-
Notifications
You must be signed in to change notification settings - Fork 0
/
sr_fragment.glsl
606 lines (458 loc) · 22.9 KB
/
sr_fragment.glsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
#version 300 es
precision highp float;
uniform vec2 iResolution;
uniform int LIGHT_TRAVEL_TIME_DELAY;
uniform int LIGHT_TRAVEL_TIME_DELAY_INCLUDES_SHIP_VELOCITY;
uniform int UNIVERSE_TIME_SHIFTING;
uniform int UNIVERSE_LENGTH_CONTRACTION;
uniform int ITEM_LENGTH_CONTRACTION;
uniform int RINDLER_METRIC_WHEN_ACCELERATING;
uniform int RINDLER_METRIC_WHEN_ACCELERATING_TIMELIKE_VIEW;
uniform int HIDE_RINDLER_METRIC_PAST_SINGULARITY;
uniform int TIMELIKE_VIEW;
uniform int TIMELIKE_VIEW_NORMALIZED_X_COORDINATE;
uniform int BLACK_BEFORE_UNIVERSE_START;
uniform int BACKGROUND_PULSE;
uniform float SPEED_OF_LIGHT;
uniform vec2 pos;
uniform vec2 vel;
uniform float scale;
uniform float globalTime;
uniform float velMag;
uniform float velAng;
uniform float velLorenzFactor;
uniform float velRelativityScaleFactor;
uniform float velMagAdj;
uniform float accMag;
uniform float accAng;
uniform float accMagAdj;
out vec4 outColor;
const float NaN = 0.0 / 0.0;
const float UNIVERSE_START = -5.0;
const bool SHIP_ENABLED = true;
const float SHIP_RADIUS = 0.2;
const float GRID_SPACING = 1.0;
const float BORDER_THICKNESS = 0.05;
const float BACKGROUND_PULSE_INTENSITY = 0.1;
const bool EMITTER_EXISTS = true;
const bool EMITTER_ENABLED = true;
const float EMITTER_X = -2.5;
const float EMITTER_Y = 2.5;
const float EMITTER_RADIUS = 0.25;
const float EMITTER_START_TIME = 0.0;
const float PARTICLE_RADIUS = 0.2;
const float PARTICLE_SPEED = 0.8; // to reverse speed period must also be reversed, and start time of emitter must be in the future
const float PARTICLE_PERIOD = 1.0;
const bool WHEEL1_EXISTS = true;
const bool WHEEL1_ENABLED = true;
const float WHEEL1_X = -3.0;
const float WHEEL1_Y = 1.0;
const float WHEEL1_VEL_X = 0.0;
const float WHEEL1_VEL_Y = 0.0;
const float WHEEL1_RADIUS = 0.83;
const float WHEEL1_THICKNESS = 0.07;
const float WHEEL1_SPOKES = 15.0;
const float WHEEL1_CENTER_RADIUS = 0.2;
const float WHEEL1_START_TIME = 0.0;
const bool WHEEL1_LENGTH_CONTRACTION = true;
const bool WHEEL1_SPOKES_LENGTH_CONTRACTION = true;
const bool WHEEL1_SPOKES_LENGTH_CONTRACTION_BEFORE_SPIN_START = true;
const bool WHEEL1_MOVING_BEFORE_START = false;
const bool WHEEL1_ROTATING_BEFORE_START_AFTER_TRANSITION_TO_MOVING_FRAME = true;
const float WHEEL1_INNER_RADIUS = WHEEL1_RADIUS - WHEEL1_THICKNESS;
const float WHEEL1_ROTATION_SPEED = 1.0 / WHEEL1_INNER_RADIUS / 3.14159265358979 / 2.0 * 0.5; // in revolutions per second (1.0 / WHEEL1_INNER_RADIUS / 3.14159265358979 / 2.0 * SPEED_OF_LIGHT for lightspeed)
