Mixpinski4ex/ReciprocalX3b Previous Image | Next Image
Description: Mixpinski4ex and ReciprocalX3b both by darkbeam.
Mixpinski4ex ported to Fragmentarium by mclarekin.
ReciprocalX3b ported by me.
Code: [Select]
#define USE_IQ_CLOUDS#define KN_VOLUMETRIC#define USE_EIFFIE_SHADOW#define MULTI_SAMPLE_AO#define AUTOFOCUS#include "MathUtils.frag"#include "DE-kn2cr11.frag"#group MixPinskiuniform float scaleM; slider[0,2,4]uniform vec4 scaleC; slider[(-5,-5,-5,-5),(1.,1.,.5,.5),(5,5,5,5)]uniform bool PreOffset; checkbox[false]uniform vec4 offsetM; slider[(-5,-5,-5,-5),(0,0,0,0),(5,5,5,5)]uniform float w; slider[-5,0,5]uniform int MI; slider[0,10,250]uniform int ColorIterations; slider[0,10,250]uniform bool Zw; checkbox[true]uniform float offsetD; slider[-20,0,20]uniform bool reciprocalX3b;  checkbox[false]uniform float Limiter1; slider[-2,0.67,2]uniform float Limiter2; slider[-2,0.67,2]uniform float mul1; slider[-2,1,2]uniform float mul2; slider[-2,1,2]float DE(vec3 p) { float Dd = 1.0; vec4 z=vec4(p,w); float r2=0.;  //  r2 is a better term as we are using radius squared for bailout (dot(z,z) ) int i=0; for(; i<MI; i++) { if(PreOffset) z-=offsetM; if(z.x+z.y<0.0) z.xy = -z.yx;    if(z.x+z.z<0.0) z.xz = -z.zx;    if(z.y+z.z<0.0) z.zy = -z.yz;    if(z.x+z.w<0.0) z.xw = -z.wx;    if(z.y+z.w<0.0) z.yw = -z.wy;    if(z.z+z.w<0.0) z.zw = -z.wz; z+=offsetM; z.x= scaleM *z.x-scaleC.x*( scaleM -1.);    z.y= scaleM *z.y-scaleC.y*( scaleM -1.);    z.w= scaleM *z.w-scaleC.w*( scaleM -1.);    z.z-=0.5*scaleC.z*( scaleM -1.)/ scaleM ;    z.z=-abs(-z.z); z.z+=0.5*scaleC.z*( scaleM -1.)/ scaleM ; z.z= scaleM *z.z; //z.w-=sin(z.w)+cos(z.w); Dd *= scaleM; // for DE calc if(Zw) r2=z.x*z.x+z.y*z.y+z.z*z.z + z.w * z.w; // bailout criteia, and I added in the z.w part to see if it  necessary else  r2=z.x*z.x+z.y*z.y+z.z*z.z; if(reciprocalX3b) z.x = sign(z.x) * (1/Limiter1) + (1/Limiter2) - (1/(abs(mul1*z.x)+ Limiter1)) + (1/(mul2 * z.x*z.x+ Limiter2)); if (i<ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(z.x,z.y,z.z,z.w)));}float r = sqrt(r2);//return (r - offsetD) / abs(Dd); // offsetD has a default of 0.0 which is the std case. The offsetD results are similar or maybe the same as adjusting Detail Level( Quality)//float Iter = i; // this DE works also in openCL so it might be something to with "i" in Fragmentarium//return sqrt(r)*pow(scaleM,-Iter);return r/abs(Dd);} #preset DefaultFOV = 0.2967864Eye = -1.404005,0.3792183,-0.5557171Target = -6.634797,-0.8162953,7.88286Up = 0,1,0EquiRectangular = falseGamma = 1ToneMapping = 5Exposure = 1Brightness = 1Contrast = 1Saturation = 1GaussianWeight = 1AntiAliasScale = 2DepthToAlpha = falseShowDepth = falseDepthMagnitude = 1Detail = -4FudgeFactor = 0.8761062MaxRaySteps = 2255NormalBackStep = 7 NotLockedCamLight = 1,0.9490196,0.8862745,0.3444882BaseColor = 