Files
Demo/sdf.glsl

153 lines
3.0 KiB
GLSL

R"###(
#version 330 core
out vec4 FragColor;
in vec2 texCoords;
uniform float aspect;
vec3 center = vec3(0.0,-4.0,20.0);
float radius = 5.0;
float planeHeight = -7.0;
struct SmallHit {
float min;
float len;
bool firstHP;
};
struct Ray {
vec3 dir;
vec3 pos;
float min;
float len;
SmallHit small;
vec3 color;
};
Ray createRay(vec3 dir, vec3 pos){
return Ray(dir, pos, .0, .0, SmallHit(80.,0.,false), vec3(.0));
}
Ray applyMin(Ray ray, float min) {
vec3 off = ray.dir * min;
ray.pos = ray.pos + off;
ray.len = ray.len + min;
if( (min < ray.min) && !ray.small.firstHP ){
ray.small.firstHP = true;
}
ray.min = min;
if((ray.min < ray.small.min) && ray.small.firstHP){
ray.small.min = ray.min;
ray.small.len = ray.len;
}
return ray;
}
float planeMin(vec3 pos){
return pos.y - planeHeight;
}
float sphereMin(vec3 pos){
return length(pos - center) - radius;
}
Ray minFn(Ray ray){
float sp = sphereMin(ray.pos);
float pl = planeMin(ray.pos);
float min;
if (sp < pl){
ray.color = vec3(1.0, 0.5, 0.2);
min = sp;
} else {
ray.color = vec3(0.2, 0.3, 0.3);
min = pl;
}
return applyMin(ray,min);
}
float minFn(vec3 pos){
float sp = sphereMin(pos);
float pl = planeMin(pos);
if (sp < pl){
return sp;
} else {
return pl;
}
}
Ray march(Ray ray){
//ray.min = minFn(ray.pos);
ray = minFn(ray);
int c = 0;
while(( c < 200) && (ray.min < 100.0f) && (ray.min > 0.01f) ) {
ray = minFn(ray);
c++;
}
return ray;
}
vec3 calcNormal(Ray ray){
float h = 0.001;
float m = sphereMin(ray.pos);
vec3 n = vec3(
minFn(ray.pos + vec3( h,.0,.0)) - minFn(ray.pos - vec3( h,.0,.0)),
minFn(ray.pos + vec3(.0, h,.0)) - minFn(ray.pos - vec3(.0, h,.0)),
minFn(ray.pos + vec3(.0,.0, h)) - minFn(ray.pos - vec3(.0,.0, h))
);
return normalize(n);
}
void main()
{
vec3 dir = vec3((texCoords - 0.5)*2,1.0);
dir.x *= aspect;
vec3 pos = dir;
Ray ray = createRay(normalize(dir),pos);
ray = march(ray);
vec3 normal = calcNormal(ray);
vec3 lighDir = normalize(vec3(.5,-1.0,0.5));
float light = (- min(dot(normal,lighDir),0.0))*0.85;
float shLeve = 1.0;
Ray shRay = createRay(lighDir * (-1.0), ray.pos + (-0.5)*lighDir);
shRay = march(shRay);
if( dot(lighDir,normal) < 0. ){
if( shRay.len <80){
shLeve = .0;//shRay.len*0.02 , 0.0;
}
else {
shLeve = shRay.small.min / shRay.small.len;
shLeve *= 9.0;
//shLeve = pow(shLeve*10.0,0.5);
}
}
shLeve = min(max(shLeve, 0.0),1.0);
light *= shLeve;
if(ray.min <= 0.2){
//FragColor = vec4(vec3(shRay.small.min)*0.1,1.0);
FragColor = vec4(ray.color * (light+0.3), 1.0);
} else {
FragColor = vec4(.0,0.0,0.0,1.0);
}
}
)###";