159 lines
3.2 KiB
GLSL
159 lines
3.2 KiB
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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uniform float aspect;
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uniform float t;
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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 createRay(vec3 dir, vec3 pos){
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return Ray(dir, pos, .0, .0, SmallHit(80.,0.,false), vec3(1.0));
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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 + 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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float planeMin(vec3 pos){
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return pos.y - planeHeight+ 0.2*sin(5*pos.x+t)*sin(5*pos.y+t)*sin(5*pos.z+t);
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}
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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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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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min = sp;
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} else {
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ray.color = vec3(0.2, 0.3, 0.3);
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min = pl;
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}
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return applyMin(ray,min);
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}
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float minFn(vec3 pos){
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float sp = sphereMin(pos);
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float pl = planeMin(pos);
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if (sp < pl){
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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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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 < 1000) && (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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if(ray.min > 0.01){
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ray.color = vec3(1.0);
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}
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return ray;
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}
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vec3 calcNormal(Ray ray){
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float h = 0.001;
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float m = sphereMin(ray.pos);
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vec3 n = vec3(
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minFn(ray.pos + vec3( h,.0,.0)) - minFn(ray.pos - vec3( h,.0,.0)),
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minFn(ray.pos + vec3(.0, h,.0)) - minFn(ray.pos - vec3(.0, h,.0)),
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minFn(ray.pos + vec3(.0,.0, h)) - minFn(ray.pos - vec3(.0,.0, h))
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);
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return normalize(n);
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}
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void main()
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{
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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 = createRay(normalize(dir),pos);
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ray = march(ray);
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vec3 normal = calcNormal(ray);
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vec3 lighDir = normalize(vec3(.5,-1.0,0.5));
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float light = (- min(dot(normal,lighDir),0.0))*0.85;
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float shLeve = 1.0;
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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. ){
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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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Ray reflectR = createRay(reflect(ray.dir,normal),ray.pos + 0.1* normal);
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reflectR = march(reflectR);
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if(ray.min <= 0.2){
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//FragColor = vec4(0,1,0,1.0);
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FragColor = vec4(mix(ray.color,reflectR.color,0.3) * (light+0.3), 1.0);
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} else {
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FragColor = vec4(ray.color,1.0);
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}
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}
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)###";
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