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raymarch.frag
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precision mediump float;
#define PI 3.14159265359
#define MAX_TRACE_STEPS 100
#define FAR_DISTANCE 100.
#define SURF_DIST 0.01
mat2 Rot(float a) {
float s = sin(a);
float c = cos(a);
return mat2(c, -s, s, c);
}
float smin( float a, float b)
{
float k = .4;
float h = clamp( 0.5+0.5*(b-a)/k, 0.0, 1.0 );
return mix( b, a, h ) - k*h*(1.0-h);
}
float sdCircle(vec3 p, vec3 pos, float radius) {
return distance(p, pos) - radius;
}
float sdBox(vec3 p, vec3 s) {
p = abs(p)-s;
return length(max(p, 0.))+min(max(p.x, max(p.y, p.z)), 0.);
}
vec3 map(vec3 p) {
float d = p.y;
// float d = sdCircle(p, vec3(0.,0., 0.), 0.1);
// d = min(d, sdCircle(p, vec3(0., 1.,6.), 1.));
d = min(d, sdBox(p-vec3(0.,1.,0.), vec3(1.)));
return vec3(d, 0., 0.);
}
vec4 trace(vec3 ro, vec3 rd, int steps) {
float dO=0.;
for(int i=0; i<MAX_TRACE_STEPS; i++) {
vec3 p = ro + rd*dO;
float dS = map(p).x;
dO += dS;
if(dO>FAR_DISTANCE || dS<SURF_DIST) break;
}
return vec4(dO);
}
vec3 getNormal(vec3 p) {
vec2 e = vec2(0.01, 0.);
float d = map(p).x;
vec3 n = d - vec3(map(p - e.xyy).x, map(p - e.yxy).x, map(p - e.yyx).x);
return normalize(n);
}
float getLight(vec3 p) {
vec3 lightPos = vec3(0., 5., 6.);
lightPos.xy += vec2(sin(iTime), cos(iTime));
vec3 l = normalize(lightPos - p);
vec3 n = getNormal(p);
float dif = clamp(dot(n, l), 0., 1.);
float d = trace(p + n * SURF_DIST * 2., l, 256).x;
if (d < length(lightPos - p)) {
dif *= 0.8;
}
return dif;
}
vec3 R(vec2 uv, vec3 p, vec3 l, float z) {
vec3 f = normalize(l-p),
r = normalize(cross(vec3(0,1,0), f)),
u = cross(f,r),
c = p+f*z,
i = c + uv.x*r + uv.y*u,
d = normalize(i-p);
return d;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = (fragCoord-.5*iResolution.xy)/iResolution.y;
// vec3 rayOrigin = vec3(0., 1., 0.);
// vec3 rayDirection = normalize(vec3(uv.x, uv.y, 1.));
// vec4 traceMap = trace(rayOrigin, rayDirection, 256);
vec3 color = vec3(0.);
vec3 ro = vec3(0, 4, -5);
ro.yz *= Rot(iMouse.x*3.14+1.);
ro.xz *= Rot(iMouse.y*6.2831);
vec3 rd = R(uv, ro, vec3(0,1,0), 1.);
vec4 traceMap = trace(ro, rd, 256);
float d = traceMap.x;
if (d < FAR_DISTANCE) {
// vec3 p = rayOrigin + rayDirection * d;
vec3 p = ro + rd * d;
float dif = getLight(p);
color = vec3(dif); //d < 0.01 ? 1. : 0.);
}
fragColor = vec4(color, 1.0);
}