1// Compatibility #ifdefs needed for parameters
2#ifdef GL_ES
3#define COMPAT_PRECISION mediump
4#else
5#define COMPAT_PRECISION
6#endif
7
8// Parameter lines go here:
9#pragma parameter RETRO_PIXEL_SIZE "Retro Pixel Size" 0.84 0.0 1.0 0.01
10#ifdef PARAMETER_UNIFORM
11// All parameter floats need to have COMPAT_PRECISION in front of them
12uniform COMPAT_PRECISION float RETRO_PIXEL_SIZE;
13#else
14#define RETRO_PIXEL_SIZE 0.84
15#endif
16
17#if defined(VERTEX)
18
19#if __VERSION__ >= 130
20#define COMPAT_VARYING out
21#define COMPAT_ATTRIBUTE in
22#define COMPAT_TEXTURE texture
23#else
24#define COMPAT_VARYING varying
25#define COMPAT_ATTRIBUTE attribute
26#define COMPAT_TEXTURE texture2D
27#endif
28
29#ifdef GL_ES
30#define COMPAT_PRECISION mediump
31#else
32#define COMPAT_PRECISION
33#endif
34
35COMPAT_ATTRIBUTE vec4 VertexCoord;
36COMPAT_ATTRIBUTE vec4 COLOR;
37COMPAT_ATTRIBUTE vec4 TexCoord;
38COMPAT_VARYING vec4 COL0;
39COMPAT_VARYING vec4 TEX0;
40// out variables go here as COMPAT_VARYING whatever
41
42vec4 _oPosition1;
43uniform mat4 MVPMatrix;
44uniform COMPAT_PRECISION int FrameDirection;
45uniform COMPAT_PRECISION int FrameCount;
46uniform COMPAT_PRECISION vec2 OutputSize;
47uniform COMPAT_PRECISION vec2 TextureSize;
48uniform COMPAT_PRECISION vec2 InputSize;
49
50// compatibility #defines
51#define vTexCoord TEX0.xy
52#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
53#define OutSize vec4(OutputSize, 1.0 / OutputSize)
54
55void main()
56{
57    gl_Position = MVPMatrix * VertexCoord;
58    TEX0.xy = VertexCoord.xy;
59// Paste vertex contents here:
60}
61
62#elif defined(FRAGMENT)
63
64#if __VERSION__ >= 130
65#define COMPAT_VARYING in
66#define COMPAT_TEXTURE texture
67out vec4 FragColor;
68#else
69#define COMPAT_VARYING varying
70#define FragColor gl_FragColor
71#define COMPAT_TEXTURE texture2D
72#endif
73
74#ifdef GL_ES
75#ifdef GL_FRAGMENT_PRECISION_HIGH
76precision highp float;
77#else
78precision mediump float;
79#endif
80#define COMPAT_PRECISION mediump
81#else
82#define COMPAT_PRECISION
83#endif
84
85uniform COMPAT_PRECISION int FrameDirection;
86uniform COMPAT_PRECISION int FrameCount;
87uniform COMPAT_PRECISION vec2 OutputSize;
88uniform COMPAT_PRECISION vec2 TextureSize;
89uniform COMPAT_PRECISION vec2 InputSize;
90uniform sampler2D Texture;
91COMPAT_VARYING vec4 TEX0;
92// in variables go here as COMPAT_VARYING whatever
93
94// compatibility #defines
95#define Source Texture
96#define vTexCoord TEX0.xy
97
98#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
99#define OutSize vec4(OutputSize, 1.0 / OutputSize)
100
101// delete all 'params.' or 'registers.' or whatever in the fragment
102float iGlobalTime = float(FrameCount)*0.025;
103vec2 iResolution = OutputSize.xy;
104
105// Wolfenstein. Created by Reinder Nijhoff 2013
106// @reindernijhoff
107
108#define NUM_MATERIALS 3
109#define NUM_OBJECTS 1
110#define SECONDS_IN_ROOM 3.
111#define ROOM_SIZE 10.
112#define MAXSTEPS 17
113#define MATERIAL_DOOR 200
114#define MATERIAL_DOORWAY 201
115
116#define COL(r,g,b) vec3(r/255.,g/255.,b/255.)
117
118#define time (iGlobalTime+40.)
