A little toolkit for single-quad fragment shader demos
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

114 lines
2.3 KiB

  1. #version 330 core
  2. #define FOV 8
  3. #define EPSILON 0.01
  4. #define MAX_STEPS 64
  5. #define NEAR_D 0.
  6. #define FAR_D 40.
  7. #define GRAD_EPSILON 0.0001
  8. #define saturate(x) clamp(x, 0, 1)
  9. uniform vec2 u_Resolution;
  10. uniform vec4 u_Mouse;
  11. uniform float u_Time;
  12. out vec4 color;
  13. #include "hg_sdf.glsl"
  14. #include "utils.glsl"
  15. #include "march_prolog.glsl"
  16. #include "colormap_cool.glsl"
  17. vec3 ray_dir(float fov, vec2 uv) {
  18. float z = 1./tan(radians(fov)/2.);
  19. return normalize(vec3(uv, z));
  20. }
  21. SceneResult scene_f(vec3 p) {
  22. SceneResult box = SceneResult(fSphere(p, 2), 0.);
  23. return box;
  24. }
  25. vec3 estimate_scene_normal(vec3 p) {
  26. vec3 dx = vec3(GRAD_EPSILON, 0, 0);
  27. vec3 dy = vec3(0, GRAD_EPSILON, 0);
  28. vec3 dz = vec3(0, 0, GRAD_EPSILON);
  29. return normalize(vec3(
  30. scene_f(p + dx).d - scene_f(p - dx).d,
  31. scene_f(p + dy).d - scene_f(p - dy).d,
  32. scene_f(p + dz).d - scene_f(p - dz).d
  33. ));
  34. }
  35. vec3 raymarch(vec3 o, vec3 d, float start, float end) {
  36. float t = start;
  37. for (int i = 0; i < MAX_STEPS; i++) {
  38. SceneResult sr = scene_f(o + d*t);
  39. if (sr.d < EPSILON || t > end)
  40. return vec3(t, sr.mat_idx, i);
  41. t += sr.d;
  42. }
  43. return vec3(end, N_HIT_FAR_PLANE, MAX_STEPS);
  44. }
  45. vec4 flag(float p) {
  46. p = abs(p);
  47. if (p < 0.167) {
  48. return vec4(1);
  49. } else if (p < 0.5) {
  50. return vec4(0.960784, 0.662745, 0.721569, 1);
  51. } else {
  52. return vec4(0.356863, 0.807843, 0.980392, 1);
  53. }
  54. }
  55. vec4 shade_material(vec3 p, vec3 norm, float mat_idx) {
  56. if (mat_idx == 0.) {
  57. return flag(p.y/(sin(p.z)+1));
  58. }
  59. }
  60. vec4 shade(vec3 p, float mat_idx) {
  61. vec3 norm = estimate_scene_normal(p);
  62. vec4 color_mat = shade_material(p, norm, mat_idx);
  63. return color_mat;
  64. }
  65. void main() {
  66. vec2 mouse_uv = u_Mouse.xy * 2.0 / u_Resolution.xy - 1.0;
  67. vec2 uv = gl_FragCoord.xy * 2.0 / u_Resolution.xy - 1.0;
  68. uv.x *= u_Resolution.x/u_Resolution.y;
  69. float an = 0.3 * u_Time;
  70. float d = 6.;
  71. vec3 eye = vec3(3. * sin(an), 2., 3. * cos(an)) * d;
  72. vec3 target = vec3(0., 0., 0.);
  73. mat3 lookAt = look_mat(eye, target, 0);
  74. vec3 dir = normalize(lookAt * ray_dir(FOV, uv));
  75. color = vec4(0.);
  76. vec3 result = raymarch(eye, dir, NEAR_D, FAR_D);
  77. float depth = result.x;
  78. float mat_idx = result.y;
  79. float iters = result.z;
  80. if (depth >= FAR_D) {
  81. color = vec4(0.);
  82. return;
  83. }
  84. vec3 p = eye + dir * depth; // recast the ray
  85. color = shade(p, mat_idx);
  86. // gamma
  87. color = vec4(pow(clamp(color.xyz, 0.0, 1.0), vec3(0.4545)), 1.0);
  88. }