Hmm, still haven’t added this??

Oct 17 2020

## Jumpgate 10.24 Shader code

This is the exhaustively documented shader code of the Jumpgate 10.24 1 kilobyte intro.

/* Jumpgate 10.24 by Seven/Fulcrum ------------------------------- This is the documented sourcecode for the shader of my 1 kilobyte intro for Assembly 2020. Apart from the whitespace for readability, it's identical to the shader used in the final 720p version. I'm sharing this so can you learn from it (especially from my mistakes), so don't copy it wholesale, don't use it for work purposes :D and of course I have no resposibility if anything bad happens. It's a 1K, not a shining example of safety and clarity! */ // m is the time. A simple frame counter is passed via gl_color, I rely on automatic // truncation to get the x component. There is a scaling factor to speed up or slow down the entire // intro. The offset .65 ensures the ship reaches the jumpgate at time 0. We're going to see this number // a lot. f is used for various things, d is the random seed for the ship generation routine. float m=10.5*gl_Color-.65,f,d; // standard 2D rotation routine, rotates a vec2 m radians. I think H4rdy/Lemon shared this variant first. // Named s for StandardRotationFunction vec2 s(vec2 y,float m) { return y*cos(m)+vec2(y.y,-y.x)*sin(m); } // NSA-approved random function. We're just trying to get some variation and be very compressible, // not to be cryptographically secure :) The seed is increased locally, and some simple math is done. // Note the use of frac() instead of fract(), which is an HLSL function that the nvidia drivers accept // with a warning, but AMD errors on it. I normally don't stoop to exploiting brand-dependent differences, // but since I already made a mistake that made the intro nvidia-only, I might as wel save some bytes... // The .65 could have been any number, but I reused a number for maximum compression. // Named s for SomewhatRandom float s() { return d++,frac(d*.65*frac(d*.65)); } // The heart of the intro: the Signed Distance Function (SDF) for the procedurally generated ships/jumpgate. // y is the 3D point for which to evaluate the SDF, m is the random seed for this specific spaceship. // Named s for ShipSDF float s(vec3 y,float m) { // Initialize the distance as "far away". Any big number is OK so try to use one that's needed elsewhere. float f = 154; // initialize the random seed before calling s() with abandon. d=m; // The basic shape of the ship is a randomly-oriented plane, shifted from the origin, and then mirrored // around 2 axis. This typically gives you an octahedron (a pyramid on top of an upside-down pyramid). // Then I uses IQ's elongation function, which add bevels to the octahedron. But it's simplified which // causes the elongation to only happen on the positive side of each axis, so the shape is not centered // on the origin anymore. // We create 4 of those, but each time, they're 4 times as many (due to mirroring), a bit smaller and // shifted more to the rear. So we get one big octahedron (body/cockpit), with 4 smaller ones a bit more // to the back (wings?), with 16 even smaller(engines?), and 64 smallest (random parts) at the end. // Depending on the random function, some of these might not be visible. We also rotate the octahedra to // generate wings etc. // 4 levels of parts for(float d=0;d<4;d++) { // elongate a random amount. y-=min(max(y,0),s()); // mirror X and Y axis. y.xy=abs(y.xy); // Combine the SDFs of each part with the min operator f=min(f, pow(.7,d) // Scale the result up. This SHOULD be the same as 1/scalefactor (which is 1.6), but you // can abuse this as a kind of safety factor (to hide artifacts of other bugs) or as an // overstepping factor (to speed up marching, if other functions are too conservative). // So you can cheat a bit and re-use some number (like .65), and then suffer from it when // your intro contains artifacts and you can't fix it without breaking the filesize... *(dot(abs(y), // use the dot function as a SDF for a plane oriented by it's normal. normalize(vec3(s(),s(),s()*.2) // random normal, tweaked to get octahedra stretched along Z-axis // ALSO UNDEFINED BEHAVIOR THAT BREAKS ON AMD! +.01) // to prevent too many very thin needle shapes, add a constant before normalizing. -s())); // this is the thickness of the plane, randomly picked. // So, did you figure out the undefined behavior? The order of evaluation of paramaters is not defined in GLSL. // So if your random function generates 0.3, 1, and 0.5, nvidia will give you vec3(.3, 1, .5), but AMD might // give you vec3(.5,1, .3)... In the safe versions, this is fixed with extra variables: a=s(), b=s(), c=s(), // ... vec3(a,b,c); , But I didn't had room for that in the compo version :( Sorry, AMD fans. // Scale the octahedra down, and shift them a random amount, but mostly to the back of the plane. // Also undefined behavior again. y=y*1.6-vec3(s(),s(),s()*-3); //Finally, rotate the next part a random amount around the z-axis y.xy=s(y.xy,s()); } return f; } // This is the SDF for the entire fleet and the jumpgate. // Named s for SceneSDF float s(vec3 y) { // The jumpgate is just the back end of a carefully-chosen ship, scaled up, and combined with a sphere. // Remember that the elongation operation was not symmetrical anymore? That means we have to shift the // gate back a bit (.15) so it matches the sphere. float f=min(length(y)-14, // the