Created
June 6, 2020 20:49
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// Define some constants | |
const int steps = 128; // This is the maximum amount a ray can march. | |
const float smallNumber = 0.001; | |
const float maxDist = 10.; // This is the maximum distance a ray can travel. | |
float fOpUnionStairs(float a, float b, float r, float n) { | |
float s = r/n; | |
float u = b-r; | |
return min(min(a,b), 0.5 * (u + a + abs ((mod (u - a + s, 2.0 * s)) - s))); | |
} | |
float scene(vec3 position){ | |
// So this is different from the normal sphere equation in that I am | |
// splitting the position into it's three different parts | |
// and adding a 10th of a cos wave to the x position so it oscillates left | |
// to right and a (positive) sin wave to the z position | |
// so it will go back and forth. | |
float sphere = length( | |
vec3( | |
position.x + cos(time)/10., | |
position.y + sin(time), | |
position.z + (sin(time)+2.)) | |
)-0.5; | |
// This is different from the ground equation because the UV is only | |
// between -1 and 1 we want more than 1/2pi of a wave per length of the | |
// screen so we multiply the position by a factor of 10 inside the trig | |
// functions. Since sin and cos oscillate between -1 and 1, that would be | |
// the entire height of the screen so we divide by a factor of 10. | |
float ground = position.y + 1.0;// + sin(position.x * 10.) / 10. | |
// + cos(position.z * 10.) / 10. + 1.; | |
// We want to return whichever one is closest to the ray, so we return the | |
// minimum distance. | |
return fOpUnionStairs(sphere,ground,1.,9.3); | |
} | |
vec3 estimateNormal(vec3 p) { | |
float smallNumber = 0.002; | |
vec3 n = vec3( | |
scene(vec3(p.x + smallNumber, p.yz)) - | |
scene(vec3(p.x - smallNumber, p.yz)), | |
scene(vec3(p.x, p.y + smallNumber, p.z)) - | |
scene(vec3(p.x, p.y - smallNumber, p.z)), | |
scene(vec3(p.xy, p.z + smallNumber)) - | |
scene(vec3(p.xy, p.z - smallNumber)) | |
); | |
// poke around the point to get the line perpandicular | |
// to the surface at p, a point in space. | |
return normalize(n); | |
} | |
vec4 lighting(vec3 pos, vec3 viewDir){ | |
vec3 lightPos = vec3(cos(time),0,sin(time)); | |
// light moves left to right | |
vec3 normal = estimateNormal(pos); | |
float diffuse = dot(normal,lightPos); | |
vec3 reflectDir = reflect(-lightPos, normal); | |
float specularStrength = 3.; | |
vec3 specColor = blue; | |
float spec = pow( max(dot(viewDir, reflectDir), 0.0), 32.); | |
vec3 specular = specularStrength * spec * specColor; | |
vec4 ambient = vec4(purple * 0.92,1.0); | |
return vec4(diffuse) + vec4(specular,1.0) + ambient; | |
} | |
vec4 trace (vec3 origin, vec3 direction){ | |
float dist = 0.; | |
float totalDistance = 0.; | |
vec3 positionOnRay = origin; | |
for(int i = 0 ; i < steps; i++){ | |
dist = scene(positionOnRay); | |
// Advance along the ray trajectory the amount that we know the ray | |
// can travel without going through an object. | |
positionOnRay += dist * direction; | |
// Total distance is keeping track of how much the ray has traveled | |
// thus far. | |
totalDistance += dist; | |
// If we hit an object or are close enough to an object, | |
if (dist < smallNumber){ | |
// return the lighting | |
return lighting(positionOnRay,direction); | |
} | |
if (totalDistance > maxDist){ | |
return vec4(0.); // Background color. | |
} | |
} | |
return vec4(0.);// Background color. | |
} | |
vec3 lookAt(vec2 uv, vec3 camOrigin, vec3 camTarget){ | |
// we get the z Axis the same way we got the direction vector before | |
vec3 zAxis = normalize(camTarget - camOrigin); | |
vec3 up = vec3(0,1,0); | |
// cross product of two vectors produces a third vector that is | |
// orthogonal to the first two (if you were to make a plane | |
// with the first two vectors the third is perpendicular to that | |
// plane. Which direction is determined by the 'right hand rule' | |
// It is not communicative, so the order here matters. | |
vec3 xAxis = normalize(cross(up, zAxis)); | |
vec3 yAxis = normalize(cross(zAxis, xAxis)); | |
// normalizing makes the vector of length one by dividing the | |
// vector by the sum of squares (the norm). | |
float fov = 2.; | |
// scale each unit vector (aka vector of length one) by the ray origin | |
// one for x one for y, there is no z vector so we just add it | |
// then we finally scale by FOV | |
vec3 dir = (normalize((uv.x * xAxis) + (uv.y * yAxis) + (zAxis * fov))); | |
return dir; | |
} | |
void main() { | |
vec2 pos = uv(); | |
vec3 camOrigin = vec3(0,0,-5); | |
vec3 rayOrigin = vec3(pos + camOrigin.xy, camOrigin.z + 1.); | |
vec3 target = vec3(0,sin(time),0); | |
vec3 dir = lookAt(pos,camOrigin, target); | |
vec4 color = vec4(trace(rayOrigin,dir)); | |
gl_FragColor = color; | |
} |
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