const bool WHEEL2_EXISTS = true;
const bool WHEEL2_ENABLED = true;
const float WHEEL2_X = 0.0;
const float WHEEL2_Y = -1.0;
const float WHEEL2_RADIUS = 0.83;
const float WHEEL2_THICKNESS = 0.07;
const float WHEEL2_SPOKES = 15.0;
const float WHEEL2_CENTER_RADIUS = 0.2;
const float WHEEL2_START_TIME = 0.0;
const float WHEEL2_SINE_RADIUS = 3.0;
const float WHEEL2_SINE_PERIOD = 25.0;
const bool WHEEL2_LENGTH_CONTRACTION = true;
const bool REGION_SPLICE = true;
const float REGION_SPLICE_X = 0.0;
const float REGION_SPLICE_Y = 10.0;
const float REGION_SPLICE_VEL_X = 0.5;
const float REGION_SPLICE_WIDTH_RADIUS = 10.0;
const float SHIP_RADIUS_SQ = SHIP_RADIUS * SHIP_RADIUS;
const float GRID_SPACING_1_2 = GRID_SPACING / 2.0;
const float BORDER_THICKNESS_1_2 = BORDER_THICKNESS / 2.0;
const float BACKGROUND_PULSE_INTENSITY_1_2 = BACKGROUND_PULSE_INTENSITY / 2.0;
const float PARTICLE_RADIUS_SQ = PARTICLE_RADIUS * PARTICLE_RADIUS;
const float PARTICLE_SPACING = PARTICLE_SPEED * PARTICLE_PERIOD;
const float WHEEL1_RADIUS_SQ = WHEEL1_RADIUS * WHEEL1_RADIUS;
const float WHEEL1_INNER_RADIUS_SQ = WHEEL1_INNER_RADIUS * WHEEL1_INNER_RADIUS;
const float WHEEL1_THICKNESS_RADIAL = WHEEL1_THICKNESS / WHEEL1_RADIUS / 3.14159265358979 / 2.0 / 2.0 * WHEEL1_SPOKES; // unknown reason that second / 2.0 is needed
const float WHEEL1_CENTER_RADIUS_SQ = WHEEL1_CENTER_RADIUS * WHEEL1_CENTER_RADIUS;
const float WHEEL1_VEL_MAG = sqrt(WHEEL1_VEL_X * WHEEL1_VEL_X + WHEEL1_VEL_Y * WHEEL1_VEL_Y);
const float WHEEL1_VEL_ANG = atan(WHEEL1_VEL_Y, WHEEL1_VEL_X);
const float WHEEL2_RADIUS_SQ = WHEEL2_RADIUS * WHEEL2_RADIUS;
const float WHEEL2_INNER_RADIUS = WHEEL2_RADIUS - WHEEL2_THICKNESS;
const float WHEEL2_INNER_RADIUS_SQ = WHEEL2_INNER_RADIUS * WHEEL2_INNER_RADIUS;
const float WHEEL2_THICKNESS_RADIAL = WHEEL2_THICKNESS / WHEEL2_RADIUS / 3.14159265358979 / 2.0 / 2.0 * WHEEL2_SPOKES; // unknown reason that second / 2.0 is needed
const float WHEEL2_CENTER_RADIUS_SQ = WHEEL2_CENTER_RADIUS * WHEEL2_CENTER_RADIUS;
struct universeFragInfo {
float velX;
float velY;
vec2[8] wavelengthIntensities;
};
universeFragInfo getColorAtPlace_new_BETA(float x, float y, float time) {
universeFragInfo e;
e.velX = 0.0;
e.velY = 0.0;
e.wavelengthIntensities[0].x = 1.0;
return e;
}
// demonstration function, not used
vec3 getWorldPlaceFromFrameCoords(vec3 frameCenterPlace, vec2 frameVel, vec3 frameRelPlace, float lightSpeed) {
float velMag = sqrt(frameVel.x * frameVel.x + frameVel.y * frameVel.y);
float velAng = atan(frameVel.y, frameVel.x);
float velRapidity = atanh(velMag / lightSpeed);
float velRelativityScaleFactor = cosh(velRapidity);
float velMagAdj = velMag / lightSpeed;