119vec3 rdcenter;
120
121//----------------------------------------------------------------------
122// Math functions
123
124float hash( const float n ) {
125    return fract(sin(n*14.1234512)*51231.545341231);
126}
127float hash( const vec2 x ) {
128	float n = dot( x, vec2(14.1432,1131.15532) );
129    return fract(sin(n)*51231.545341231);
130}
131float crossp( const vec2 a, const vec2 b ) { return a.x*b.y - a.y*b.x; }
132vec3 rotate(vec3 r, float v){ return vec3(r.x*cos(v)+r.z*sin(v),r.y,r.z*cos(v)-r.x*sin(v));}
133bool intersectSegment(const vec3 ro, const vec3 rd, const vec2 a, const vec2 b, out float dist, out float u) {
134	vec2 p = ro.xz;	vec2 r = rd.xz;
135	vec2 q = a-p;	vec2 s = b-a;
136	float rCrossS = crossp(r, s);
137
138	if( rCrossS == 0.){
139		return false;
140    } else {
141		dist = crossp(q, s) / rCrossS;
142		u = crossp(q, r) / rCrossS;
143
144		if(0. <= dist && 0. <= u && u <= 1.){
145			return true;
146        } else {
147			return false;
148        }
149    }
150}
151
152//----------------------------------------------------------------------
153// Material helper functions
154
155float onCircle( const vec2 c, const vec2 centre, const float radius ) {
156	return clamp( 4.*(radius - distance(c,centre)), 0., 1. );
157}
158float onCircleLine( const vec2 c, const vec2 centre, const float radius ) {
159	return clamp( 1.-1.5*abs(radius - distance(c,centre)), 0., 1. );
160}
161float onLine( const float c, const float b ) {
162	return clamp( 1.-abs(b-c), 0., 1. );
163}
164float onBand( const float c, const float mi, const float ma ) {
165	return clamp( (ma-c+1.), 0., 1. )*clamp( (c-mi+1.), 0., 1. );
166}
167float onLineSegmentX( const vec2 c, const float b, const float mi, const float ma ) {
168	return onLine( c.x, b )*onBand( c.y, mi, ma );
169}
170float onLineSegmentY( const vec2 c, const float b, const float mi, const float ma ) {
171	return onLine( c.y, b )*onBand( c.x, mi, ma );
172}
173float onRect( const vec2 c, const vec2 lt, const vec2 rb ) {
174	return onBand( c.x, lt.x, rb.x )*onBand( c.y, lt.y, rb.y );
175}
176vec3 addBevel( const vec2 c, const vec2 lt, const vec2 rb, const float size, const float strength, const float lil, const float lit, const vec3 col ) {
177	float xl = clamp( (c.x-lt.x)/size, 0., 1. );
178	float xr = clamp( (rb.x-c.x)/size, 0., 1. );
179	float yt = clamp( (c.y-lt.y)/size, 0., 1. );
180	float yb = clamp( (rb.y-c.y)/size, 0., 1. );
181
182	return mix( col, col*clamp(1.0+strength*(lil*(xl-xr)+lit*(yb-yt)), 0., 2.), onRect( c, lt, rb ) );
183}
184vec3 addKnob( const vec2 c, const vec2 centre, const float radius, const float strength, const vec3 col ) {
185	vec2 lv = normalize( centre-c );
186	return mix( col, col*(1.0+strength*dot(lv,vec2(-0.7071,0.7071))), onCircle(c, centre, radius ) );
187}
188float stepeq( float a, float b ) {
189	return step( a, b )*step( b, a );
190}
191//----------------------------------------------------------------------
192// Generate materials!
