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| 1 | +#version 410 |
| 2 | + |
| 3 | +#if defined VERTEX_SHADER |
| 4 | + |
| 5 | +in vec3 in_position; |
| 6 | +in vec3 in_normal; |
| 7 | + |
| 8 | +uniform mat4 m_proj; |
| 9 | +uniform mat4 m_mv; |
| 10 | + |
| 11 | +out vec3 normal; |
| 12 | +out vec2 uv; |
| 13 | + |
| 14 | +void main() { |
| 15 | + gl_Position = m_proj * m_mv * vec4(in_position, 1.0); |
| 16 | +} |
| 17 | + |
| 18 | +#elif defined FRAGMENT_SHADER |
| 19 | + |
| 20 | +uniform vec2 resolution; |
| 21 | +uniform float fov; |
| 22 | +uniform float alpha; |
| 23 | +uniform float modifier; |
| 24 | +uniform vec3 cPosition; |
| 25 | +uniform vec3 cLookAt; |
| 26 | +uniform vec3 lPosition; |
| 27 | +uniform float lIntensity; |
| 28 | +uniform vec3 color; |
| 29 | + |
| 30 | +out vec4 fragColor; |
| 31 | + |
| 32 | +const int maxSteps = 64; |
| 33 | +const float maxDistance = 60.0; |
| 34 | +const float distanceThreshold = 0.0005; |
| 35 | + |
| 36 | +struct Hit { |
| 37 | + vec3 normal; |
| 38 | + vec3 path; |
| 39 | + float steps; |
| 40 | + float dist; |
| 41 | +}; |
| 42 | + |
| 43 | +float sdMandleBox(vec3 pos, float size) |
| 44 | +{ |
| 45 | + const int Iterations = 10; |
| 46 | + const float Scale = 2.0; |
| 47 | + const float FoldingLimit = 100.0; |
| 48 | + const float MinRad2 = 0.15; |
| 49 | + vec4 scale = vec4(size) / MinRad2; |
| 50 | + float AbsScalem1 = abs(Scale - 1.0); |
| 51 | + float AbsScaleRaisedTo1mIters = pow(abs(Scale), float(1 - Iterations)); |
| 52 | + vec4 p = vec4(pos, 1.0), p0 = p; // p.w is the distance estimate |
| 53 | + |
| 54 | + for (int i=0; i<Iterations; i++) |
| 55 | + { |
| 56 | + p.xyz = clamp(p.xyz, -1.3, 1.3) * 2.0 + (modifier) - p.xyz; |
| 57 | + float r2 = dot(p.xyz, p.xyz); |
| 58 | + p *= clamp(max(MinRad2 / r2, MinRad2), 0.19, 1.0); |
| 59 | + p = p * scale + p0; |
| 60 | + if (r2>FoldingLimit) break; |
| 61 | + } |
| 62 | + return ((length(p.xyz) - AbsScalem1) / p.w - AbsScaleRaisedTo1mIters); |
| 63 | +} |
| 64 | + |
| 65 | +Hit raymarch(vec3 rayOrigin, vec3 rayDirection) { |
| 66 | + const vec2 eps = vec2(0.001, 0.001); |
| 67 | + float size = 1.8; |
| 68 | + Hit h; |
| 69 | + for(int i = 0; i < maxSteps; i++) { |
| 70 | + h.path = rayOrigin + rayDirection * h.dist; |
| 71 | + float d = sdMandleBox(h.path, size); |
| 72 | + h.steps += 1.0; |
| 73 | + if(d < distanceThreshold) { |
| 74 | + h.normal = normalize(vec3( |
| 75 | + sdMandleBox(h.path + eps.xyy, size) - sdMandleBox(h.path - eps.xyy, size), |
| 76 | + sdMandleBox(h.path + eps.yxy, size) - sdMandleBox(h.path - eps.yxy, size), |
| 77 | + sdMandleBox(h.path + eps.yyx, size) - sdMandleBox(h.path - eps.yyx, size) |
| 78 | + )); |
| 79 | + break; |
| 80 | + } |
| 81 | + h.dist += d; |
| 82 | + |
| 83 | + } |
| 84 | + return h; |
| 85 | +} |
| 86 | + |
| 87 | +vec4 processColor(Hit h, vec3 rd, vec3 ro, vec2 uv, vec3 li) |
| 88 | +{ |
| 89 | + vec3 c = color * (1.0 - (h.steps / float(maxSteps))); |
| 90 | + c *= (1.0 - (h.dist > maxDistance ? 0.0 : h.dist / maxDistance)); |
| 91 | + |
| 92 | + float light = max(0.0, dot(-normalize(h.path - li), h.normal)); |
| 93 | + |
| 94 | + c *= light * lIntensity * vec3(0.4, 0.4, 0.4); |
| 95 | + return vec4(c, alpha); |
| 96 | +} |
| 97 | + |
| 98 | +void main(void) |
| 99 | +{ |
| 100 | + float aspectRatio = resolution.y / resolution.x; |
| 101 | + vec2 uv = (2.0 * gl_FragCoord.xy / resolution - 1.0) * aspectRatio; |
| 102 | + |
| 103 | + vec3 forward = normalize(cLookAt - cPosition); |
| 104 | + vec3 right = normalize(vec3(forward.z, 0.0, -forward.x)); |
| 105 | + vec3 up = normalize(cross(forward, right)); |
| 106 | + |
| 107 | + vec3 rd = normalize(forward + fov * uv.x * right + fov * uv.y * up); |
| 108 | + vec3 ro = vec3(cPosition.x, cPosition.y, cPosition.z); |
| 109 | + Hit tt = raymarch(ro, rd); |
| 110 | + |
| 111 | + fragColor = processColor(tt, rd, ro, uv, lPosition); |
| 112 | + |
| 113 | +} |
| 114 | + |
| 115 | +#endif |
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