frameRelPlace.xy = vec2(cos(velAng) * frameRelPlace.x + sin(velAng) * frameRelPlace.y, cos(velAng) * frameRelPlace.y - sin(velAng) * frameRelPlace.x);
frameRelPlace.xy /= lightSpeed;
vec3 worldPlace = vec3(0.0, frameRelPlace.y, 0.0);
if (UNIVERSE_LENGTH_CONTRACTION > 0) {
worldPlace.x = velMagAdj * frameRelPlace.z * velRelativityScaleFactor + frameRelPlace.x * velRelativityScaleFactor;
} else {
worldPlace.x = frameRelPlace.x;
}
if (UNIVERSE_TIME_SHIFTING > 0) {
worldPlace.z = frameRelPlace.z * velRelativityScaleFactor + velMagAdj * frameRelPlace.x * velRelativityScaleFactor;
} else {
worldPlace.z = frameRelPlace.z;
}
worldPlace.xy *= lightSpeed;
worldPlace.xy = vec2(cos(velAng) * worldPlace.x - sin(velAng) * worldPlace.y, cos(velAng) * worldPlace.y + sin(velAng) * worldPlace.x);
return worldPlace + frameCenterPlace;
}
vec3 getWorldPlaceFromShipFrameCoords(vec3 frameRelPlace) {
vec3 frameCenterPlace = vec3(pos, globalTime);
frameRelPlace.xy = vec2(cos(velAng) * frameRelPlace.x + sin(velAng) * frameRelPlace.y, cos(velAng) * frameRelPlace.y - sin(velAng) * frameRelPlace.x);
frameRelPlace.xy /= SPEED_OF_LIGHT;
vec3 worldPlace = vec3(0.0, frameRelPlace.y, 0.0);
if (UNIVERSE_LENGTH_CONTRACTION > 0) {
worldPlace.x = velMagAdj * frameRelPlace.z * velRelativityScaleFactor + frameRelPlace.x * velRelativityScaleFactor;
} else {
worldPlace.x = frameRelPlace.x;
}
if (UNIVERSE_TIME_SHIFTING > 0) {
worldPlace.z = frameRelPlace.z * velRelativityScaleFactor + velMagAdj * frameRelPlace.x * velRelativityScaleFactor;
} else {
worldPlace.z = frameRelPlace.z;
}
worldPlace.xy *= SPEED_OF_LIGHT;
worldPlace.xy = vec2(cos(velAng) * worldPlace.x - sin(velAng) * worldPlace.y, cos(velAng) * worldPlace.y + sin(velAng) * worldPlace.x);
return worldPlace + frameCenterPlace;
}
// demonstration function, not used
vec3 getWorldPlaceFromRindlerShipFrameCoords(vec2 frameAcc, vec3 rindlerFrameRelPlace) {
float accMag = sqrt(frameAcc.x * frameAcc.x + frameAcc.y * frameAcc.y);
float accAng = atan(frameAcc.y, frameAcc.x);
rindlerFrameRelPlace.xyz /= SPEED_OF_LIGHT;
rindlerFrameRelPlace.xy = vec2(cos(accAng) * rindlerFrameRelPlace.x + sin(accAng) * rindlerFrameRelPlace.y, cos(accAng) * rindlerFrameRelPlace.y - sin(accAng) * rindlerFrameRelPlace.x);
rindlerFrameRelPlace.x += 1.0 / accMagAdj;
if (HIDE_RINDLER_METRIC_PAST_SINGULARITY > 0 && rindlerFrameRelPlace.x < 0.0) {
return vec3(NaN, NaN, NaN);
}
vec3 frameRelPlace = vec3(0.0, rindlerFrameRelPlace.y, 0.0);
frameRelPlace.x = rindlerFrameRelPlace.x * cosh(accMag * rindlerFrameRelPlace.z);
frameRelPlace.z = rindlerFrameRelPlace.x * sinh(accMag * rindlerFrameRelPlace.z);
if (LIGHT_TRAVEL_TIME_DELAY > 0) {
float centerDeltX = log(rindlerFrameRelPlace.x) / accMag - log(1.0 / accMag) / accMag;