193
194void getMaterialColor( const int material, in vec2 uv, const float decorationHash, out vec3 col ) {
195	vec3 fgcol;
196
197	uv = floor( mod(uv+64., vec2(64.)) );
198	vec2 uvs = uv / 64.;
199
200	// basecolor
201	vec3 basecol = vec3( mix(55./255.,84./255.,uvs.y ) );
202	float br = hash(uv);
203	col = basecol;
204// grey bricks
205	if( material == 0 || material == 1 ) {
206		vec2 buv = vec2( mod(uv.x+1. + (floor((uv.y+1.) / 16.) * 16.), 32.) , mod( uv.y+1., 16.) );
207		float bbr = mix( 190./255., 91./255., (buv.y)/14. ) + 0.05*br;
208		if ( buv.x < 2. || buv.y < 2.) {
209			bbr = 72./255.;
210		}
211		col = vec3(bbr*0.95);
212		col = addBevel( buv, vec2(1.,1.), vec2( 31.5, 15.), 2., 0.35, 1., 1., col);
213	// blue wall
214		if( material == 1 ) {
215			col *= 1.3*COL(11.,50.,209.);
216			col = mix( col, COL(2.,15.,86.), onBand(uv.y,14.,49.));
217			col = mix( col, COL(9.,44.,185.)*(0.9+0.1*br), onBand(uv.y,16.,47.));
218			col = mix( col, COL(3.,25.,122.), onBand(uv.y,21.,42.));
219			col = addBevel( uv, vec2(-1.,16.), vec2( 65., 21.), 1., 0.35, 1., 1., col);
220			col = addBevel( uv, vec2(-1.,43.), vec2( 65., 48.), 1., 0.35, 1., 1., col);
221
222			col = mix( col, COL(2.,11.,74.), onRect(uv, vec2(22.,22.), vec2(42.,42.)));
223			col = mix( col, COL(9.,44.,185.)*(0.95+0.1*br), onRect(uv, vec2(22.,23.), vec2(42.,40.)));
224			col = addBevel( uv, vec2(22.,23.), vec2(42.,40.), 1., 0.2, -1., 1., col);
225			col = mix( col, mix(COL(2.,11.,74.), COL(3.,25.,122.), (uv.x-26.)/3.), onRect(uv, vec2(26.,23.), vec2(29.,29.)));
226			col = mix( col, mix(COL(2.,11.,74.), COL(3.,25.,122.), (uv.y-34.)/2.), onRect(uv, vec2(22.,34.), vec2(29.,36.)));
227			col = mix( col, mix(COL(2.,11.,74.), COL(3.,25.,122.), (uv.y-27.)/2.), onRect(uv, vec2(35.,27.), vec2(42.,29.)));
228			col = mix( col, mix(COL(2.,11.,74.), COL(3.,25.,122.), (uv.y-34.)/8.), onRect(uv, vec2(35.,34.), vec2(38.,42.)));
229		}
230	}
231// wooden wall
232	else if( material == 2 ) {
233		float mx = mod( uv.x, 64./5. );
234		float h1 = hash( floor(uv.x/(64./5.)) );
235		float h2 = hash( 1.+1431.16*floor(uv.x/(64./5.)) );
236		col = mix( COL(115.,75.,43.),COL( 71.,56.,26.), smoothstep( 0.2, 1., (0.7+h2)*abs(mod( h2-uv.y*(0.05+0.1*h2)+(1.+h1+h2)*sin(mx*(0.1+0.2*h2)), 2. )-1.) ) );
237
238		col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x)/2.), step(uv.x,2.) );
239		col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x-10.)/2.), step(10.,uv.x)*step(uv.x,12.) );
240		col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x-26.)/2.), step(26.,uv.x)*step(uv.x,28.) );
241		col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x-40.)/2.), step(40.,uv.x)*step(uv.x,42.) );
242		col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x-54.)/2.), step(54.,uv.x)*step(uv.x,56.) );
243
244		col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x- 8.)), step( 8.,uv.x)*step(uv.x,9.) );
245		col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x-24.)), step(24.,uv.x)*step(uv.x,25.) );