sphere s(y/9+.15,8.8)*9); // jumpgate, seed 8.8 (I tried hundreds of combinations), scaled by 9. // This generates the fleet. For maximum compression (have you heard that before?), I use the same // loop variable and iteration count as the ship SDF. So we have 4 different ship types. Of course, the // higher the amount of ship types, the longer you have to look for a seed that generates decent ones // for ALL types. So this is another giant timesink, and every time you tweak a constant in the ShipSDF, // you have to start over :( // The fleet is build up the same as each individual ship: 4 layers, each layer scaled down and mirrored. // So that should give us 1 big ship, 4 medium, 16 small, 64 tiny. There is no rotation, because then it // looked like a traffic accident instead of an organised fleet. But the resulting pyramid (big ship at // top, smaller ones below) looked far too regular, with perfectly-alligned layers of ships, so I // added another trick. for(float d=0;d<4;d++) { // Offset the ships from each other. This would make a line from big ship to small ship. y-=vec3(18,9,50); // mirror the X and Y direction, causes more smaller ships. y.xy=abs(y.xy); // Here's the extra trick: shift mirrored space back! This cause another 4 extra ships // to appear in front of each original. Depending on the camera angle, it also wreaks havoc with your // SDF accuracy, so you better like futzing around with parameters to hide marching artifacts :( if(y.z>13) y-=vec3(8,6,26); // Combine the SDFs of each ship with the min operator f=min(f, pow(m+1.1,d) // scaling correction. Giant hack ahoy: the smallest ships had bad overstepping artifacts // which were fixed by decreasing this, but that caused the jumpgate to disappear behind the // big ships. Since they are at different times in the intro, I use the time m (which starts at // -.65) to adjust the scaling differently during the intro. *s(y,d+.31)); // Ship SDF, with seed .31 + the layer index. // Scale the fleet (same factor as ship parts, FOR GREAT COMPRESSION!!). Shifting the ships around // is kind of useless since each layer is shifted the same amount, but it improved compression at some point. y=y*1.6-vec3(s(),s(),s() -3); } return f; } void main() { vec3 v, // the current point we're evaluation on the camera ray from this pixel. z=normalize(-vec3(1,.55,2)+.0015*gl_FragCoord); // the raymarch direction, for a 720p screen. // Note abuse of truncation of gl_FragCoord again. // When the camera reaches the gate, we want it to enter straight ahead. So get a time value that becomes 0 near the gate. f=min(m+.1,0); // rotate the camera left/right (one sweep) and up/down (sine wave). // The f*f*(2-f) is IQ's near-identity function to smoothly halt the camera motion. z.yz=s(z.yz,f*f*(f-2)*sin(m*-3.5)); z.xz=s(z.xz,f*f*(f-2)*4); // The actual raymarching. No early exit at all. The camera position is defined in the parameter. // f is the total distance travelled. It starts as the time value instead of 0,but that's OK as // we're not doing close-ups // z is the direction, v is the current position. for(float d=0;d<104;d++) f+=s(v=vec3(0,0,-m*274)+z*f); vec3 y=-vec3(1,0,.2), // the sun direction, slightly higher than 1 for dramatic lighting and better compression x=normalize(vec3(s(v+vec3(.01,0,0)), // the normal, calculated by the usual 3 evaluation method s(v+vec3(0,.01,0)), // plus the assumption we are perfectly on the surface. s(v+vec3(0,0,.01)))), r=pow(max(0,dot(z,reflect(y,x))),104) // specular lighting +vec3(.31,.4,.5)*(max(0,dot(y,x)) // diffuse lighting, on blue-ish material +.5); // ambient lighting z=s(v)<.01?reflect(z,x):z; // if we've hit something, reflect the ray direction using the normal. // The first of 3 very similar fractals. This is based on Knighty's Cosmos fractal (on Shadertoy.com) // but simplified because I just need a static background. The main concern is to get stars that are // not too big, but not tiny either because those flicker like hell in motion. for(float d=0;d<15;d++) // 15 layers { y=vec3(.65,.2,d*.004)-z*d*.004; // startpoint depends on ray direction and carefully recycled constants. for(float d=0;d<15;d++) // 15 iterations f=dot(y,y),y=abs(y)/f-.65; // get square of distance (dot), mirror (abs) and shift (-.65) x-=f*y; // color the distance f with the endposition y, which gives pretty coherent colors. } // The ships red coloring. Only show it if we didn't hit the gate sphere. if(length(v)>14.1) { y=v-84; // scaling factor to get somewhat interesting patterns on most ships (not full red/blank) for(float d=0;d<15;d++) // 15 iterations f=length(y),y=abs(y)/f-.65; // get distance (length), mirror (abs) and shift (-.65) // blank the green and blue components. The treshold makes the red or blank parts dominate. if(f<.3) r.yz=0; // add this to the material color, not the background } // The jumpgate sphere fractal. Only show if we hit the sphere. if(length(v)<14.1) for(float d=0;d<15;d++) // 15 layers { y=vec3(0,0,-m*30-1)-z; // the startpoint is chosen so the inversion happens at teh right time. for(float d=0;d<15;d++) // 15 iterations f=length(y),y=abs(y)/f-.65; // This fractal really, really depends on the .65 value. x+=f*154; // add the fractal to the background, with appropriate brightness } // depending on wether we hit something, show the background, or the material with reflected background. gl_FragColor.xyz=s(v)<.01?r+x*.0004:x*.004; }