float centerDeltY = rindlerFrameRelPlace.y;
float centerDeltDist = sqrt(centerDeltX * centerDeltX + centerDeltY * centerDeltY);
float timeShift = -centerDeltDist / SPEED_OF_LIGHT;
frameRelPlace.z += timeShift;
}
frameRelPlace.x -= 1.0 / accMagAdj;
frameRelPlace.xy = vec2(cos(accAng) * frameRelPlace.x - sin(accAng) * frameRelPlace.y, cos(accAng) * frameRelPlace.y + sin(accAng) * frameRelPlace.x);
frameRelPlace.xy *= SPEED_OF_LIGHT;
return getWorldPlaceFromShipFrameCoords(frameRelPlace);
}
vec3 getWorldPlaceFromShipRindlerShipFrameCoords(vec3 rindlerFrameRelPlace) {
rindlerFrameRelPlace.xyz /= SPEED_OF_LIGHT;
rindlerFrameRelPlace.xy = vec2(cos(accAng) * rindlerFrameRelPlace.x + sin(accAng) * rindlerFrameRelPlace.y, cos(accAng) * rindlerFrameRelPlace.y - sin(accAng) * rindlerFrameRelPlace.x);
rindlerFrameRelPlace.x += 1.0 / accMagAdj;
if (HIDE_RINDLER_METRIC_PAST_SINGULARITY > 0 && rindlerFrameRelPlace.x < 0.0) {
return vec3(0.0 / 0.0, 0.0 / 0.0, 0.0 / 0.0);
}
vec3 frameRelPlace = vec3(0.0, rindlerFrameRelPlace.y, 0.0);
frameRelPlace.x = rindlerFrameRelPlace.x * cosh(accMag * rindlerFrameRelPlace.z);
frameRelPlace.z = rindlerFrameRelPlace.x * sinh(accMag * rindlerFrameRelPlace.z);
if (LIGHT_TRAVEL_TIME_DELAY > 0) {
float centerDeltX = log(rindlerFrameRelPlace.x) / accMag - log(1.0 / accMag) / accMag;
float centerDeltY = rindlerFrameRelPlace.y;
float centerDeltDist = sqrt(centerDeltX * centerDeltX + centerDeltY * centerDeltY);
float timeShift = -centerDeltDist / SPEED_OF_LIGHT;
frameRelPlace.z += timeShift;
}
frameRelPlace.x -= 1.0 / accMagAdj;
frameRelPlace.xy = vec2(cos(accAng) * frameRelPlace.x - sin(accAng) * frameRelPlace.y, cos(accAng) * frameRelPlace.y + sin(accAng) * frameRelPlace.x);
frameRelPlace.xy *= SPEED_OF_LIGHT;
return getWorldPlaceFromShipFrameCoords(frameRelPlace);
}
vec3 getFramePlaceFromWorldCoords(vec3 frameCenterPlace, vec2 frameVel, vec3 worldPlace, float lightSpeed) {
float velMag = sqrt(frameVel.x * frameVel.x + frameVel.y * frameVel.y);
float velAng = atan(frameVel.y, frameVel.x);
float velRapidity = atanh(velMag / lightSpeed);
float velRelativityScaleFactor = cosh(velRapidity);
float velMagAdj = velMag / lightSpeed;
worldPlace -= frameCenterPlace;
worldPlace.xy = vec2(cos(velAng) * worldPlace.x + sin(velAng) * worldPlace.y, cos(velAng) * worldPlace.y - sin(velAng) * worldPlace.x);
worldPlace.xy /= lightSpeed;
vec3 frameRelPlace = vec3(0.0, worldPlace.y, 0.0);
if (UNIVERSE_TIME_SHIFTING > 0) {
frameRelPlace.z = (-worldPlace.x * velMagAdj + worldPlace.z) / (1.0 - velMagAdj * velMagAdj) / velRelativityScaleFactor;
} else {
frameRelPlace.z = worldPlace.z;
}
if (UNIVERSE_LENGTH_CONTRACTION > 0) {
