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Copy pathrm_base_camera.frag
executable file
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rm_base_camera.frag
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float DistLine(vec3 ro, vec3 rd, vec3 p) {
return length(cross(rd, p - ro))/length(rd);
}
float DrawPoint(vec3 ro, vec3 rd, vec3 p) {
float d = DistLine(ro, rd, p);
return 1. - step(.05, d);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord.xy / iResolution.xy;
uv -= .5;
uv.x *= iResolution.x / iResolution.y;
vec3 col = vec3(0.);
// uv.y = abs(uv.y);
vec3 ro = vec3(3.*sin(iTime), 2., -3.*cos(iTime)) + .5;
vec3 lookat = vec3(.5);
float zoom = .4;
vec3 F = normalize(lookat - ro);
vec3 R = cross(vec3(0., 1., 0), F);
vec3 U = cross(F, R);
vec3 C = ro + F*zoom;
vec3 i = C + uv.x*R + uv.y*U;
vec3 rd = i - ro;
vec3 p = vec3(0. + sin(iTime), 0., 3. + cos(iTime));
col += DrawPoint(ro, rd, vec3(0.,0.,0.));
col += DrawPoint(ro, rd, vec3(0.,0.,1.));
col += DrawPoint(ro, rd, vec3(0.,1.,0.));
col += DrawPoint(ro, rd, vec3(0.,1., 1.));
col += DrawPoint(ro, rd, vec3(1.,0.,0.));
col += DrawPoint(ro, rd, vec3(1.,0.,1.));
col += DrawPoint(ro, rd, vec3(1.,1.,0.));
col += DrawPoint(ro, rd, vec3(1.,1.,1.));
fragColor = vec4(col, 1.);
}