Created
April 17, 2012 18:20
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Blue Earth
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
vec3 y_up = vec3( 0.0, 1.0, 0.0 ); | |
vec3 eye_pos = vec3( 0.0, 0.0, -3.0 ); | |
vec3 target_pos = vec3( 0.0, 0.0, 0.0 ); | |
vec3 sphere_pos = vec3( 0.0 ); | |
float sphere_rad = 1.0; | |
vec3 light_dir = vec3( 0.0, -1.0, 1.0 ); | |
float sphere_distance( vec3 now_pos ) | |
{ | |
return distance( sphere_pos, now_pos ) - sphere_rad; | |
} | |
float sphere_lambert( vec3 surface_pos ) | |
{ | |
return clamp( dot( normalize(-light_dir), normalize(surface_pos - sphere_pos) ), 0.0, 1.0 ); | |
} | |
void main( void ) | |
{ | |
// Coord | |
vec2 uv = 2.0 * ( gl_FragCoord.xy / resolution.xy ) - 1.0; | |
uv.x *= resolution.x / resolution.y; | |
// Camera | |
eye_pos = 3.0 * vec3( cos(time), 0.0, sin(time) ); | |
vec3 eye_vec = normalize( target_pos - eye_pos ); | |
vec3 eye_left = normalize( cross( y_up, eye_vec ) ); | |
vec3 eye_up = normalize( cross( eye_vec, eye_left ) ); | |
// Raymarching | |
vec3 ray_pos = eye_pos; | |
vec3 ray_vec = normalize( eye_vec + uv.x * eye_left + uv.y * eye_up ); | |
float delta = 0.5; | |
for ( int i = 0; i < 50; ++i ) | |
{ | |
float dist = sphere_distance( ray_pos ); | |
ray_pos += delta * dist * ray_vec; | |
} | |
// Color | |
vec3 col = vec3( 0.0 ); | |
if ( sphere_distance( ray_pos ) < delta ) | |
{ | |
float lambert = sphere_lambert( ray_pos ); | |
vec3 blue = vec3( 0.0, 0.70, 0.97 ); | |
col = vec3( blue * lambert ); | |
} | |
else | |
{ | |
col = vec3( 0.0 ); | |
} | |
gl_FragColor = vec4( col, 1.0 ); | |
} |
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