| @ -0,0 +1,114 @@ | |||
| #version 330 core | |||
| #define FOV 8 | |||
| #define EPSILON 0.01 | |||
| #define MAX_STEPS 64 | |||
| #define NEAR_D 0. | |||
| #define FAR_D 40. | |||
| #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" | |||
| 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 box = SceneResult(fSphere(p, 2), 0.); | |||
| return box; | |||
| } | |||
| 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); | |||
| } | |||
| vec4 flag(float p) { | |||
| p = abs(p); | |||
| if (p < 0.167) { | |||
| return vec4(1); | |||
| } else if (p < 0.5) { | |||
| return vec4(0.960784, 0.662745, 0.721569, 1); | |||
| } else { | |||
| return vec4(0.356863, 0.807843, 0.980392, 1); | |||
| } | |||
| } | |||
| vec4 shade_material(vec3 p, vec3 norm, float mat_idx) { | |||
| if (mat_idx == 0.) { | |||
| return flag(p.y/(sin(p.z)+1)); | |||
| } | |||
| } | |||
| 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 = 0.3 * u_Time; | |||
| float d = 6.; | |||
| vec3 eye = vec3(3. * sin(an), 2., 3. * cos(an)) * d; | |||
| vec3 target = vec3(0., 0., 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(0.); | |||
| return; | |||
| } | |||
| vec3 p = eye + dir * depth; // recast the ray | |||
| color = shade(p, mat_idx); | |||
| // gamma | |||
| color = vec4(pow(clamp(color.xyz, 0.0, 1.0), vec3(0.4545)), 1.0); | |||
| } | |||