frameRelPlace.x = (-worldPlace.z * velMagAdj + worldPlace.x) / (1.0 - velMagAdj * velMagAdj) / velRelativityScaleFactor;
} else {
frameRelPlace.x = worldPlace.x;
}
frameRelPlace.xy *= lightSpeed;
frameRelPlace.xy = vec2(cos(velAng) * frameRelPlace.x - sin(velAng) * frameRelPlace.y, cos(velAng) * frameRelPlace.y + sin(velAng) * frameRelPlace.x);
return frameRelPlace;
}
float getLorenzFactor(float vel, float lightSpeed) {
return 1.0 / sqrt(1.0 - vel * vel / lightSpeed / lightSpeed);
}
float getInverseLorenzFactor(float vel, float lightSpeed) {
return sqrt(1.0 - vel * vel / lightSpeed / lightSpeed);
}
vec3 getColorAtPlace(float x, float y, float time) {
// region splice
if (REGION_SPLICE) {
float width = REGION_SPLICE_WIDTH_RADIUS / getLorenzFactor(REGION_SPLICE_VEL_X, SPEED_OF_LIGHT);
if (x > time * REGION_SPLICE_VEL_X + REGION_SPLICE_X - width && x < time * REGION_SPLICE_VEL_X + REGION_SPLICE_X + width && y > REGION_SPLICE_Y - 5.0 && y < REGION_SPLICE_Y + 5.0) {
vec3 place = getFramePlaceFromWorldCoords(vec3(0.0, 0.0, 0.0), vec2(REGION_SPLICE_VEL_X, 0.0), vec3(x - REGION_SPLICE_X, y - REGION_SPLICE_Y, time), SPEED_OF_LIGHT);
x = place.x;
y = place.y;
time = place.z;
}
}
// all black before universe start :)
if (BLACK_BEFORE_UNIVERSE_START > 0 && time < UNIVERSE_START) {
return vec3(0.0, 0.0, 0.0);
}
// emitter
if (EMITTER_EXISTS) {
// draw emitter arrow shaft
if (x > EMITTER_X - EMITTER_RADIUS * 0.75 && x < EMITTER_X + EMITTER_RADIUS * 0.65 && y > EMITTER_Y - EMITTER_RADIUS * 0.15 && y < EMITTER_Y + EMITTER_RADIUS * 0.15) {
return vec3(0.5, 0.0, 0.0);
}
// draw emitter arrow pointer
if (x > EMITTER_X + EMITTER_RADIUS * 0.5 - abs(y - EMITTER_Y) && x < EMITTER_X + EMITTER_RADIUS * 0.8 - abs(y - EMITTER_Y) && y > EMITTER_Y - EMITTER_RADIUS * 0.75 && y < EMITTER_Y + EMITTER_RADIUS * 0.75) {
return vec3(0.5, 0.0, 0.0);
}
// draw emitter
if (x > EMITTER_X - EMITTER_RADIUS && x < EMITTER_X + EMITTER_RADIUS && y > EMITTER_Y - EMITTER_RADIUS && y < EMITTER_Y + EMITTER_RADIUS) {
return vec3(0.5, 0.5, 0.5);
}
// draw circles
if (EMITTER_ENABLED) {
float particleLengthContraction = ITEM_LENGTH_CONTRACTION > 0 ? getInverseLorenzFactor(PARTICLE_SPEED, SPEED_OF_LIGHT) : 1.0;
float particleTime = time - EMITTER_START_TIME;
float particleX = -mod(-(x - EMITTER_X - EMITTER_RADIUS - particleTime * PARTICLE_SPEED), PARTICLE_SPACING) + PARTICLE_RADIUS * particleLengthContraction;
float particleY = y - EMITTER_Y;
if (x > EMITTER_X + EMITTER_RADIUS && x < EMITTER_X + particleTime * PARTICLE_SPEED + EMITTER_RADIUS && particleX * particleX / particleLengthContraction / particleLengthContraction + particleY * particleY < PARTICLE_RADIUS_SQ) {
