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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 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, | |
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 + 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 min(sphere,ground); | |
} | |
vec4 march (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 distance the ray had to travel normalized so be white | |
// at the front and black in the back. | |
return 1. - (vec4(totalDistance) / maxDist); | |
} | |
if (totalDistance > maxDist){ | |
return vec4(0.); // Background color. | |
} | |
} | |
return vec4(0.);// Background color. | |
} | |
void main() { | |
vec2 pos = uv(); // input position | |
vec3 camOrigin = vec3(0,0,-5); | |
vec3 rayOrigin = vec3(pos + camOrigin.xy, camOrigin.z + 1.); | |
vec3 dir = normalize( rayOrigin - camOrigin); // direction the ray will travel | |
vec4 color = vec4(march(rayOrigin,dir)); | |
// trace only returns a float so we make it a color by filling every | |
// chanel with the same value, making it black and white | |
gl_FragColor = color; | |
} |
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