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- #version 330 core
-
- #define FOV 24
-
- #define EPSILON 0.01
- #define MAX_STEPS 128
- #define NEAR_D 0.1
- #define FAR_D 120.
-
- #define GRAD_EPSILON 0.0001
-
- #define saturate(x) clamp(x, 0, 1)
-
- uniform vec2 u_Resolution;
- uniform vec4 u_Mouse;
- uniform float u_Time;
-
- out vec4 color;
-
- #include "hg_sdf.glsl"
- #include "utils.glsl"
- #include "march_prolog.glsl"
- #include "colormap_cool.glsl"
-
- #define MAT_NORMALS 1.
-
- vec3 ray_dir(float fov, vec2 uv) {
- float z = 1./tan(radians(fov)/2.);
- return normalize(vec3(uv, z));
- }
-
- SceneResult scene_f(vec3 p) {
- //SceneResult ball = SceneResult(length(p-vec3(0, 2, 0)) - 2, 3.);
- //SceneResult ball2 = SceneResult(length(p-vec3(2*sin(u_Time), 2-2*cos(u_Time), 0)) - 1, 3.);
- SceneResult plane = SceneResult(p.y+5, 2.);
-
- // SceneResult box = SceneResult(
- // fOpUnionRound(fBox(p, vec3(1)), fSphere(p-vec3(.8), 1.), .2), 0.);
-
- //SceneResult res = SceneResult(
- // mix(fBox(p, vec3(1.)), fSphere(p, 1.),
- // pow(sin(.5*TAU*u_Time), 0.8)),
- // 1.);
-
- // SceneResult res = SceneResult(-p.z, 1.);
-
- // SceneResult res = SceneResult(
- // fBox(p, vec3(1)),
- // 1.);
-
- // SceneResult res = min_sr(min_sr(ball, ball2), plane);
-
- p -= vec3(0, 2, 0);
- //pR(p.yz, u_Time);
-
- //float d = max(abs(p.x), max(abs(p.y), abs(p.z))) - 2.;
- //float d = fBox(p, vec3(2));
- float d = fCircle(p, 3) - 1;
-
- SceneResult res = min_sr(plane, SceneResult(d, 3.));
-
- return res;
- }
-
- vec3 estimate_scene_normal(vec3 p) {
- vec3 dx = vec3(GRAD_EPSILON, 0, 0);
- vec3 dy = vec3(0, GRAD_EPSILON, 0);
- vec3 dz = vec3(0, 0, GRAD_EPSILON);
-
- return normalize(vec3(
- scene_f(p + dx).d - scene_f(p - dx).d,
- scene_f(p + dy).d - scene_f(p - dy).d,
- scene_f(p + dz).d - scene_f(p - dz).d
- ));
- }
-
- vec3 raymarch(vec3 o, vec3 d, float start, float end) {
- float t = start;
- for (int i = 0; i < MAX_STEPS; i++) {
- SceneResult sr = scene_f(o + d*t);
- if (sr.d < EPSILON || t > end)
- return vec3(t, sr.mat_idx, i);
-
- t += sr.d;
- }
- return vec3(end, N_HIT_FAR_PLANE, MAX_STEPS);
- }
-
- float checker(vec2 uv) {
- return sign(mod(floor(uv.x) + floor(uv.y), 2.0));
- }
-
- vec4 shade_material(vec3 p, vec3 norm, float mat_idx) {
- if (mat_idx <= 0.0) {
- return vec4(0);
- }
- if (mat_idx <= 1.0) {
- // return colormap((mod(p.x, 3.) + 1)/2.5);
- return vec4(norm, 1.0);
- }
- if (mat_idx <= 2.0) {
- return vec4(vec3(mix(0.8, 1.0, checker(p.xz))), 1);
- }
- if (mat_idx <= 3.0) {
- return mix(vec4(vec3(0), 1), vec4(0.05, 0, 0.1, 1), dot(vec3(3, 3, 3), norm));
- }
-
- return vec4(1, 0, 0, 1);
- //return
- }
-
- vec4 shade(vec3 p, float mat_idx) {
- vec3 norm = estimate_scene_normal(p);
- vec4 color_mat = shade_material(p, norm, mat_idx);
-
- return color_mat;
- }
-
- void main() {
- vec2 mouse_uv = u_Mouse.xy * 2.0 / u_Resolution.xy - 1.0;
-
- vec2 uv = gl_FragCoord.xy * 2.0 / u_Resolution.xy - 1.0;
- uv.x *= u_Resolution.x/u_Resolution.y;
-
- float an = 0.;
- float d = 5.;
- vec3 eye = vec3(3. * sin(an), 3., 3. * cos(an)) * d;
- vec3 target = vec3(0., 2., 0.);
- mat3 lookAt = look_mat(eye, target, 0);
- vec3 dir = normalize(lookAt * ray_dir(FOV, uv));
-
- color = vec4(0.);
-
- vec3 result = raymarch(eye, dir, NEAR_D, FAR_D);
- float depth = result.x;
- float mat_idx = result.y;
- float iters = result.z;
- if (depth >= FAR_D) {
- // color = vec4(.1, .3, .9, 1.);
- return;
- }
-
- //color = colormap(iters/MAX_STEPS+0.5);
- vec3 p = eye + dir * depth; // recast the ray
- color = shade(p, mat_idx);
- //color = vec4(vec3(depth/FAR_D), 1);
-
- // gamma
- color = vec4(pow(clamp(color.xyz, 0.0, 1.0), vec3(0.4545)), 1.0);
- }
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