246		col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x-38.)), step(38.,uv.x)*step(uv.x,39.) );
247		col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x-52.)), step(52.,uv.x)*step(uv.x,53.) );
248		col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x-62.)), step(62.,uv.x) );
249
250		col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.y)/2.), step(uv.y,2.) );
251		col *= 1.-0.3*stepeq(uv.y,3.);
252	}
253// door
254	else if( material == MATERIAL_DOOR ) {
255		fgcol = COL(44., 176., 175.)*(0.95+0.15*sin(-0.25+ 4.*((-0.9-uvs.y)/(1.3-0.8*uvs.x)) ) );
256		fgcol = addBevel( uv, vec2(-1.,1.), vec2(62.,66.), 2., 0.4, -1., -1., fgcol);
257		fgcol = addBevel( uv, vec2( 6.,6.), vec2(57.,57.), 2.25, 0.5, -1., -1., fgcol);
258		fgcol = mix( addKnob( mod( uv, vec2(8.) ), vec2(3.5), 1.65, 0.5, fgcol ), fgcol, onRect( uv,  vec2( 6.,6.), vec2(57.,57.)) ) ;
259
260		//knob
261		fgcol *= 1.-0.2*onRect( uv, vec2( 13.5, 28.5 ), vec2( 22.5, 44.5 ) );
262		fgcol = mix( fgcol, mix( COL(44.,44.,44.),COL(152.,152.,152.), ((uv.x+(43.-uv.y)-15.)/25. ) ), onRect( uv, vec2( 15., 27. ), vec2( 24., 43. ) ) );
263		fgcol = addBevel( uv, vec2( 15., 27. ), vec2( 24., 43. ), 1., 0.45, 1., 1., fgcol);
264		fgcol = mix( fgcol, addKnob( mod( uv, vec2(6.) ), vec2(4.25,5.5), 1.15, 0.75, fgcol ), onRect( uv,  vec2( 15., 27. ), vec2( 24., 43. ) ) ) ;
265
266		fgcol *= 1.-0.5*onRect( uv, vec2( 16.5, 33.5 ), vec2( 20.5, 38.5 ) );
267		fgcol = mix( fgcol, mix( COL(88.,84.,11.),COL(251.,242.,53.), ((uv.x+(37.-uv.y)-18.)/7. ) ), onRect( uv, vec2( 18., 33. ), vec2( 21., 37. ) ) );
268		fgcol = mix( fgcol, COL(0.,0.,0.), onRect( uv, vec2( 19., 34. ), vec2( 20., 35.7 ) ) );
269
270		fgcol *= 1.-0.2*onRect( uv, vec2( 6.5, 29.5 ), vec2( 10.5, 41.5 ) );
271		fgcol = mix( fgcol, mix( COL(88.,84.,11.),COL(251.,242.,53.), ((uv.x+(40.-uv.y)-9.)/13. ) ), onRect( uv, vec2( 9., 29. ), vec2( 11., 40. ) ) );
272		fgcol = addBevel( uv, vec2( 9., 29. ), vec2( 11., 40. ), 0.75, 0.5, 1., 1., fgcol);
273
274		col = mix( basecol, fgcol, onRect( uv, vec2(1.,1.), vec2(62.,62.) ) );
275	}
276// doorway
277	else if( material == MATERIAL_DOORWAY ) {
278		fgcol = COL(44., 176., 175.)*(0.95+0.15*sin(-0.25+ 4.*((-0.9-uvs.y)/(1.3-0.8*uvs.x)) ) );
279		vec2 uvhx = vec2( 32.-abs(uv.x-32.), uv.y );
280		fgcol = addBevel( uvhx, vec2(-1.,1.), vec2(28.,66.), 2., 0.4, -1., -1., fgcol);
281		fgcol = addBevel( uvhx, vec2( 6.,6.), vec2(23.,57.), 2.25, 0.5, -1., -1., fgcol);
282		fgcol = mix( addKnob( vec2( mod( uvhx.x, 22. ), mod( uvhx.y, 28. )), vec2(3.5), 1.65, 0.5, fgcol ), fgcol, onRect( uvhx,  vec2( 6.,6.), vec2(24.,57.)) ) ;
283		fgcol = mix( fgcol, vec3(0.), onRect( uv, vec2( 29., 1.), vec2( 35., 63.) ) );
284		col = mix( basecol, fgcol, onRect( uv, vec2(1.,1.), vec2(62.,62.) ) );
285	}
286
287// prison door
288	if( decorationHash > 0.93 && material < (NUM_MATERIALS+1) ) {
289		vec4 prisoncoords = vec4(12.,14.,52.,62.);
290	// shadow