float colorMod = 6.0 - mod(x - EMITTER_X - EMITTER_RADIUS - particleTime * PARTICLE_SPEED, PARTICLE_SPACING * 6.0) / PARTICLE_SPACING;
if (colorMod < 1.0) {
return vec3(0.75, 0, 0);
} else if (colorMod < 2.0) {
return vec3(0.75, 0.75, 0);
} else if (colorMod < 3.0) {
return vec3(0, 0.75, 0);
} else if (colorMod < 4.0) {
return vec3(0, 0.75, 0.75);
} else if (colorMod < 5.0) {
return vec3(0, 0, 0.75);
} else {
return vec3(0.75, 0, 0.75);
}
}
}
}
// wheel
if (WHEEL1_EXISTS) {
float wheelTime = time - WHEEL1_START_TIME;
float cappedWheelTime = max(wheelTime, 0.0);
vec2 wheelDelt;
if (WHEEL1_MOVING_BEFORE_START) {
wheelDelt = vec2(
x - WHEEL1_X - WHEEL1_VEL_X * wheelTime,
y - WHEEL1_Y - WHEEL1_VEL_Y * wheelTime
);
} else {
wheelDelt = vec2(
x - WHEEL1_X - WHEEL1_VEL_X * cappedWheelTime,
y - WHEEL1_Y - WHEEL1_VEL_Y * cappedWheelTime
);
}
if (wheelDelt.x > -WHEEL1_RADIUS && wheelDelt.x < WHEEL1_RADIUS && wheelDelt.y > -WHEEL1_RADIUS && wheelDelt.y < WHEEL1_RADIUS) {
bool wheelLorenzShiftOccurred;
if (ITEM_LENGTH_CONTRACTION > 0 && WHEEL1_LENGTH_CONTRACTION && (wheelTime > 0.0 || WHEEL1_MOVING_BEFORE_START)) {
float wheelLorenzFactor = getLorenzFactor(WHEEL1_VEL_MAG, SPEED_OF_LIGHT);
wheelTime /= wheelLorenzFactor;
vec3 wheelRelShifts = getFramePlaceFromWorldCoords(vec3(0.0, 0.0, 0.0), vec2(WHEEL1_VEL_X, WHEEL1_VEL_Y), vec3(wheelDelt, 0.0), SPEED_OF_LIGHT);
wheelDelt = wheelRelShifts.xy;
wheelTime += wheelRelShifts.z;
wheelLorenzShiftOccurred = true;
} else {
wheelLorenzShiftOccurred = false;
}
float wheelDistSq = wheelDelt.x * wheelDelt.x + wheelDelt.y * wheelDelt.y;
// draw wheel rim
if (wheelDistSq > WHEEL1_INNER_RADIUS_SQ && wheelDistSq < WHEEL1_RADIUS_SQ) {
return vec3(1.0, 1.0, 1.0);
}
// draw wheel center
if (wheelDistSq < WHEEL1_CENTER_RADIUS_SQ) {
return vec3(1.0, 1.0, 1.0);
}
// draw wheel spokes
float wheelAngle = atan(wheelDelt.y, wheelDelt.x) / 3.14159265358979 / 2.0;
bool wheelCurrentlySpinning = WHEEL1_ENABLED && (wheelTime > 0.0 || WHEEL1_ROTATING_BEFORE_START_AFTER_TRANSITION_TO_MOVING_FRAME && wheelLorenzShiftOccurred);
if (wheelCurrentlySpinning) {
wheelAngle += WHEEL1_ROTATION_SPEED * wheelTime;
}
float wheelDist = sqrt(wheelDistSq);
float wheelThicknessAmplifDivis;
if (ITEM_LENGTH_CONTRACTION > 0 && WHEEL1_SPOKES_LENGTH_CONTRACTION && (wheelCurrentlySpinning || WHEEL1_SPOKES_LENGTH_CONTRACTION_BEFORE_SPIN_START)) {
float wheelVelocity = wheelDist * WHEEL1_ROTATION_SPEED * 3.14159265358979 * 2.0;
wheelThicknessAmplifDivis = wheelDist / WHEEL1_RADIUS * getLorenzFactor(wheelVelocity, SPEED_OF_LIGHT);
} else {
wheelThicknessAmplifDivis = wheelDist / WHEEL1_RADIUS;
}
float wheelAngleMod = mod(wheelAngle * WHEEL1_SPOKES + WHEEL1_THICKNESS_RADIAL / wheelThicknessAmplifDivis, 1.0) - WHEEL1_THICKNESS_RADIAL / wheelThicknessAmplifDivis;
