Created
April 18, 2012 06:12
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raymarching
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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_pos = vec3( 0.0, 1.0, 1.0 ); | |
// CSG Operation | |
float _union( float a, float b ) | |
{ | |
return min( a, b ); | |
} | |
float difference( float a, float b ) | |
{ | |
return max( a, -b ); | |
} | |
float sphere( vec3 pos, float rad ) | |
{ | |
return length(pos) - rad; | |
} | |
float scene_distance( vec3 pos ) | |
{ | |
float diff = 5.0; | |
pos += vec3( diff ); | |
pos = mod( pos, diff * 2.0 ); | |
pos -= vec3( diff ); | |
float d = 1e10; | |
d = sphere( pos, 1.0 ); | |
d = difference( d, sphere( pos + vec3( 0.0, -1.0, 0.0 ), 1.0 ) ); | |
return d; | |
} | |
vec3 scene_normal( vec3 pos ) | |
{ | |
float delta = 0.0001; | |
vec3 normal; | |
normal.x = scene_distance( vec3( pos.x + delta, pos.y, pos.z ) ) - scene_distance( vec3( pos.x - delta, pos.y, pos.z ) ); | |
normal.y = scene_distance( vec3( pos.x, pos.y + delta, pos.z ) ) - scene_distance( vec3( pos.x, pos.y - delta, pos.z ) ); | |
normal.z = scene_distance( vec3( pos.x, pos.y, pos.z + delta ) ) - scene_distance( vec3( pos.x, pos.y, pos.z - delta ) ); | |
return normalize( normal ); | |
} | |
void main( void ) | |
{ | |
// Coord | |
vec2 uv_raw = 2.0 * ( gl_FragCoord.xy / resolution.xy ) - 1.0; | |
vec2 uv = uv_raw; | |
uv.x *= resolution.x / resolution.y; | |
// Camera | |
eye_pos = 10.0 * vec3( cos(time), 0.5, 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 | |
bool is_hit = false; | |
vec3 ray_pos = eye_pos; | |
vec3 ray_vec = normalize( eye_vec + uv.x * eye_left + uv.y * eye_up ); | |
for ( int i = 0; i < 100; ++i ) | |
{ | |
float d = scene_distance( ray_pos ); | |
if ( d < 0.001 ) | |
{ | |
is_hit = true; | |
} | |
ray_pos += d * ray_vec; | |
} | |
// Color | |
vec3 rgb = vec3( 0.0 ); | |
if ( is_hit ) | |
{ | |
vec3 normal = scene_normal( ray_pos ); | |
vec3 blue = vec3( 0.0, 0.7, 0.97 ); | |
rgb = dot( normal, light_pos ) * blue; | |
} | |
else | |
{ | |
rgb = vec3( ( uv_raw.y + 1.0 ) * 0.5 ); | |
} | |
// vignette | |
rgb *= smoothstep( 2.0 , 0.5, dot( uv_raw, uv_raw ) ); | |
// fog | |
float d = length( ray_pos ) * 0.07; | |
float f = exp( -d * d ); | |
rgb = mix( vec3( 1.0, 0.9, 0.7), rgb, f ); | |
gl_FragColor = vec4( rgb, 1.0 ); | |
} |
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