291		col *= 1.-0.5*onRect( uv,  vec2( 11., 13. ), vec2( 53., 63. ) );
292	// hinge
293		col = mix( col, COL(72.,72.,72.), stepeq(uv.x, 53.)*step( mod(uv.y+2.,25.), 5.)*step(13.,uv.y) );
294		col = mix( col, COL(100.,100.,100.), stepeq(uv.x, 53.)*step( mod(uv.y+1.,25.), 3.)*step(13.,uv.y) );
295
296		vec3 pcol = vec3(0.)+COL(100.,100.,100.)*step( mod(uv.x-4., 7.), 0. );
297		pcol += COL(55.,55.,55.)*step( mod(uv.x-5., 7.), 0. );
298		pcol = addBevel(uv, vec2(0.,17.), vec2(63.,70.), 3., 0.8, 0., -1., pcol);
299		pcol = addBevel(uv, vec2(0.,45.), vec2(22.,70.), 3., 0.8, 0., -1., pcol);
300
301		fgcol = COL(72.,72.,72.);
302		fgcol = addBevel(uv, prisoncoords.xy, prisoncoords.zw+vec2(1.,1.), 1., 0.5, -1., 1., fgcol );
303		fgcol = addBevel(uv, prisoncoords.xy+vec2(3.,3.), prisoncoords.zw-vec2(2.,1.), 1., 0.5, 1., -1., fgcol );
304		fgcol = mix( fgcol, pcol, onRect( uv, prisoncoords.xy+vec2(3.,3.), prisoncoords.zw-vec2(3.,2.) ) );
305		fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uv, vec2(15.,32.5), vec2(21.,44.) ) );
306
307		fgcol = mix( fgcol, mix( COL(0.,0.,0.), COL(43.,43.,43.), (uv.y-37.) ), stepeq(uv.x, 15.)*step(37.,uv.y)*step(uv.y,38.) );
308		fgcol = mix( fgcol, mix( COL(0.,0.,0.), COL(43.,43.,43.), (uv.y-37.)/3. ), stepeq(uv.x, 17.)*step(37.,uv.y)*step(uv.y,40.) );
309		fgcol = mix( fgcol, COL(43.,43.,43.), stepeq(uv.x, 18.)*step(37.,uv.y)*step(uv.y,41.) );
310		fgcol = mix( fgcol, mix( COL(0.,0.,0.), COL(100.,100.,100.), (uv.y-37.)/3. ), stepeq(uv.x, 18.)*step(36.,uv.y)*step(uv.y,40.) );
311		fgcol = mix( fgcol, COL(43.,43.,43.), stepeq(uv.x, 19.)*step(37.,uv.y)*step(uv.y,40.) );
312
313		fgcol = mix( fgcol, mix( COL(84.,84.,84.), COL(108.,108.,108.), (uv.x-15.)/2. ), stepeq(uv.y, 32.)*step(15.,uv.x)*step(uv.x,17.) );
314		fgcol = mix( fgcol, COL(81.,81.,81.), stepeq(uv.y, 32.)*step(20.,uv.x)*step(uv.x,21.) );
315
316		col = mix( col, fgcol, onRect( uv, prisoncoords.xy, prisoncoords.zw ) );
317	}
318// flag
319	else if( decorationHash > 0.63 && material < (NUM_MATERIALS+1) ) {
320		vec2 uvc = uv-vec2(32.,30.);
321
322	// shadow
323		vec4 shadowcoords = vec4( 14., 7.,
324								  54., max( 56. + sin( uv.x*0.32-1. ),56.) );
325		col *= 1.-0.3*onRect( uv,  vec2( 6., 6. ), vec2( 61., 7. ) );
326		col *= 1.-0.3*clamp( 0.25*(56.-uv.x), 0., 1.)*onRect( uv, shadowcoords.xy, shadowcoords.zw );
327
328	// rod
329		col = mix( col, COL(250.,167.,98.), onLineSegmentX( vec2( abs(uv.x-32.), uv.y ), 26., 4., 6.5 ) );
330		col = mix( col, COL(251.,242.,53.), onLineSegmentY( uv, 5., 4., 60. ) );
331		col = mix( col, COL(155.,76.,17.), onLineSegmentY( uv, 6., 4., 60. ) );
332		col = mix( col, COL(202.,96.,25.), onLineSegmentY( vec2( abs(uv.x-32.), uv.y ), 6., 26., 28. ) );
333		col = mix( col, COL(251.,242.,53.), onLineSegmentX( vec2( abs(uv.x-32.), uv.y ), 25., 3., 7. ) );
334		col = mix( col, COL(252.,252.,217.), onLineSegmentX( vec2( abs(uv.x-32.), uv.y ), 25., 4.3, 5.5 ) );
