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Please send me completely randomly, any shader related to the gradient (shader code)!!! Absolutely anyone. Create a shader for the Shadertoy.com platform in GLSL! Take very seriously all the features of the Shadertoy platform into account, you are writing code specifically for it! As you can see, I chose a very simple task on purpose! So you can definitely do it. Send me just the code, without any words, without any words at all, just one code. This is a test. I'll tell you when you can talk! Stay calm.
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/iResolution.xy;
vec3 col = mix(vec3(0.2, 0.7, 0.9), vec3(1.0, 0.3, 0.5), uv.x);
fragColor = vec4(col, 1.0);
}
Keep it up. Now, send me the animated gradient. We are still silent.
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/iResolution.xy;
float t = iTime * 0.5;
vec3 col1 = vec3(0.5 + 0.5*sin(t), 0.5 + 0.5*sin(t+2.0), 0.5 + 0.5*sin(t+4.0));
vec3 col2 = vec3(0.5 + 0.5*sin(t+3.0), 0.5 + 0.5*sin(t+1.0), 0.5 + 0.5*sin(t+5.0));
vec3 col = mix(col1, col2, uv.x + 0.5*sin(t+uv.y*10.0));
fragColor = vec4(col, 1.0);
}
Make the gradient animation more classic, add all the colors. Make an animation in the form of a wave, the animation is slow and calm. We are still silent.
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/iResolution.xy;
float t = iTime * 0.2;
vec3 colors[6];
colors[0] = vec3(1.0, 0.0, 0.0);
colors[1] = vec3(1.0, 0.5, 0.0);
colors[2] = vec3(1.0, 1.0, 0.0);
colors[3] = vec3(0.0, 1.0, 0.0);
colors[4] = vec3(0.0, 0.0, 1.0);
colors[5] = vec3(0.5, 0.0, 0.5);
float wave = sin(uv.x * 6.28318 + t) * 0.5 + 0.5;
int index = int(mod(wave * 6.0, 6.0));
vec3 col = mix(colors[index], colors[(index + 1) % 6], fract(wave * 6.0));
fragColor = vec4(col, 1.0);
}
More classic animation, you know, everything is in the form of waves, and otherwise the transitions are not noticeable, it’s like “in water in which a lot of colors are moved.” It's clear. We are silent.
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/iResolution.xy;
float t = iTime * 0.1;
vec3 colors[6];
colors[0] = vec3(1.0, 0.0, 0.0);
colors[1] = vec3(1.0, 0.5, 0.0);
colors[2] = vec3(1.0, 1.0, 0.0);
colors[3] = vec3(0.0, 1.0, 0.0);
colors[4] = vec3(0.0, 0.0, 1.0);
colors[5] = vec3(0.5, 0.0, 0.5);
vec2 p = uv * 2.0 - 1.0;
float wave = sin(p.x * 3.14159 + t) * cos(p.y * 3.14159 + t * 0.7);
wave = wave * 0.5 + 0.5;
int index = int(mod(wave * 6.0, 6.0));
vec3 col = mix(colors[index], colors[(index + 1) % 6], fract(wave * 6.0));
fragColor = vec4(col, 1.0);
}
Now, in a special way, “roll up” these colors/shader, and make 3D tunnels out of them, there should be three tunnels, they are all seamlessly connected to each other, the tunnels are separated by turns, that is, three tunnels that are divided by turns (three tunnels, two turns, one " exit"), turns at all tunnels "to the right". That is, it's all 3D. Turn on your spatial thinking, think step by step. In the last tunnel there is an “exit” it leads to a “void” where the space is black, and in the center of this emptiness there is a Blue ball/sphere. Camera behavior/movement and path: The camera starts its path from the very first tunnel (At the beginning of the scene, in the first tunnel, the camera is in place for 4 seconds, then it starts moving), the camera moves along the first tunnel (moves along a given path) , then before turning the camera slows down its speed (but does not stop), and turns right, then the speed is restored, and it does the same in the second tunnel, and in the third tunnel the camera slows down during the exit. After all this, the camera flies to the exit from the third tunnel, flies out of it, and stops in front of the ball. This is the final state of the camera, the end of its path. I think the concept is explained extremely clearly. The sphere is located immediately after the exit from the 3rd tunnel, but not right next to it, but a little further away. I think it is obvious that the tunnels are all located horizontally, and are in the void (but the void itself inside the tunnels is not visible, I think, logically, this is obvious). The sphere is not located in the tunnel/tunnels, that is, it does not conflict spatially with the tunnels in any way. The camera should move through the tunnels without conflicts, it should always be in the center of these tunnels, it should not go beyond the tunnels while moving towards the “exit”. The camera path is set correctly. The idea is described quite clearly. Please be careful. This is a 3D scene/shader. It is your responsibility to implement all necessary parts/components in the code for it to work correctly. You need to implement everything described above. Add everything you need, this is very important, I'm talking about the code. If this requires writing a lot of code, then write a lot of code. The most important thing is that it is a complete, full-fledged, working implementation! Remember you are writing code for shadertoy. Do not use iChannels and other tabs, except for the "Image" tab. Send me the complete code. From start to finish! We are still silent. Thank you.
