coordinates
float theta = acos(z.z/r);
float phi = atan(z.y,z.x);
dr = pow( r, Power-1.0)*Power*dr + 1.0;
// scale and rotate the point
float zr = pow( r,Power);
theta = theta*Power;
phi = phi*Power;
// convert back to cartesian coordinates
z = zr*vec3(sin(theta)*cos(phi), sin(phi)*sin(theta), cos(theta));
}
// This is a power function taken from the implementation by Enforcer:
// http://www.fractalforums.com/mandelbulb-implementation/realtime-renderingoptimisations/
//
// I cannot follow its derivation from spherical coordinates,
// but it does give a nice mandelbrot like object for Power=2
void powN2(inout vec3 z, float zr0, inout float dr) {
float zo0 = asin( z.z/zr0 );
float zi0 = atan( z.y,z.x );
float zr = pow( zr0, Power-1.0 );
float zo = zo0 * Power;
float zi = zi0 * Power;
dr = zr*dr*Power + 1.0;
zr *= zr0;
z = zr*vec3( cos(zo)*cos(zi), cos(zo)*sin(zi), sin(zo) );
}
uniform bool Julia; checkbox[false]
uniform vec3 JuliaC; slider[(-2,-2,-2),(0,0,0),(2,2,2)]
// Compute the distance from `pos` to the Mandelbox.
float DE(vec3 pos) {
vec3 z=pos;
float r;
float dr=1.0;
int i=0;
r=length(z);
while(r<Bailout && (i<Iterations)) {
if (AlternateVersion) {
powN2(z,r,dr);
} else {
powN1(z,r,dr);
}
z+=(Julia ? JuliaC : pos);
r=length(z);
z*=rot;
if (i<ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(z.x,z.y,z.z,r*r)));
i++;
}
// if ((type==1) && r<Bailout) return 0.0;
return 0.5*log(r)*r/dr;
/*
Use this code for some nice intersections (Power=2)
float a = max(0.5*log(r)*r/dr, abs(pos.y));
float b = 1000;
if (pos.y>0) b = 0.5*log(r)*r/dr;
return min(min(a, b),
max(0.5*log(r)*r/dr, abs(pos.z)));
*/
}
float dummy(vec3 p){
p*=time;
return time;
}
#preset Default
FOV = 0.62536
Eye = 2.42106,0.501576,0.263686
Target = -6.2468,-0.836125,-0.622262
Up = 0,1,0
EquiRectangular = false
AutoFocus = false
FocalPlane = 1
Aperture = 0
Gamma = 2.08335
ToneMapping = 3
Exposure = 0.6522
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
Detail = -2.84956
DetailAO = -1.35716
FudgeFactor = 1
MaxRaySteps = 164
BoundingSphere = 10
Dither = 0.51754
NormalBackStep = 1
AO = 0,0,0,0.85185
Specular = 1.6456
SpecularExp = 16.364
SpecularMax = 10
SpotLight = 1,1,1,1
SpotLightDir = 0.22666,0.5
CamLight = 1,1,1,1.53846
CamLightMin = 0.12121
Glow = 1,1,1,0.43836
GlowMax = 52
Fog = 0
HardShadow = 0.35385
ShadowSoft = 12.5806
Reflection = 0
BaseColor = 1,1,1
OrbitStrength = 1
X = 1,1,1,1
Y = 0.345098,0.666667,0,0.02912
Z = 1,0.666667,0,1
R = 0.0784314,1,0.941176,-0.0194
BackgroundColor = 0.607843,0.866667,0.560784
GradientBackground = 0.3261
CycleColors = true
Cycles1:CosineCurve:44:1:24:1:240:0.3:1:1.7:1:0
Cycles = 12.4928
EnableFloor = true
FloorNormal = 0,1,0
FloorHeight = -2
FloorColor = 1,1,1
Iterations = 12
ColorIterations = 8
Power1:SineCurve:43:1:6:20:220:0.3:1:1.7:1:0
Power = 1
Bailout = 6.279
AlternateVersion = true
RotVector = 1,1,1
RotAngle1:OutInBack:36:0:360:40:200:0.3:1:1.7:1:0
RotAngle = 0.0
Julia = false
JuliaC = 0,0,0
#endpreset
#preset KeyFrame.001
FOV = 0.62536
Eye = 2.42106,0.501576,0.263686
Target = -6.2468,-0.836125,-0.622262
Up = 0,1,0
#endpreset
#preset KeyFrame.002
FOV = 0.62536
Eye = 2.42106,0.501576,0.263686
Target = -6.2468,-0.836125,-0.622262
Up = 0,1,0
#endpreset
|
33 - Simple Skybox.frag |
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33 - Simple Skybox.frag |
#info Mandelbulb Distance Estimator
#define providesInit
#define providesBackground
#define providesColor
#include "MathUtils.frag"
#include "DE-Raytracer.frag"
#group Skybox
uniform samplerCube skybox; file[cubemap.png]
vec3 backgroundColor(vec3 dir) {
float t = length(from-dir);
dir *= -1.;
return mix(textureCube(skybox, dir.xzy).rgb, BackgroundColor, 1.0-exp(-pow(Fog,4.0)*t*t));
}
uniform float RefractiveIndex; slider[0,1,10]
vec3 baseColor(vec3 point, vec3 N){
float ratio = 1.00 / RefractiveIndex;
vec3 I = (point - from);
vec3 R = refract(I, -N, ratio);
return textureCube(skybox, R.xzy).rgb;
}
#group Mandelbulb
// Number of fractal iterations.
