Created
August 25, 2021 05:10
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| kernel UVmap : ImageComputationKernel<ePixelWise> | |
| { | |
| Image<eRead,eAccessRandom, eEdgeClamped> src; //I | |
| Image<eWrite> dst; //O | |
| local: | |
| float width; | |
| float height; | |
| void init() { | |
| width = src.bounds.x2; //function to find right edge | |
| height = src.bounds.y2; //function to find top edge | |
| } | |
| float sphere(float3 pos, float r) | |
| { | |
| return length(pos) - r; | |
| } | |
| float map(float3 pos) | |
| { | |
| float3 q = pos; | |
| q.x = fmod(q.x + 4.0f, 8.0f) - 4.0f; | |
| q.z = fmod(q.z + 4.0f, 8.0f) - 4.0f; | |
| q.y = fmod(q.y + 4.0f, 8.0f) - 4.0f; | |
| float d = sphere(q, 1.5f); | |
| return d; | |
| } | |
| float3 computeNormal(float3 pos) | |
| { | |
| return normalize(float3( | |
| map(pos + float3(0.1f, 0.0f, 0.0f)) - map(pos - float3(0.1f, 0.0f, 0.0f)), | |
| map(pos + float3(0.0f, 0.1f, 0.0f)) - map(pos - float3(0.0f, 0.1f, 0.0f)), | |
| map(pos + float3(0.0f, 0.0f, 0.1f)) - map(pos - float3(0.0f, 0.0f, 0.1f)) | |
| )); | |
| } | |
| void process(int2 pos) { | |
| float2 fg = float2(pos.x, pos.y); | |
| float2 ires = float2(width, height); | |
| // (fragCoord -.5 * iResolution.xy) / iResolution.y; | |
| float2 uv = (fg - .5f * ires)/ires.y; | |
| float3 rd = normalize(float3(uv,1.0)); | |
| float3 pos2 = float3(25.0f, 5.0f, -15.0f); | |
| float3 color = float3(1.0f,0.0f, 0.0f); | |
| color = float3(uv.x, uv.y, uv.x * uv.y); | |
| for(int i=0; i < 512; i++) | |
| { | |
| float d = map(pos2); | |
| if(d < 0.01) | |
| { | |
| color = float3(1.0f); | |
| float3 nws = computeNormal(pos2); | |
| float3 sunPos = float3(-2.f, 2.f, -4.f); | |
| float sunFactor = dot(normalize(nws), normalize(sunPos)); | |
| float3 basicColor = float3(.2f, .3f, .88f); | |
| color = basicColor * sunFactor * normalize(pos2); | |
| } | |
| pos2 += d * rd; | |
| } | |
| //rendering with a fog calculation (further is darker) | |
| dst(0) = color.x; | |
| dst(1) = color.y; | |
| dst(2) = color.z; | |
| dst(3) = 1.0f; | |
| } | |
| }; |
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