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// uniform vec3 iResolution;// viewport resolution (in pixels) | |
// uniform float iTime;// shader playback time (in seconds) | |
// uniform float iTimeDelta;// render time (in seconds) | |
// uniform int iFrame;// shader playback frame | |
// uniform float iChannelTime[4];// channel playback time (in seconds) | |
// uniform vec3 iChannelResolution[4];// channel resolution (in pixels) | |
// uniform vec4 iMouse;// mouse pixel coords. xy: current (if MLB down), zw: click | |
// uniform samplerXX iChannel0..3;// input channel. XX = 2D/Cube | |
// uniform vec4 iDate;// (year, month, day, time in seconds) | |
// uniform float iSampleRate;// sound sample rate (i.e., 44100) | |
float dfield(vec3 p) { | |
vec3 s1 = vec3(0, 0, 5); | |
float d = distance(p, s1) - 1.0; | |
return d; | |
} | |
vec4 march(vec3 ray) { | |
vec3 color = vec3(0, 0, 0); | |
float d = 0.; | |
float delta = 0.; | |
for(int s = 0; s < 128; s++) { | |
delta = dfield(ray * d); | |
if(delta > 0.01) { | |
d += delta; | |
} else { | |
// return vec4(ray*d, 1); | |
vec3 n = normalize(ray * d - vec3(0,0,5)); | |
float nol = dot(n, normalize(vec3(sin(iTime), 1, -1))); | |
color += vec3(nol); | |
break; | |
} | |
} | |
return vec4(color, 1); | |
} | |
void main() { | |
vec2 uv = (gl_FragCoord.xy-.5 * iResolution.xy) / iResolution.y; | |
vec3 ray = vec3(0, 0, -1); | |
ray = normalize(vec3(uv, 0) - ray); | |
gl_FragColor = vec4(ray, 1); | |
gl_FragColor = march(ray); | |
} |
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