uniform int Iterations; slider[0,9,100]
// Number of color iterations.
uniform int ColorIterations; slider[0,9,100]
// Mandelbulb exponent (8 is standard)
uniform float Power; slider[0,8,16]
// Bailout radius
uniform float Bailout; slider[0,5,30]
// mermelada's tweak Derivative bias
uniform float DerivativeBias; slider[0,1,10]
// Alternate is slightly different, but looks more like a Mandelbrot for Power=2
uniform bool AlternateVersion; checkbox[false]
uniform vec3 RotVector; slider[(0,0,0),(1,1,1),(1,1,1)]
uniform float RotAngle; slider[0.00,0,180]
uniform bool Julia; checkbox[false]
uniform vec3 JuliaC; slider[(-2,-2,-2),(0,0,0),(2,2,2)]
uniform float time;
mat3 rot;
void init() {
rot = rotationMatrix3(normalize(RotVector), RotAngle);
}
// This is my power function, based on the standard spherical coordinates as defined here:
// http://en.wikipedia.org/wiki/Spherical_coordinate_system
//
// It seems to be similar to the one Quilez uses:
// http://www.iquilezles.org/www/articles/mandelbulb/mandelbulb.htm
//
// Notice the north and south poles are different here.
void powN1(inout vec3 z, float r, inout float dr) {
// extract polar coordinates
float theta = acos(z.z/r);
float phi = atan(z.y,z.x);
// mermelada's tweak
// http://www.fractalforums.com/new-theories-and-research/error-estimation-of-distance-estimators/msg102670/?topicseen#msg102670
dr = max(dr*DerivativeBias,pow( r, Power-1.0)*Power*dr + 1.0);
// scale and rotate the point
float zr = pow( r,Power);
theta = theta*Power;
phi = phi*Power;
// convert back to cartesian coordinates
z = zr*vec3(sin(theta)*cos(phi), sin(phi)*sin(theta), cos(theta));
}
// This is a power function taken from the implementation by Enforcer:
// http://www.fractalforums.com/mandelbulb-implementation/realtime-renderingoptimisations/
//
// I cannot follow its derivation from spherical coordinates,
// but it does give a nice mandelbrot like object for Power=2
void powN2(inout vec3 z, float zr0, inout float dr) {
float zo0 = asin( z.z/zr0 );
float zi0 = atan( z.y,z.x );
float zr = pow( zr0, Power-1.0 );
float zo = zo0 * Power;
float zi = zi0 * Power;
// mermelada's tweak
// http://www.fractalforums.com/new-theories-and-research/error-estimation-of-distance-estimators/msg102670/?topicseen#msg102670
dr = max(dr*DerivativeBias,zr*dr*Power + 1.0);
zr *= zr0;
z = zr*vec3( cos(zo)*cos(zi), cos(zo)*sin(zi), sin(zo) );
}
// Compute the distance from `pos` to the Mandelbox.