335		col = mix( col, COL(252.,252.,217.), onLineSegmentX( vec2( abs(uv.x-32.), uv.y ), 26., 5.3, 5.5 ) );
336		col = mix( col, COL(0.,0.,0.), onLineSegmentY( vec2( abs(uv.x-32.), uv.y ), 6., 18.3, 19.5 ) );
337
338	// flag
339		vec4 flagcoords = vec4( 13., min( 9.5 - pow(5.5* (uvs.x-0.5), 2.), 9. ),
340						    51., max( 55. + sin( uv.x*0.4+2.7 ),55.) );
341
342		fgcol = COL(249.,41.,27.);
343
344		fgcol = mix( fgcol, COL(255.,255.,255.), onBand( min(abs(uvc.x), abs(uvc.y)), 2., 4. ) );
345		fgcol = mix( fgcol, COL(72.,72.,72.), onLine( min(abs(uvc.x), abs(uvc.y)), 3. ) );
346
347		fgcol = mix( fgcol, COL(255.,255.,255.), onCircle( uv, vec2(32.,30.), 12.5 ) );
348		fgcol = mix( fgcol, COL(0.,0.,0.), onCircleLine( uv, vec2(32.,30.), 11. ) );
349		fgcol = mix( fgcol, COL(0.,0.,0.), onCircleLine( uv, vec2(32.,30.), 9. ) );
350
351		vec2 uvr = vec2( (uvc.x-uvc.y)*0.7071, (uvc.y+uvc.x)*0.7071)*sign( uvc.x+0.5 );
352		fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uvr, vec2(-1.,-1.), vec2(1.,4.) ) );
353		fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uvr, vec2(-4.2, 4.2), vec2(1.,6.15) ) );
354		fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uvr, vec2(-1.,-1.), vec2(4.,1.) ) );
355		fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uvr, vec2( 4.2,-1.), vec2(6.15,4.2) ) );
356
357		fgcol *= (0.8+0.2*sin( uv.x*0.4+2.7 ));
358		fgcol *= (0.8+0.2*clamp( 0.5*(uv.y-7.), 0., 1.));
359
360	// mix flag on background
361		col = mix( col, fgcol, onRect( uv, flagcoords.xy, flagcoords.zw ) );
362	}
363
364// fake 8-bit color palette and dithering
365	col = floor( (col+0.5*mod(uv.x+uv.y,2.)/32.)*32.)/32.;
366}
367bool getObjectColor( const int object, in vec2 uv, inout vec3 icol ) {
368	uv = floor( mod(uv, vec2(64.)) );
369	vec2 uvs = uv / 64.;
370	vec3 col = vec3(20./255.);
371	float d;
372
373// only a lamp for now
374
375	// lamp top
376	d = distance( uv*vec2(1.,2.), vec2(28.1, 5.8)*vec2(1.,2.) );
377	col = mix( col, mix( COL(41.,250.,46.), COL(13.,99.,12.), clamp( d/8.-0.2, 0., 1.) ),
378			  onCircle(uv, vec2(31.,13.6), 11.7 )*step( uv.y, 6. ));
379	col = mix( col, COL(9.,75.,6.), onCircleLine( uv, vec2(31.,14.), 11.6 ) *
380			  step( length(uv-vec2(31.,13.6)), 11.7 )*step( uv.y, 6. ) );
381	col = mix( col, COL(100.,100.,100.), onLine( abs(uv.x-31.), 1. )*step( uv.y, 1. ) );
382	col = mix( col, COL(140.,140.,140.), onLine( abs(uv.x-31.), 0.25 )*step( uv.y, 1. )*step( 1., uv.y ) );
383
384	// lamp bottom
385	d = distance( uv*vec2(1.,2.), vec2(30.5, 6.5)*vec2(1.,2.) );
386	col = mix( col, mix( COL(41.,250.,46.), COL(13.,99.,12.), clamp( abs(uv.x-31.)/4.-1.25, 0., 1. )), step( abs(uv.x-31.), 9. )*stepeq( uv.y, 7.) );
387	col = mix( col, mix( COL(41.,250.,46.), COL(16.,123.,17.), clamp( abs(uv.x-31.)/4.-1.25, 0., 1. )), step( abs(uv.x-31.), 9. )*stepeq( uv.y, 8.) );
388	col = mix( col, mix( COL(133.,250.,130.), COL(22.,150.,23.), clamp( abs(uv.x-31.)/4.-0.75, 0., 1. )), step( abs(uv.x-31.), 7. )*stepeq( uv.y, 9.) );
389
