feat: ray marching now works with ray structs, allowing for color
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69
sdf.fs
69
sdf.fs
@@ -7,29 +7,70 @@ in vec2 texCoords;
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vec3 center = vec3(0.0f,0.0f,20.0f);
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float radius = 5.0f;
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float sphereMin(vec3 pos){
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return length(pos - center) - radius;
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float planeHeight = -7.0f;
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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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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.pos = ray.pos + off;
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ray.len = ray.len + ray.min;
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return ray;
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}
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Ray planeMin(Ray ray){
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ray.min = ray.pos.y - planeHeight;
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ray.color = vec3(1.0,1.0,1.0);
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return applyMin(ray);
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}
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Ray sphereMin(Ray ray){
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ray.min = length(ray.pos - center) - radius;
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ray.color = vec3(1.0,0.0,0.0);
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return applyMin(ray);
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}
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Ray minFn(Ray ray){
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Ray sp = sphereMin(ray);
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Ray pl = planeMin(ray);
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if (sp.min < pl.min){
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return sp;
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} else {
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return pl;
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}
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}
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void main()
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{
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vec3 ray = vec3(texCoords.x, texCoords.y,2.0f);
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ray = (ray - 0.5f) * 2;
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vec3 pos = ray;
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float min = sphereMin(ray);
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vec3 dir = vec3(texCoords.x, texCoords.y,2.0f);
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dir = (dir - 0.5f) * 2;
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vec3 pos = dir;
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Ray ray = Ray(pos,normalize(dir),.0,.0,vec3(.0));
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ray = minFn(ray);
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while( (ray.min < 100.0f) && (ray.min > 0.1f) ) {
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//ray.dir = normalize(ray.dir);
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ray = minFn(ray);
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//vec3 off = ray.dir * min;
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//ray.pos = ray.pos + off;
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while( (min < 100.0f) && (min > 0.1f) ) {
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ray = normalize(ray);
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ray = ray * min;
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pos = pos + ray;
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min = sphereMin(pos);
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}
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if(min <= 0.2f){
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FragColor = vec4(texCoords.x, texCoords.y, 0.2f, 1.0f);
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if(ray.min <= 0.2f){
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FragColor = vec4(ray.color, 1.0f);
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} else {
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FragColor = vec4(0.0f,0.0f,0.0f,1.0f);
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FragColor = vec4(.0,0.0f,0.0f,1.0f);
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}
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}
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