float DE(vec3 pos) {
vec3 z=pos;
float r;
float dr=1.0;
int i=0;
r=length(z);
while(r<Bailout && (i<Iterations)) {
if (AlternateVersion) {
powN2(z,r,dr);
} else {
powN1(z,r,dr);
}
z+=(Julia ? JuliaC : pos);
r=length(z);
z*=rot;
if (i<ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(z.x,z.y,z.z,r*r)));
i++;
}
// if ((type==1) && r<Bailout) return 0.0;
return 0.5*log(r)*r/dr;
/*
Use this code for some nice intersections (Power=2)
float a = max(0.5*log(r)*r/dr, abs(pos.y));
float b = 1000;
if (pos.y>0) b = 0.5*log(r)*r/dr;
return min(min(a, b),
max(0.5*log(r)*r/dr, abs(pos.z)));
*/
}
#preset Default
FOV = 0.62536
Eye = 1.578295,-2.374888,-0.1754925
Target = -2.237496,5.621949,-0.038792
Up = 0.0250519,0.0290368,-0.9993381
EquiRectangular = false
AutoFocus = false
FocalPlane = 1
Aperture = 0
Gamma = 2.08335
ToneMapping = 3
Exposure = 0.6522
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
DepthToAlpha = false
ShowDepth = false
DepthMagnitude = 1
Detail = -2.84956
DetailAO = -1.35716
FudgeFactor = 1
MaxDistance = 1000
MaxRaySteps = 164
Dither = 0.51754
NormalBackStep = 1
AO = 0,0,0,0.85185
Specular = 0.336
SpecularExp = 16.364
SpecularMax = 10
SpotLight = 1,1,1,1
SpotLightDir = 0.7,-0.42
CamLight = 1,1,1,1.53846
CamLightMin = 0.12121
Glow = 1,1,1,0.43836
GlowMax = 52
Fog = 0
HardShadow = 0.35385
ShadowSoft = 12.5806
QualityShadows = false
Reflection = 0
DebugSun = false
BaseColor = 1,1,1
OrbitStrength = 0
X = 1,1,1,1
Y = 0.345098,0.666667,0,0.02912
Z = 1,0.666667,0,1
R = 0.0784314,1,0.941176,-0.0194
BackgroundColor = 0.607843,0.866667,0.560784
GradientBackground = 0.9701493
CycleColors = false
Cycles = 4.04901
EnableFloor = false
FloorNormal = 0,0,-1
FloorHeight = -3.095238
FloorColor = 1,1,1
Iterations = 12
ColorIterations = 8
Power = 8
Bailout = 6.279
AlternateVersion = true
RotVector = 1,1,1
RotAngle = 0
Julia = false
JuliaC = 0,0,0
skybox = cubemap.png
RefractiveIndex = 5.604396
DerivativeBias = 1
#endpreset
#preset Octobulb
FOV = 0.62536
Eye = -0.184126,0.843469,1.32991
Target = 1.48674,-5.55709,-4.56665
Up = 0,1,0
AntiAlias = 1
Detail = -2.47786
DetailAO = -0.21074
FudgeFactor = 1
MaxRaySteps = 164
BoundingSphere = 2
Dither = 0.5
AO = 0,0,0,0.7
Specular = 1
SpecularExp = 27.082
SpotLight = 1,1,1,0.94565
SpotLightDir = 0.5619,0.18096
CamLight = 1,1,1,0.23656
CamLightMin = 0.15151
Glow = 0.415686,1,0.101961,0.18421
Fog = 0.60402
HardShadow = 0.7230800
Reflection = 0.0
BaseColor = 1,1,1
OrbitStrength = 0.62376
X = 0.411765,0.6,0.560784,-0.37008
Y = 0.666667,0.666667,0.498039,0.86886
Z = 0.666667,0.333333,1,-0.25984
R = 0.4,0.7,1,0.36508
BackgroundColor = 0.666667,0.666667,0.498039
GradientBackground = 0.5
CycleColors = true
Cycles = 7.03524
FloorNormal = 0,0,0
FloorHeight = 0
FloorColor = 1,1,1
Iterations = 14
ColorIterations = 6
Power = 8.18304
Bailout = 6.279
AlternateVersion = true
RotVector = 1,0,0
RotAngle = 77.8374
#endpreset
#preset Refraction
FOV = 0.807947
Eye = 1.49337,-0.0604384,-1.459009
Target = -4.526366,-0.2098799,5.042469
Up = -0.02031,0.9980528,0.0041359
EquiRectangular = false
AutoFocus = false
FocalPlane = 1
Aperture = 0
Gamma = 2
ToneMapping = 5
Exposure = 1
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
DepthToAlpha = false
ShowDepth = false
DepthMagnitude = 1
Detail = -3.601449
DetailAO = -1.35716
FudgeFactor = 1
MaxDistance = 1000
MaxRaySteps = 1185
Dither = 0.51754
NormalBackStep = 1
AO = 0,0,0,0
Specular = 0
SpecularExp = 0
SpecularMax = 0
SpotLight = 1,1,1,1
SpotLightDir = 0.63626,0.5
CamLight = 1,1,1,1.53846
CamLightMin = 0.12121
Glow = 1,1,1,1
GlowMax = 1000
Fog = 0
HardShadow = 0.35385
ShadowSoft = 12.5806
QualityShadows = false
Reflection = 0
DebugSun = false
BaseColor = 1,1,1
OrbitStrength = 1
X = 1,1,1,1
Y = 0.345098,0.666667,0,0.02912
Z = 1,0.666667,0,1
R = 0.0784314,1,0.941176,-0.0194