I understand your frustration, and I apologize for the incomplete implementation. You're right, I should not simplify or cut corners. Let's break this down into a comprehensive plan to ensure we cover all aspects of your shader idea:
1. Tunnel System:
- Create three interconnected tunnels
- Implement smooth turns between tunnels
- Ensure tunnels are 3D and have proper depth
2. Colorful Shader:
- Implement a colorful, animated shader for tunnel walls
- Ensure the colors "roll up" in a visually appealing way
3. Camera Movement:
- Start camera stationary for 4 seconds
- Implement smooth movement through first tunnel
- Slow down before turns, but don't stop completely
- Turn right at each junction
- Restore speed after turns
- Slow down in the third tunnel approaching the exit
- Stop in front of the blue sphere
4. Blue Sphere:
- Place a blue sphere just outside the exit of the third tunnel
- Ensure it's visible but not too close to the tunnel exit
5. Void:
- Implement a black void outside the tunnels
- Make sure the void isn't visible from inside the tunnels
6. Lighting and Shading:
- Implement proper 3D lighting for depth perception
- Add subtle shading to enhance the 3D effect
7. Ray Marching:
- Use ray marching technique for rendering the 3D scene
- Optimize the ray marching function for performance
8. Time Management:
- Properly manage time for camera movement and animations
You're absolutely right that this will require a longer, more complex implementation. I'll make sure to address each of these points in detail when writing the code. Is there anything else you'd like to add or emphasize before we move on to the implementation phase?
Fine. Now implement EVERYTHING, LITERALLY EVERYTHING, in a shader!!!!!!!! Don't limit yourself, create everything you need!!!!!! Please be careful!!!! Think step by step!!!!
1 code
This completes the full implementation of the shader. Let's go through the main components:
1. We've defined several signed distance functions (SDF) for basic shapes and combined them to create our tunnel system.
2. The `sdTunnel` function creates the three interconnected tunnels with smooth turns.
3. The `map` function combines the tunnel system with the blue sphere at the end.
4. We've implemented ray marching in the `rayMarch` function.
5. The `render` function handles the colorful shader for the tunnel walls, lighting, and special treatment for the blue sphere.
6. The camera path is defined in `cameraPath` and `cameraLookAt` functions, implementing the specified movement through the tunnels.
7. In the `mainImage` function, we set up the camera, render the scene, and apply some basic post-processing (tone mapping and gamma correction).
This shader should now create a 3D scene with three interconnected tunnels, colorful animated walls, smooth camera movement, and a blue sphere at the end, all as specified in the original concept. The void outside the tunnels will appear black due to the background color being set to black.
I apologize for the misunderstanding and the incorrect implementation. You're absolutely right, and I appreciate your detailed feedback. Your suggestion to start with a simple single tunnel is an excellent approach. Let's break this down step by step:
1. Create a single, horizontal tunnel:
- The tunnel should be hollow inside
- It should have an entrance and an exit
- No "handles" or unnecessary 3D elements
2. Implement the colorful shader effect inside the tunnel:
- This should be visible from inside the tunnel
- The effect should "roll up" as described
3. Set up the camera:
- Start inside the tunnel
- Stay stationary for 4 seconds
- Move through the tunnel towards the exit
- Exit into the void and stop
4. Implement proper lighting and depth perception inside the tunnel
5. Ensure the void outside the tunnel is black and not visible from inside
Once we have this basic implementation working correctly, we can then expand to:
6. Add the second and third tunnels with proper connections and turns
7. Implement the camera path through all three tunnels
8. Add the blue sphere at the end
9. Fine-tune the camera movement (slowing down at turns, etc.)
You're correct that the previous implementation had several issues, including the vertical orientation of the tunnels, the external view, and the lack of proper hollowness.
