feat: added soft shadows without multi ray casts
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79
sdf.fs
79
sdf.fs
@@ -6,23 +6,46 @@ in vec2 texCoords;
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uniform float aspect;
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vec3 center = vec3(0.0,0.0,20.0);
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vec3 center = vec3(0.0,-4.0,20.0);
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float radius = 5.0;
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float planeHeight = -7.0;
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struct SmallHit {
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float min;
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float len;
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bool firstHP;
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};
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struct Ray {
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vec3 dir;
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vec3 pos;
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float min;
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float len;
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SmallHit small;
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vec3 color;
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};
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Ray applyMin(Ray ray) {
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vec3 off = ray.dir * ray.min;
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Ray createRay(vec3 dir, vec3 pos){
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return Ray(dir, pos, .0, .0, SmallHit(80.,0.,false), vec3(.0));
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}
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Ray applyMin(Ray ray, float min) {
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vec3 off = ray.dir * min;
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ray.pos = ray.pos + off;
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ray.len = ray.len + ray.min;
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ray.len = ray.len + min;
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if( (min < ray.min) && !ray.small.firstHP ){
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ray.small.firstHP = true;
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}
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ray.min = min;
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if((ray.min < ray.small.min) && ray.small.firstHP){
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ray.small.min = ray.min;
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ray.small.len = ray.len;
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}
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return ray;
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}
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@@ -38,18 +61,15 @@ float sphereMin(vec3 pos){
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Ray minFn(Ray ray){
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float sp = sphereMin(ray.pos);
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float pl = planeMin(ray.pos);
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float min;
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if (sp < pl){
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ray.color = vec3(1.0, 0.5, 0.2);
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ray.min = sp;
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min = sp;
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} else {
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ray.color = vec3(0.2, 0.3, 0.3);
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ray.min = pl;
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min = pl;
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}
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return applyMin(ray);
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return applyMin(ray,min);
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}
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float minFn(vec3 pos){
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@@ -67,7 +87,7 @@ Ray march(Ray ray){
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//ray.min = minFn(ray.pos);
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ray = minFn(ray);
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int c = 0;
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while(( c < 200) && (ray.min < 100.0f) && (ray.min > 0.1f) ) {
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while(( c < 200) && (ray.min < 100.0f) && (ray.min > 0.01f) ) {
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ray = minFn(ray);
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c++;
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}
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@@ -93,8 +113,7 @@ void main()
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vec3 dir = vec3((texCoords - 0.5)*2,1.0);
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dir.x *= aspect;
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vec3 pos = dir;
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Ray ray = Ray(normalize(dir),pos,.0,.0,vec3(.0));
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Ray ray = createRay(normalize(dir),pos);
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ray = march(ray);
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vec3 normal = calcNormal(ray);
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@@ -104,28 +123,26 @@ void main()
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float shLeve = 1.0;
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vec2 offsets[8] = vec2[](
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vec2( -0.94201624, -0.39906216 ),
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vec2( 0.94558609, -0.76890725 ),
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vec2( -0.094184101, -0.92938870 ),
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vec2( 0.34495938, 0.29387760 ),
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vec2( 0.94201624, 0.39906216 ),
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vec2( -0.94558609, 0.76890725 ),
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vec2( 0.094184101, 0.92938870 ),
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vec2( -0.34495938, -0.29387760 )
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);
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for(int i = 0; i < 8; i++){
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Ray shRay = Ray(lighDir * (-1.0) + vec3(offsets[i].x,.0,offsets[i].y)*0.05, ray.pos + 0.5*normal, .0,.0, vec3(.0));
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Ray shRay = createRay(lighDir * (-1.0), ray.pos + (-0.5)*lighDir);
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shRay = march(shRay);
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if( (dot(lighDir,normal) < 0.0) && (shRay.len <20)){
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shLeve -= 0.125*max(1.0-shRay.len*0.07 , 0.0);
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}
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}
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light *= shLeve * .8;
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if( dot(lighDir,normal) < 0. ){
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if( shRay.len <80){
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shLeve = .0;//shRay.len*0.02 , 0.0;
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}
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else {
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shLeve = shRay.small.min / shRay.small.len;
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shLeve *= 9.0;
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//shLeve = pow(shLeve*10.0,0.5);
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}
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}
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shLeve = min(max(shLeve, 0.0),1.0);
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light *= shLeve;
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if(ray.min <= 0.2){
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//FragColor = vec4(vec3(shRay.small.min)*0.1,1.0);
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FragColor = vec4(ray.color * (light+0.3), 1.0);
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} else {
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FragColor = vec4(.0,0.0,0.0,1.0);
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