-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathbasic_raymarcher_examples.glsl
More file actions
150 lines (123 loc) · 3.81 KB
/
basic_raymarcher_examples.glsl
File metadata and controls
150 lines (123 loc) · 3.81 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
#define O gl_FragColor
#define U gl_FragCoord.xy
#define iGlobalTime iTime
#define R iResolution.xy
#define MaxSteps 100
#define MinRayDistance 0.001
#define MaxRayDistance 10.
#define MinShadowRayDistance 0.01
#define MaxShadowRayDistance 10.
#define NormalPrecision 0.0001
mat3 rotateY(float angle) {
float c = cos(angle), s = sin(angle);
return mat3(c, 0, -s, 0, 1, 0, s, 0, c);
}
float sdBox( vec3 p, vec3 b )
{
vec3 d = abs(p) - b;
return length(max(d,0.0));
}
float sdSphere(vec3 p, float r) {
return length(p) - r;
}
vec2 map( in vec3 pos )
{
float id = 1.0;
float d = sdSphere( pos - vec3(0,-0.7,0), 1. ); // Sphere
//float d2 = pos.y + 1.0; // Plane
//if( d2 < d ) id = 2.0;
//d = min(d, d2);
return vec2(d, id);
}
vec3 calcNormal( in vec3 pos )
{
vec2 e = vec2(NormalPrecision, 0.0);
return normalize( vec3(map(pos+e.xyy).x-map(pos-e.xyy).x,
map(pos+e.yxy).x-map(pos-e.yxy).x,
map(pos+e.yyx).x-map(pos-e.yyx).x ) );
}
float castShadow( in vec3 ro, vec3 rd )
{
float res = 1.0;
float t = 0.01;
for( int i=0; i<MaxSteps; i++ )
{
vec3 pos = ro + t*rd;
float h = map( pos ).x;
res = min( res, 16.0*h/t );
if ( res<MinShadowRayDistance ) break;
t += h;
if( t > MaxShadowRayDistance ) break;
}
return clamp(res,0.0,1.0);
}
vec2 castRay( in vec3 ro, vec3 rd )
{
float m = -1.0;
float t = 0.0;
for( int i=0; i<100; i++ )
{
vec3 pos = ro + t*rd;
vec2 h = map( pos );
m = h.y;
if( h.x<MinRayDistance )
break;
t += h.x;
if( t>MaxRayDistance )
break;
}
if( t>MaxRayDistance ) m=-1.0;
return vec2(t,m);
}
#define AA 3.
void main() {
float time = iTime;
vec3 res = vec3(0);
for(float aax=0.; aax < AA; aax++)
for(float aay=0.; aay < AA; aay++)
{
vec2 p = (2.*(U + vec2(aax, aay) / AA)-R)/R.y;
mat3 rot = rotateY(3.14*2.0*(iMouse.x/iResolution.x));
vec3 ro = vec3(0.0,4.8,2.8 + 3.0*(iMouse.y/iResolution.y)) * rot;
vec3 ta = vec3(0,-3.,-2) * rot;
ro += ta;
// Set up camera
vec3 ww = normalize( ta-ro );
vec3 uu = normalize( cross(ww, vec3(0,1,0)) );
vec3 vv = normalize( cross(uu,ww) );
vec3 rd = normalize( p.x*uu + p.y*vv + 1.8*ww );
// Sky color.
vec3 col = vec3(0.4,0.75,1.0) - 0.5*rd.y;
col = mix( col, vec3(0.7,0.75,0.8), exp(-10.0*rd.y) );
vec2 tm = castRay(ro, rd);
if( tm.y>0.0 )
{
// Calculate position and normal.
float t = tm.x;
vec3 pos = ro + t*rd;
vec3 nor = calcNormal(pos);
vec3 mate = vec3(0.18);
// Select material color.
if( tm.y < 1.5 ) mate = nor*.5+.5;
else if( tm.y < 2.5 ) {
vec2 checker = trunc(fract(pos.xz)*4.);
float cm = (mod(checker.x + checker.y, 2.0) == 0.0) ? 1. : 0.;
mate = vec3(0.3) * cm;
};
// Calculating lightning.
vec3 sun_dir = normalize( vec3(0.5,0.2,0.25) );
float sun_dif = clamp( dot(nor,sun_dir),0.0,1.0);
float sun_sha = castShadow( pos+nor*0.02, sun_dir );
float sky_dif = clamp( 0.5 + 0.5*dot(nor,vec3(0.0,1.0,0.0)), 0.0, 1.0);
float bou_dif = clamp( 0.5 + 0.5*dot(nor,vec3(0.0,-1.0,0.0)), 0.0, 1.0);
// Applying lightning.
col = mate*vec3(.8)*sun_dif*sun_sha;
col += mate*vec3(0.5,0.8,0.9)*sky_dif;
col += mate*vec3(0.7,0.3,0.2)*bou_dif;
res += clamp(col, 0.0, 1.0);
}
}
// Gamma correction
res = pow( res / (AA * AA), vec3(0.4545) );
O = vec4(res, 1.0);
}