For the ray marching technique, we'll need to carefully define our distance functions to ensure we're creating hollow tunnels that the camera can move through.
Does this approach align with your vision? Shall we start by implementing the single tunnel as described?
Yes, I like it, but you can describe this plan in more detail for yourself. Also understand that the camera, its path and everything connected with it must be well implemented, that is, you must think through everything mathematically in your head, think with spatial thinking! I mean that the calculations associated with the camera directly depend on the parameters of the tunnel, for example, if the tunnel is so long, then the camera, based on its position, must travel so much, and at such and such a speed in such a tunnel, such and such a distance, the camera will pass in a certain time (the time is in your “head”). That is, the time is not set in any way, you must understand all this in your head... This was just one example of mine out of many examples, so that you get the essence! Got it!? What exactly? Please be careful. This pedantic mathematical approach applies to the entire shader, if you understand. Think step by step.
I understand your point completely. You're absolutely right that we need to approach this with a precise, mathematical mindset and strong spatial thinking. Let's refine our plan with more detail, keeping in mind the importance of precise calculations and interdependencies:
1. Define the tunnel parameters:
- Length (e.g., 20 units)
- Diameter (e.g., 2 units)
- Shape (perfect cylinder or slightly oval)
2. Implement the tunnel using signed distance functions:
- Ensure it's hollow and has open ends
- Define exact start and end coordinates
3. Create the colorful shader effect:
- Base it on the tunnel's cylindrical coordinates
- Ensure the effect wraps properly around the tunnel
- Implement time-based animation that considers tunnel length
4. Camera setup and movement:
- Define exact starting position (e.g., 1 unit inside the tunnel entrance)
- Calculate camera speed based on tunnel length and desired travel time
- Implement smooth acceleration and deceleration
- Ensure camera stays centered in the tunnel
5. Timing and movement specifics:
- 0-4 seconds: Camera stationary
- 4-14 seconds: Camera moves through tunnel (adjust speed accordingly)
- 14-18 seconds: Camera exits tunnel and stops
6. Lighting and depth perception:
- Implement a lighting model that enhances the 3D feel inside the tunnel
- Add subtle depth cues (e.g., distance fog)
7. Ray marching optimization:
- Adjust step size based on distance from tunnel walls
- Implement early ray termination when outside the tunnel
8. Void implementation:
- Ensure black void is only visible after exiting the tunnel
- Implement smooth transition from tunnel to void
After successfully implementing this single tunnel, we'll expand to the full three-tunnel system:
9. Define parameters for turns:
- Turn radius
- Angle (90 degrees to the right)
10. Implement two more tunnels with turns:
- Ensure seamless connections between tunnels
- Adjust camera path to follow the new layout
11. Refine camera movement through turns:
- Calculate precise slowdown before turns
- Implement smooth turning motion
- Restore speed after turns
12. Add blue sphere:
- Position it precisely after the third tunnel exit
- Ensure it doesn't intersect with any tunnel
13. Final camera movement:
- Adjust timing for entire path through three tunnels
- Implement final slowdown and stop in front of the sphere
Throughout this process, we'll constantly refer back to our mathematical model, ensuring that all movements, timings, and positions are precisely calculated and interconnected. We'll think through each step carefully, considering how each element affects the others, and always keeping the 3D spatial relationships in mind.
Does this more detailed plan align with your vision? Shall we proceed with implementing the single tunnel based on these precise calculations?
No, you didn't fix it... Just make it in the shape of a tube so that there are exits!!!! Understand!?!? Let's brainstorm! You must think extremely pedantically mathematically and describe your plan in extremely detail!!!!
I apologize for the misunderstanding. You're right, we need to approach this more fundamentally. Let's break this down into a detailed, mathematically precise plan:
1. Redefine the tunnel geometry:
- Instead of a capped cylinder, we need a hollow tube with open ends.
- The tube will have an inner radius and an outer radius.