390	col = mix( col, mix( COL(255.,251.,187.), col, clamp( d/4.5-0.6, 0., 1.) ),
391			  onCircle(uv, vec2(31.,1.), 10.2 )*step( uv.y, 8. )*step( 7., uv.y ));
392	col = mix( col, mix( COL(255.,255.,255.), col, clamp( d/4.-0.7, 0., 1.) ),
393			  onCircle(uv, vec2(31.,1.), 7.2 )*step( uv.y, 8. )*step( 7., uv.y ));
394
395	// floor
396	d = distance( vec2(mod(uv.x, 32.),uv.y)*vec2(1.5,30./3.), vec2(16., 61.5)*vec2(1.5,30./3.) );
397	col = mix( col, mix( COL(168.,168.,168.), COL(124.,124.,124.), clamp(d/15.-0.5, 0., 1.) ), step(d,24.5));
398	col = mix( col, mix( COL(124.,124.,124.), COL(140.,140.,140.), clamp((uv.y-59.)/1., 0., 1.)), step(59.,uv.y)*step(uv.x, 57.)*step(7.,uv.x));
399	col = mix( col, mix( COL(168.,168.,168.), COL(124.,124.,124.), clamp(abs(32.-uv.x)/10.-2., 0., 1.)), step(uv.y, 62.)*step(62.,uv.y)*step(uv.x, 61.)*step(3.,uv.x));
400	col = mix( col, mix( COL(152.,152.,152.), COL(124.,124.,124.), clamp(abs(32.-uv.x)/10.-2.25, 0., 1.)), step(uv.y, 61.)*step(61.,uv.y)*step(uv.x, 59.)*step(5.,uv.x));
401
402	col = floor( (col)*32.)/32.;
403	if( any(notEqual(col, vec3(floor((20./255.)*32.)/32.))) ) {
404		icol = col;
405		return true;
406	}
407	return false;
408}
409
410//----------------------------------------------------------------------
411// Proocedural MAP functions
412
413bool isWall( const vec2 vos ) {
414	return vos.y<0.4*ROOM_SIZE || vos.y>2.75*ROOM_SIZE || any( equal( mod( vos, vec2( ROOM_SIZE ) ), vec2(0.,0.) ) );
415}
416bool isDoor( const vec2 vos ) {
417	return isWall(vos) && ((hash(vos)>0.75 &&  any( equal( mod( vos, vec2( ROOM_SIZE*0.5 ) ), vec2(2.) ) ))
418		    || any( equal( mod( vos, vec2( ROOM_SIZE ) ), vec2(ROOM_SIZE*0.5) ) ));
419}
420bool isObject( const vec2 vos ) {
421	return hash( vos*10. ) > 0.95;
422}
423bool map( const vec2 vos ) {
424	return isObject( vos ) || isWall( vos );
425}
426
427//----------------------------------------------------------------------
428// Render MAP functions
429
430bool intersectSprite( const vec3 ro, const vec3 rd, const vec3 vos, const vec3 nor, out vec2 uv ) {
431	float dist, u;
432	vec2 a = vos.xz + nor.zx*vec2(-0.5,0.5) + vec2(0.5, 0.5);
433	vec2 b = vos.xz - nor.zx*vec2(-0.5,0.5) + vec2(0.5, 0.5);
434	if( intersectSegment( ro, rd, a, b, dist, u) ) {
435		uv.x = u; uv.y = 1.-(ro+dist*rd).y;
436		if( sign(nor.x)<0. ) uv.x = 1.-uv.x;
437		return uv.y>0.&&uv.y<1.;
438	}
439	return false;
440}
441int getMaterialId( const vec2 vos ) {
442	return int( mod( 521.21 * hash( floor((vos-vec2(0.5))/ROOM_SIZE )  ), float(NUM_MATERIALS)) );
443}
444bool getColorForPosition( const vec3 ro, const vec3 rd, const vec3 vos, const vec3 pos, const vec3 nor, inout vec3 col ) {
445	vec2 uv;
446
447	if( isWall( vos.xz ) ) {
448		if( isDoor( vos.xz ) ) {
449			if( intersectSprite( ro, rd, vos+nor*0.03, nor, uv ) ) {
450				// open the door
451				uv.x -= clamp( 2.-0.75*distance( ro.xz, vos.xz+vec2(0.5) ), 0., 1.);
452				if( uv.x > 0. ) {
453					getMaterialColor( MATERIAL_DOOR, uv*64., 0., col );
