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