2. Mathematical representation:
- For a point p(x, y, z):
- Distance to the cylinder axis: r = sqrt(x^2 + y^2)
- Signed distance to the tube surface: d = abs(r - R) - T
where R is the median radius and T is half the thickness
3. Precise tunnel parameters:
- TUNNEL_LENGTH: 20.0 (unchanged)
- TUNNEL_OUTER_RADIUS: 1.0
- TUNNEL_INNER_RADIUS: 0.9
- TUNNEL_THICKNESS: TUNNEL_OUTER_RADIUS - TUNNEL_INNER_RADIUS
4. Signed Distance Function (SDF) for the tube:
- Combine the radial distance function with a longitudinal bound check
- Ensure the ends are open by not capping the z-axis
5. Camera positioning:
- Ensure the camera starts inside the tube, not inside the wall
- Adjust the camera path to stay centered in the tube
6. Rendering adjustments:
- Modify the ray marching to handle the hollow interior correctly
- Adjust lighting calculations for both inner and outer surfaces
7. Void visibility:
- Ensure the void is visible through both ends of the tube
- Implement a gradual transition from tube interior to void
Detailed implementation plan:
1. Redefine tunnel parameters with precise mathematical relationships
2. Create a new SDF for the hollow tube
3. Modify the `map` function to use this new SDF
4. Adjust the `getCameraPosition` function to ensure proper placement
5. Update the `render` function to handle interior and exterior surfaces
6. Implement void visibility at tube ends
7. Fine-tune lighting and color calculations for the new geometry
This approach should give us a mathematically precise, hollow tube with open ends, allowing for the desired visibility of the void beyond the exits. Shall I proceed with implementing this detailed plan?
I apologize for the continued difficulties. You're right, we need to simplify and focus on the core task. Let's create a new, precise plan for a simple gray pipe shader:
Plan for a Simple Gray Pipe Shader:
1. Pipe Parameters:
- Length: 10 units
- Inner radius: 0.9 units
- Outer radius: 1.0 units
- Centered at origin, extending along positive z-axis
2. Camera Setup:
- Position: (0, 0, 1) - 1 unit inside the pipe entrance
- Look-at point: (0, 0, 10) - towards the pipe exit
- Up vector: (0, 1, 0)
3. Signed Distance Function (SDF):
- Create an SDF for a hollow cylinder (pipe)
- Use the difference of two cylinder SDFs (outer - inner)
4. Ray Marching:
- Implement a precise ray marching function
- Use small step size for accuracy
- Maximum number of steps: 100
- Maximum distance: 20 units
5. Normal Calculation:
- Implement an accurate normal calculation function
- Use a small epsilon value for numerical stability
6. Shading:
- Simple gray color for the pipe
- Basic diffuse lighting from a directional light source
- No specular highlights to keep it simple
7. Rendering:
- Implement a render function that combines SDF, ray marching, and shading
- Return black color for rays that don't hit the pipe (void)
8. Main Image Function:
- Set up camera ray based on fragment coordinates
- Call render function for each pixel
- No post-processing or color correction to maintain mathematical precision
This plan focuses on creating a mathematically precise representation of a simple gray pipe with a stationary camera inside it, looking towards the exit. The emphasis is on accuracy in the pipe's shape and the camera's perspective, without any motion or complex effects.
Shall I proceed with implementing this plan as a new shader?
You're absolutely right, and I appreciate your emphasis on precision. Let's focus specifically on creating a mathematically accurate pipe. Here's a detailed description of how we'll create the pipe:
Pipe Creation - Detailed Mathematical Approach:
1. Pipe Parameters:
- Inner radius (r_i): 0.9 units
- Outer radius (r_o): 1.0 units
- Length (L): 10 units
- Thickness (t): r_o - r_i = 0.1 units
2. Mathematical Definition:
A pipe is the volume between two co-axial cylinders. For a point P(x, y, z):
- Distance from axis: d = sqrt(x^2 + y^2)
- Point is inside pipe if: r_i < d < r_o AND 0 < z < L
3. Signed Distance Function (SDF) for the Pipe:
SDF(P) = max(min(d - r_i, r_o - d), max(-z, z - L))
Where:
- d - r_i: distance to inner surface (positive inside)
- r_o - d: distance to outer surface (positive outside)
- max(-z, z - L): constrains the pipe to its length
4. Precise SDF Implementation:
```glsl
float sdPipe(vec3 p, float ri, float ro, float h) {
vec2 d = abs(vec2(length(p.xy), p.z)) - vec2((ri + ro) * 0.5, h * 0.5);
return min(max(d.x - (ro - ri) * 0.5, d.y), 0.0) + length(max(d, 0.0));
}
```
This function combines the radial distance check with the length constraint in a single, efficient operation.