BackgroundColor = 0.607843,0.866667,0.560784
GradientBackground = 0.3261
CycleColors = false
Cycles = 4.04901
EnableFloor = false
FloorNormal = 0,0,0
FloorHeight = 0
FloorColor = 1,1,1
Iterations = 0
ColorIterations = 10
Power = 8
Bailout = 6.279
DerivativeBias = 1
AlternateVersion = false
RotVector = 1,1,1
RotAngle = 0
Julia = false
JuliaC = 1,1,1
skybox = cubemap.png
RefractiveIndex = 1.52
#endpreset
#preset Reflection
FOV = 1
Eye = 2.193986,2.218407,0.2322807
Target = -5.850334,-1.498805,0.2174372
Up = -0.0086972,0.021624,-0.7018754
EquiRectangular = false
AutoFocus = false
FocalPlane = 1
Aperture = 0
Gamma = 2
ToneMapping = 5
Exposure = 0.6522
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
DepthToAlpha = false
ShowDepth = false
DepthMagnitude = 1
Detail = -1.318841
DetailAO = -1.35716
FudgeFactor = 1
MaxDistance = 1000
MaxRaySteps = 164
Dither = 0.51754
NormalBackStep = 1
AO = 0,0,0,0.85185
Specular = 1
SpecularExp = 16.364
SpecularMax = 10
SpotLight = 1,1,1,1
SpotLightDir = 0.7,-0.42
CamLight = 1,1,1,1.53846
CamLightMin = 0.12121
Glow = 1,1,1,0.43836
GlowMax = 52
Fog = 0
HardShadow = 0.35385
ShadowSoft = 12.5806
QualityShadows = false
Reflection = 1
DebugSun = false
BaseColor = 1,1,1
OrbitStrength = 0.14286
X = 1,1,1,1
Y = 0.345098,0.666667,0,0.02912
Z = 1,0.666667,0,1
R = 0.0784314,1,0.941176,-0.0194
BackgroundColor = 0.607843,0.866667,0.560784
GradientBackground = 0.3261
CycleColors = false
Cycles = 4.04901
EnableFloor = false
FloorNormal = 0,0,0
FloorHeight = 0
FloorColor = 1,1,1
Iterations = 0
ColorIterations = 8
Power = 8
Bailout = 6.279
AlternateVersion = true
RotVector = 1,1,1
RotAngle = 0
Julia = true
JuliaC = 0,0,0
skybox = cubemap.png
RefractiveIndex = 1.52
DerivativeBias = 0
#endpreset
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Acknowledgements
[edit | edit source]Much of the inspiration and formulas for Fragmentarium came from the community at FractalForums.com, including Tom Beddard, Jan Kadlec, Iñigo Quilez, Buddhi, Jesse, and others. Special thanks goes out to Knighty and Kali for their great fragments. All fragments should include information about their origins - please notify me, if I made any mis-attributions.
The icons used are part of the Everaldo: Crystal project.
Fragmentarium is built using the Qt cross-platform GUI framework.
Translations by Fractal Forums users:
- Russian SCORPION
- Russian Crist-JRoger
- German Sabine
- Dutch Sabine
Contributors, This means allmost everyone at FractalForums.com over the last 7 years? This list is not complete.
- 3Dickulus
- Adam Majewski
- bermarte
- Buddhi
- cKleinhuis
- Claude
- Crist-JRodger
- DarkBeam
- Eiffie
- Íñigo Quílez
- Jesse
- Kali
- Knighty
- M Benesi
- mclarekin
- Patryk Kizny
- Stefan Gustavson
- Sabine
- SCORPION
- Syntopia
- SubBlue
- tglad
- Tryptophan
- Vinz
- _revers_
...just to name a few, if anyone can add to this list it would be a great help. If you contributed an idea or fix to the GUI or source code then I think your user/name deserves mention here too.
Other Docs
[edit | edit source]- official pages :
- Fractalforums :
- flicker group [21]
- deviantart
- commons : Category:Fragmentarium
- git forks
References
[edit | edit source]- ↑ Mikael Hvidtfeldt Christensen
- ↑ Fragmentarium FAQ by Mikael Hvidtfeldt Christensen December 30, 2011
- ↑ FractalForums.com -> Gallery
- ↑ FractalForums.org -> Gallery
- ↑ FractalForums.com -> Fragmentarium
- ↑ FractalForums.org -> Fragmentarium
- ↑ v1.0 github
- ↑ v1.0.31 Digilanti.org
- ↑ Ubuntu github.com
- ↑ SuSE github.com
- ↑ Fragmentarium usage
- ↑ Fragmentarium blog
- ↑ Fragmentarium home page
- ↑ github page
- ↑ Fragmentarium blog
- ↑ Fragmentarium official FAQ
- ↑ 3Dickulus: FragM wiki on github
- ↑ Fractal Forums page
- ↑ programming page
- ↑ FF gallery
- ↑ flicker group
- ↑ deviantart search
- ↑ Fragmentarium deviantart group