0.9686275,0.9686275,0.9686275OrbitStrength = 0.6798419X = 0.9882353,0.9882353,0.9882353,1Y = 0,0.1215686,0.6627451,1Z = 1,0.003921569,0.9019608,1R = 1,0.4509804,0,1BackgroundColor = 0.5058824,0.7607843,0.8666667GradientBackground = 0.8562691CycleColors = trueCycles = 21.41201EnableFloor = true NotLockedFloorNormal = 0,1,0FloorHeight = 0.3172566FloorColor = 0.5176471,0.7176471,0.7215686FocalPlane = 0.5485798Aperture = 0.0193237InFocusAWidth = 0.1870647DofCorrect = trueApertureNbrSides = 5ApertureRot = 0ApStarShaped = trueBloom = falseBloomIntensity = 0.5243297BloomPow = 3.398438BloomTaps = 50BloomStrong = 1RefineSteps = 1MaxDistance = 5Dither = 1DetailAO = -0.3479924coneApertureAO = 0.189911maxIterAO = 26FudgeAO = 0.4842407AO_ambient = 1.037754AO_camlight = 0.8895349AO_pointlight = 0.7224927AoCorrect = 0.8264621Specular = 0.4SpecularExp = 16AmbiantLight = 0.8784314,0.9490196,1,0.3807615Reflection = 0.6784314,0.6470588,0.6039216ReflectionsNumber = 2SpotGlow = trueSpotLight = 0.7490196,0.8431373,0.9058824,0.5527638LightPos = -8.521401,4.474708,-11.98444LightSize = 0LightFallOff = 0.2385142LightGlowRad = 0.8538993LightGlowExp = 0.9270217HardShadow = 1ShadowSoft = 0ShadowBlur = 0.0058708perf = falseSSS = falsesss1 = 0.4701987sss2 = 0.1447493HF_Fallof = 0.1HF_Const = 0HF_Intensity = 0.0029528HF_Dir = 0,0,1HF_Offset = -9.194499HF_Color = 0.6666667,0.9215686,0.972549,1.221557HF_Scatter = 6.218075HF_Anisotropy = 0.3803922,0.145098,0.007843137HF_FogIter = 2HF_CastShadow = trueEnCloudsDir = trueCloudDir = 0.2553191,0.4473988,-0.4034682CloudScale = 0.4979412CloudFlatness = 0CloudTops = -0.7858546CloudBase = -2.652259CloudDensity = 0.4758621CloudRoughness = 0.8056112CloudContrast = 4.988009CloudColor = 0.65,0.68,0.7CloudColor2 = 0.07,0.17,0.24SunLightColor = 0.7,0.5,0.3Cloudvar1 = 0.99Cloudvar2 = 1CloudIter = 5CloudBgMix = 1WindDir = 0,0,1WindSpeed = 1scaleM = 2.087954scaleC = 0.0910834,0.388303,2.066155,0.4845602PreOffset = trueoffsetM = -0.9884282,-5,-0.4291224,-0.0337512w = 0.337711MI = 20ColorIterations = 3Zw = trueoffsetD = 0reciprocalX3b = trueLimiter1 = 1.270974Limiter2 = 1.105111mul1 = -0.0912548mul2 = 0#endpreset
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Posted by: Sabine62 November 12, 2018, 01:55:26 PM

Rating:     by 4 members.
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 BB Thumbnail Image Code BB Medium Image Code Direct Link ### Comments (4) timemit Fractal Friar  Offline Posts: 137   November 12, 2018, 02:03:42 PMso cool : ) thnx for code timemit Fractal Friar  Offline Posts: 137   November 12, 2018, 02:34:26 PMI had to add wanghash and put a time value in and it runs nicely now CJR Fractal Friend   Offline Posts: 17   November 12, 2018, 02:59:43 PMnice) Sabine62 Fractal Freak   Offline Posts: 659 It's just a jump to the left...  November 13, 2018, 11:44:13 AMThank you, Tim and Sergej! 