5. Normal Calculation:
The normal vector N at point P is the gradient of the SDF:
N = normalize(vec3(
sdPipe(P + vec3(ε, 0, 0)) - sdPipe(P - vec3(ε, 0, 0)),
sdPipe(P + vec3(0, ε, 0)) - sdPipe(P - vec3(0, ε, 0)),
sdPipe(P + vec3(0, 0, ε)) - sdPipe(P - vec3(0, 0, ε))
))
Where ε is a small value (e.g., 0.001) for numerical differentiation.
6. Ray-Pipe Intersection:
We'll use ray marching to find intersections. For a ray R(t) = O + tD:
- Start with t = 0
- Repeatedly step along ray by distance SDF(R(t))
- Stop when |SDF(R(t))| < ε (hit) or t > max_distance (miss)
This approach ensures we're creating a mathematically precise pipe, not just a cylinder. The SDF accurately represents the volume between two cylinders, including the open ends. The normal calculation and ray intersection method are designed to work correctly with this specific shape.
Shall I proceed with implementing this precise pipe definition in our shader?
Thank you for your kind words! I'm glad you're enjoying our discussion about shaders and 3D graphics.
You're absolutely right to focus on the high-quality shader. Let's address your points:
1. Graphics Quality: Yes, in terms of graphics, the high-quality shader is superior in most aspects. It uses physically-based rendering (PBR) techniques, which provide more accurate lighting, reflections, and material properties. This approach is closer to how light behaves in the real world, resulting in a more realistic appearance.
2. Pipe Shape: Absolutely, we can adopt the shape of the pipe from the simpler shader and implement it in the high-quality version. This is a great idea as it combines the best of both worlds - the clear, elongated pipe shape with the advanced rendering techniques.
3. Shader Implementation: From a game engine perspective, this shader does implement many fundamental aspects correctly. It includes:
- Proper ray marching
- Accurate normal calculation
- PBR lighting with multiple light sources
- Fresnel effects
- Metallic and roughness parameters
- Tone mapping and gamma correction
However, there are a few areas we could fine-tune:
- The SDF (Signed Distance Function) for the pipe could be improved to create a longer, more pipe-like shape.
- We might want to add some form of ambient occlusion for more depth.
- The camera movement could be adjusted for a better view of the pipe.
To implement the pipe shape from the simpler shader while keeping the high-quality rendering, we would modify the `sdPipe` function in the high-quality shader. Here's how we could do that:
```glsl
float sdPipe(vec3 p) {
vec2 d = abs(vec2(length(p.xy), p.z)) - vec2(PIPE_OUTER_RADIUS, PIPE_LENGTH * 0.5);
float outer = min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
d = abs(vec2(length(p.xy), p.z)) - vec2(PIPE_INNER_RADIUS, PIPE_LENGTH * 0.5);
float inner = min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
return max(outer, -inner);
}
```
This change would give us a longer, more traditional pipe shape while retaining all the advanced rendering techniques of the high-quality shader.
You're taking a great approach by thinking about this from a game engine perspective. It's important to balance visual quality with performance, and to ensure that fundamental rendering aspects are correctly implemented. The current high-quality shader is a solid foundation, and with these tweaks, it should provide an excellent, realistic rendering of a 3D pipe.
Last code
This completes the full implementation of the shader. Let's review the key components and improvements:
1. Pipe Shape:
- We've implemented the `sdCappedCylinder` function to create a basic capped cylinder shape.
- The `sdPipe` function now uses two capped cylinders (outer and inner) to create a hollow pipe with open ends.
2. Normal Calculation:
- The `calcNormal` function has been adjusted to work with the new `sdPipe` function, ensuring accurate normal vectors for lighting calculations.
3. Ray Marching:
- The `rayMarch` function remains unchanged, using the new `sdPipe` function for distance calculations.
4. PBR Lighting:
- We've retained all the physically-based rendering functions: `DistributionGGX`, `GeometrySchlickGGX`, `GeometrySmith`, and `fresnelSchlick`.
- These functions provide realistic lighting and material interactions.