Oct 16 2020

## Jumpgate 10.24 1Kb intro

Jumpgate 10.24 is our contribution to the Assembly 2020 1 kilobyte intro competition. It was an online-only event, for obvious reasons, but we’re glad it wasn’t cancelled.

You can watch the intro on Youtube: https://youtu.be/Cv4DYmxgYlQ

Or you can download the executables (1K versions and safe versions) here: zip archive. Note that some virusscanners may confuse 1K intros with malware due to the unconventional coding techniques. The almost-compo version is nvidia only and rather slow, I recommend running one of the safe versions.

Apr 21 2019

## The Last Dance 8K

Originally conceived as an 4K intro for Assembly 2018, we released this 8K at Revision 2019, in cooperation with Horology. It needs a very powerful graphics card. You can either watch in on Youtube: https://youtu.be/x_MalHjxcEs

Or if your hardware is fast enough (AMD RX 480, Nvidia 1080 GTX), you can download the executable here:

Jan 06 2019

## MAGI

It took us 7 years to release a new demo, and one month later we have another ready :) Made in approximately 1 week time to support the MAGFest 2019 demoparty, it took 1st place in the combined intro/demo competition. It’s a bit short, but we’re happy we made it.

Get the executable here: MAGI by Fulcrum

If your videocard is too slow, watch it on Youtube: MAGI by Fulcrum

Dec 28 2018

## Arctic Voltage 4K

Here is our contribution to the 4K intro competition at Under Construction 2018.

Get the executable here: Arctic Voltage by Fulcrum

Dec 02 2018

## Party At Spencer’s

So, after almost 7 years, we made a demo again! Slightly hurried, but we wanted to support the American demoscene at Demosplah 2018, where we placed 2nd in the Modern democompo.

Get the demo here: Party At Spencers by Fulcrum final

Aug 10 2018

## Screen Lit Vertigo 1K

Here’s our entry for the Assmbly 2018 1 kilobyte intro competition, it placed 2nd out of 13. It needs a fairly fast videocard to run the 1K compo versions at 60 FPS (GTX 1080 TI for the 1080p version, GTX 1060 for the 720p version), but the safe versions which are a bit bigger than 1K and don’t have the uglier hacks should run pretty much everywhere.

Download the executable here: Screen Lit Vertigo 1K by Fulcrum

Watch it non-realtime: Youtube link

Feedback: Pouet link

Apr 11 2018

## Binary Parasites 4K

Here is our entry for the Revision 2018 4 Kilobyte intro competition. It placed 7th out of 18 entries, a bit lower than I had hoped for, but the level of comperition was once again very high.

Download it here: Binary Parasites by Fulcrum

If you don’t have a fairly high-level videocard, you can watch a video capture on YouTube.

Dec 28 2017

## My First 4K Intro

This is our contribution to the Under Construction 2017 combined 4K/64K compo. It’s a not-so-serious party production, hope you’ll like it!

Download it here: My First 4K Intro by Fulcrum