454					return true;
455				}
456			}
457			return false;
458		}
459		// a wall is hit
460		if( pos.y <= 1. && pos.y >= 0. ) {
461			vec2 mpos = vec2( dot(vec3(-nor.z,0.0,nor.x),pos), -pos.y );
462    		float sha = 0.6 + 0.4*abs(nor.z);
463			getMaterialColor( isDoor( vos.xz+nor.xz )?MATERIAL_DOORWAY:getMaterialId(vos.xz), mpos*64., hash( vos.xz ), col );
464			col *= sha;
465			return true;
466		}
467		return true;
468	}
469	if( isObject( vos.xz ) && !isWall( vos.xz+vec2(1.,0.) ) && !isWall( vos.xz+vec2(-1.,0.) )
470	    && !isWall( vos.xz+vec2(0.,-1.) ) && !isWall( vos.xz+vec2(0.,1.) ) &&
471	    intersectSprite( ro, rd, vos, rdcenter, uv ) ) {
472		return getObjectColor( 0, uv*64., col );
473	}
474	return false;
475}
476
477bool castRay( const vec3 ro, const vec3 rd, inout vec3 col ) {
478	vec3 pos = floor(ro);
479	vec3 ri = 1.0/rd;
480	vec3 rs = sign(rd);
481	vec3 dis = (pos-ro + 0.5 + rs*0.5) * ri;
482
483	float res = 0.0;
484	vec3 mm = vec3(0.0);
485	bool hit = false;
486
487	for( int i=0; i<MAXSTEPS; i++ )	{
488		if( hit ) continue;
489
490		mm = step(dis.xyz, dis.zyx);
491		dis += mm * rs * ri;
492        pos += mm * rs;
493
494		if( map(pos.xz) ) {
495			vec3 mini = (pos-ro + 0.5 - 0.5*vec3(rs))*ri;
496			float t = max ( mini.x, mini.z );
497			hit = getColorForPosition( ro, rd, pos, ro+rd*t, -mm*sign(rd), col );
498		}
499	}
500	return hit;
501}
502
503//----------------------------------------------------------------------
504// Some really ugly code
505
506#define CCOS(a) cos(clamp(a,0.,1.)*1.57079632679)
507#define CSIN(a) sin(clamp(a,0.,1.)*1.57079632679)
508vec3 path( const float t ) {
509	float tmod = mod( t/SECONDS_IN_ROOM, 8. );
510	float tfloor = floor( tmod );
511
512	vec3 pos = vec3( 4.*ROOM_SIZE*floor(t/(SECONDS_IN_ROOM*8.))+0.5, 0.5, 0.5*ROOM_SIZE+0.5 );
513	return pos + ROOM_SIZE*vec3(
514		clamp(tmod,0.,1.)+clamp(tmod-4.,0.,1.)+0.5*(2.+CSIN(tmod-1.)-CCOS(tmod-3.)+CSIN(tmod-5.)-CCOS(tmod-7.)), 0.,
515		clamp(tmod-2.,0.,1.)-clamp(tmod-6.,0.,1.)+0.5*(-CCOS(tmod-1.)+CSIN(tmod-3.)+CCOS(tmod-5.)-CSIN(tmod-7.)) );
516}
517
518
519//----------------------------------------------------------------------
520// Main
521
522void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
523	vec2 q = fragCoord.xy / iResolution.xy;
524    vec2 p = -1.0 + 2.0*q;
525    p.x *= iResolution.x/ iResolution.y;
526
527	vec3 ro = path( time );
528	vec3 ta = path( time+0.1 );
529
530    rdcenter = rotate( normalize( ta - ro), 0.3*cos(time*0.75) );
531    vec3 uu = normalize(cross( vec3(0.,1.,0.), rdcenter ));
532    vec3 vv = normalize(cross(rdcenter,uu));
533    vec3 rd = normalize( p.x*uu + p.y*vv + 2.5*rdcenter );
534
535	vec3 col = rd.y>0.?vec3(56./255.):vec3(112./255.);
536	castRay( ro, rd, col );
537
538	fragColor = vec4( col, 1.0 );
539}
540
541 void main(void)
542{
543  //just some shit to wrap shadertoy's stuff
544  vec2 FragCoord = vTexCoord.xy*OutputSize.xy;
545  mainImage(FragColor,FragCoord);
546}
547#endif
548