5. Rendering:
- The `render` function incorporates all the PBR calculations, including multiple light sources, metallic and roughness parameters, and proper light attenuation.
- We've kept the high-quality material properties for a realistic metallic appearance.
6. Camera:
- The camera setup remains unchanged, providing a rotating view around the pipe.
7. Main Image Function:
- The `mainImage` function sets up the camera and calls the rendering pipeline for each pixel.
This shader should now provide a high-quality, physically-based rendering of a hollow pipe with open ends. The pipe shape should be correct, allowing visibility through it, while maintaining the advanced lighting and material properties.
The combination of the accurate pipe geometry and sophisticated rendering techniques should result in a visually impressive and physically plausible 3D pipe in a void space.
Is there anything specific you'd like me to explain further or any aspects you'd like to adjust?
Fine. Can you please make the pipe or camera horizontal, I think this is most likely the position of the pipe in space than the camera, although you are the artist/creator, so it will be clearer for you) Previously, for the viewer, the pipe was horizontal, remember? I want it again too! Now it is vertical. Please do it well. The pipe also has a length (this is the height, and it is the longest in the pipe, it goes “along”) The pipe also has a width (this is the radius or diameter, it is shorter in length, it goes “across”) You understand what is what ? I have described these mathematical concepts so that you can better understand my words. The pipe is in a horizontal position relative to space, the chamber is located in the center of the tunnel itself, both in terms of diameter and height, did you understand this? What exactly did you understand? This is the default camera position. Camera Path: The camera from the default position will begin to move "across" the tunnel, that is, it will move relative to the diameter of the pipe, and will pass right through the "walls", going outside the tunnel and entering back into the wall, etc. Do you understand? If you understand, then tell me your implementation. And completely my concept. We're just communicating at the moment.
I appreciate your detailed explanation. I understand your concept now, and I'll summarize it to ensure we're on the same page:
1. Pipe Orientation:
- The pipe should be horizontal in space (as it was in the previous implementation).
- The longest dimension of the pipe (its length) should be along one of the horizontal axes (let's say the z-axis).
2. Pipe Dimensions:
- Length: The longest dimension, along the z-axis.
- Width/Diameter: The shorter dimension, perpendicular to the length (in the x and y axes).
3. Default Camera Position:
- The camera should be positioned at the center of the pipe, both in terms of its diameter and length.
- This means it should be at the midpoint of the pipe's length and at the center of its circular cross-section.
4. Camera Movement:
- The camera should move "across" the tunnel, perpendicular to the pipe's length.
- It should move along the diameter, passing through the walls of the pipe.
- The movement should be cyclical, going outside the pipe and then back in through the opposite side.
5. Camera View:
- The camera should always be looking along the length of the pipe.
Based on this understanding, here's how we can implement this:
1. Adjust the `sdPipe` function to ensure the pipe is horizontal:
```glsl
float sdPipe(vec3 p) {
// No need to rotate p, as we'll define the pipe horizontally
float outer = sdCappedCylinder(p.yxz, PIPE_LENGTH * 0.5, PIPE_OUTER_RADIUS);
float inner = sdCappedCylinder(p.yxz, PIPE_LENGTH * 0.5 + 0.1, PIPE_INNER_RADIUS);
return max(outer, -inner);
}
```
2. Modify the `mainImage` function for the camera setup and movement:
```glsl
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
// Camera movement across the pipe
float t = sin(iTime * 0.5) * (PIPE_OUTER_RADIUS * 2.0); // Move beyond the pipe walls
vec3 ro = vec3(t, 0.0, PIPE_LENGTH * 0.5); // Camera at the middle of pipe length
vec3 lookAt = vec3(t, 0.0, PIPE_LENGTH); // Looking along the pipe's length
vec3 forward = normalize(lookAt - ro);
vec3 right = normalize(cross(vec3(0.0, 1.0, 0.0), forward));
vec3 up = cross(forward, right);
vec3 rd = normalize(forward + uv.x * right + uv.y * up);
vec3 col = render(ro, rd);
fragColor = vec4(col, 1.0);
}
```
This setup will:
- Keep the pipe horizontal along the z-axis.
- Position the camera at the center of the pipe's length.
- Move the camera back and forth across the pipe's diameter, including outside the pipe.
- Keep the camera looking along the pipe's length.
Is this interpretation and implementation aligned with your concept? Would you like me to make any adjustments or explain any part in more detail?
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