if (wheelDistSq < WHEEL1_RADIUS_SQ && wheelAngleMod < WHEEL1_THICKNESS_RADIAL / wheelThicknessAmplifDivis) {
return vec3(1.0, 1.0, 1.0);
}
}
}
// wheel 2
if (WHEEL2_EXISTS) {
float wheelDeltX = x - WHEEL2_X;
float wheelDeltY = y - WHEEL2_Y;
float wheelTime = time - WHEEL2_START_TIME;
if (WHEEL2_ENABLED && wheelTime > 0.0) {
wheelDeltX += cos(wheelTime * 3.14159265358979 * 2.0 / WHEEL2_SINE_PERIOD) * WHEEL2_SINE_RADIUS;
if (ITEM_LENGTH_CONTRACTION > 0 && WHEEL2_LENGTH_CONTRACTION) {
float wheelVelX = -sin(wheelTime * 3.14159265358979 * 2.0 / WHEEL2_SINE_PERIOD) * (3.14159265358979 * 2.0 / WHEEL2_SINE_PERIOD) * WHEEL2_SINE_RADIUS; // derivative of wheelDeltX equation above
float wheelLorenzFactor = getLorenzFactor(wheelVelX, SPEED_OF_LIGHT);
wheelDeltX *= wheelLorenzFactor;
}
} else {
wheelDeltX += WHEEL2_SINE_RADIUS;
}
float wheelDistSq = wheelDeltX * wheelDeltX + wheelDeltY * wheelDeltY;
// draw wheel rim
if (wheelDistSq > WHEEL2_INNER_RADIUS_SQ && wheelDistSq < WHEEL2_RADIUS_SQ) {
return vec3(1.0, 1.0, 1.0);
}
// draw wheel center
if (wheelDistSq < WHEEL2_CENTER_RADIUS_SQ) {
return vec3(1.0, 1.0, 1.0);
}
// draw wheel spokes
float wheelAngle = atan(wheelDeltY, wheelDeltX) / 3.14159265358979 / 2.0;
float wheelThicknessAmplifDivis = sqrt(wheelDistSq / WHEEL2_RADIUS_SQ);
float wheelAngleMod = mod(wheelAngle * WHEEL2_SPOKES + WHEEL2_THICKNESS_RADIAL / wheelThicknessAmplifDivis, 1.0) - WHEEL2_THICKNESS_RADIAL / wheelThicknessAmplifDivis;
if (wheelDistSq < WHEEL2_RADIUS_SQ && wheelAngleMod < WHEEL2_THICKNESS_RADIAL / wheelThicknessAmplifDivis) {
return vec3(1.0, 1.0, 1.0);
}
}
// draw border
bool xBorder = mod(x + BORDER_THICKNESS_1_2, GRID_SPACING) < BORDER_THICKNESS;
bool yBorder = mod(y + BORDER_THICKNESS_1_2, GRID_SPACING) < BORDER_THICKNESS;
if (xBorder && x > -GRID_SPACING_1_2 && x < GRID_SPACING_1_2 || yBorder && y > -GRID_SPACING_1_2 && y < GRID_SPACING_1_2) {
return vec3(0.75, 0.0, 0.0);
} else if (xBorder && yBorder) {
return vec3(0.75, 0.75, 0.75);
} else if (xBorder || yBorder) {
return vec3(0.5, 0.5, 0.5);
} else {
if (BACKGROUND_PULSE > 0) {
return vec3(
-cos(time * 5.0) * BACKGROUND_PULSE_INTENSITY_1_2 + BACKGROUND_PULSE_INTENSITY_1_2,
-cos(time * 5.0) * BACKGROUND_PULSE_INTENSITY_1_2 + BACKGROUND_PULSE_INTENSITY_1_2,
-cos(time * 5.0) * BACKGROUND_PULSE_INTENSITY_1_2 + BACKGROUND_PULSE_INTENSITY_1_2
);
}
}
}
void main() {
float xNorm = gl_FragCoord.x / iResolution.x - 0.5;
float yNorm = gl_FragCoord.y / iResolution.y - 0.5;
float deltX = xNorm * (iResolution.x / iResolution.y) * scale;
float deltY = yNorm * scale;
vec3 place;
if (TIMELIKE_VIEW > 0) {
float xScalingFactor = TIMELIKE_VIEW_NORMALIZED_X_COORDINATE > 0 ? SPEED_OF_LIGHT : 1.0;
