37 lines
682 B
GLSL
37 lines
682 B
GLSL
R"###(
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#version 330 core
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out vec4 FragColor;
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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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}
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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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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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} else {
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FragColor = vec4(0.0f,0.0f,0.0f,1.0f);
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}
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}
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)###";
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