deltX *= xScalingFactor;
if (LIGHT_TRAVEL_TIME_DELAY > 0 && !(UNIVERSE_LENGTH_CONTRACTION > 0 || UNIVERSE_TIME_SHIFTING > 0)) {
place = vec3(pos.x + deltX, pos.y, globalTime + deltY);
float centerDeltDist = abs(deltX);
float timeShift = -centerDeltDist / SPEED_OF_LIGHT;
place.z += timeShift;
if (LIGHT_TRAVEL_TIME_DELAY_INCLUDES_SHIP_VELOCITY > 0) {
place.xy -= -timeShift * vel;
}
} else if (!(LIGHT_TRAVEL_TIME_DELAY > 0) && (UNIVERSE_LENGTH_CONTRACTION > 0 || UNIVERSE_TIME_SHIFTING > 0)) {
if (RINDLER_METRIC_WHEN_ACCELERATING_TIMELIKE_VIEW > 0 && accMag > 0.0) {
place = getWorldPlaceFromShipRindlerShipFrameCoords(vec3(deltX, 0.0, deltY));
} else {
place = getWorldPlaceFromShipFrameCoords(vec3(deltX, 0.0, deltY));
}
} else if ((LIGHT_TRAVEL_TIME_DELAY > 0) && (UNIVERSE_LENGTH_CONTRACTION > 0 || UNIVERSE_TIME_SHIFTING > 0)) {
if (RINDLER_METRIC_WHEN_ACCELERATING_TIMELIKE_VIEW > 0 && accMag > 0.0) {
place = getWorldPlaceFromShipRindlerShipFrameCoords(vec3(deltX, 0.0, deltY));
} else {
float centerDeltDist = abs(deltX);
float timeShift = -centerDeltDist / SPEED_OF_LIGHT;
place = getWorldPlaceFromShipFrameCoords(vec3(deltX, 0.0, deltY + timeShift));
}
}
} else {
place = vec3(pos.x + deltX, pos.y + deltY, globalTime);
if (LIGHT_TRAVEL_TIME_DELAY > 0 && !(UNIVERSE_LENGTH_CONTRACTION > 0 || UNIVERSE_TIME_SHIFTING > 0)) {
float centerDeltDist = sqrt(deltX * deltX + deltY * deltY);
float timeShift = -centerDeltDist / SPEED_OF_LIGHT;
//timeShift += pow(2.0, centerDeltX / 2.0) - pow(2.0, -centerDeltX / 2.0);
place.z += timeShift;
if (LIGHT_TRAVEL_TIME_DELAY_INCLUDES_SHIP_VELOCITY > 0) {
place.xy -= -timeShift * vel;
}
} else if (!(LIGHT_TRAVEL_TIME_DELAY > 0) && (UNIVERSE_LENGTH_CONTRACTION > 0 || UNIVERSE_TIME_SHIFTING > 0)) {
if (RINDLER_METRIC_WHEN_ACCELERATING > 0 && accMag > 0.0) {
place = getWorldPlaceFromShipRindlerShipFrameCoords(vec3(deltX, deltY, 0.0));
} else {
place = getWorldPlaceFromShipFrameCoords(vec3(deltX, deltY, 0.0));
}
} else if ((LIGHT_TRAVEL_TIME_DELAY > 0) && (UNIVERSE_LENGTH_CONTRACTION > 0 || UNIVERSE_TIME_SHIFTING > 0)) {
if (RINDLER_METRIC_WHEN_ACCELERATING > 0 && accMag > 0.0) {
place = getWorldPlaceFromShipRindlerShipFrameCoords(vec3(deltX, deltY, 0.0));
} else {
float centerDeltDist = sqrt(deltX * deltX + deltY * deltY);
float timeShift = -centerDeltDist / SPEED_OF_LIGHT;
place = getWorldPlaceFromShipFrameCoords(vec3(deltX, deltY, timeShift));
}
}
}
// calculate color
outColor = vec4(getColorAtPlace(place.x, place.y, place.z), 1.0);
// draw ship
if (SHIP_ENABLED) {
if (deltX * deltX + deltY * deltY < SHIP_RADIUS_SQ) {
outColor.r = outColor.r * 0.5 + 0.5;
outColor.gb = outColor.gb * 0.5;
}
}
}