Added raymarch example and thumbnail for write depth (#2919)
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8 changed files with 819 additions and 4 deletions
16
examples/shaders/resources/shaders/glsl100/hybrid_raster.fs
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examples/shaders/resources/shaders/glsl100/hybrid_raster.fs
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#version 100
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#extension GL_EXT_frag_depth : enable // Extension required for writing depth
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precision mediump float; // Precision required for OpenGL ES2 (WebGL)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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void main()
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{
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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gl_FragColor = texelColor*colDiffuse*fragColor;
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gl_FragDepthEXT = gl_FragCoord.z;
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}
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288
examples/shaders/resources/shaders/glsl100/hybrid_raymarch.fs
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288
examples/shaders/resources/shaders/glsl100/hybrid_raymarch.fs
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#version 100
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#extension GL_EXT_frag_depth : enable //Extension required for writing depth
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#extension GL_OES_standard_derivatives : enable //Extension used for fwidth()
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precision mediump float; // Precision required for OpenGL ES2 (WebGL)
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Custom Input Uniform
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uniform vec3 camPos;
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uniform vec3 camDir;
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uniform vec2 screenCenter;
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#define ZERO 0
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// https://learnopengl.com/Advanced-OpenGL/Depth-testing
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float CalcDepth(in vec3 rd, in float Idist){
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float local_z = dot(normalize(camDir),rd)*Idist;
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return (1.0/(local_z) - 1.0/0.01)/(1.0/1000.0 -1.0/0.01);
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}
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// https://iquilezles.org/articles/distfunctions/
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float sdHorseshoe( in vec3 p, in vec2 c, in float r, in float le, vec2 w )
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{
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p.x = abs(p.x);
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float l = length(p.xy);
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p.xy = mat2(-c.x, c.y,
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c.y, c.x)*p.xy;
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p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x),
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(p.x>0.0)?p.y:l );
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p.xy = vec2(p.x,abs(p.y-r))-vec2(le,0.0);
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vec2 q = vec2(length(max(p.xy,0.0)) + min(0.0,max(p.x,p.y)),p.z);
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vec2 d = abs(q) - w;
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return min(max(d.x,d.y),0.0) + length(max(d,0.0));
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}
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// r = sphere's radius
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// h = cutting's plane's position
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// t = thickness
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float sdSixWayCutHollowSphere( vec3 p, float r, float h, float t )
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{
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// Six way symetry Transformation
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vec3 ap = abs(p);
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if(ap.x < max(ap.y, ap.z)){
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if(ap.y < ap.z) ap.xz = ap.zx;
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else ap.xy = ap.yx;
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}
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vec2 q = vec2( length(ap.yz), ap.x );
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float w = sqrt(r*r-h*h);
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return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) :
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abs(length(q)-r) ) - t;
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}
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// https://iquilezles.org/articles/boxfunctions
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vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad )
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{
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vec3 m = 1.0/rd;
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vec3 n = m*ro;
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vec3 k = abs(m)*rad;
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vec3 t1 = -n - k;
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vec3 t2 = -n + k;
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return vec2( max( max( t1.x, t1.y ), t1.z ),
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min( min( t2.x, t2.y ), t2.z ) );
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}
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vec2 opU( vec2 d1, vec2 d2 )
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{
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return (d1.x<d2.x) ? d1 : d2;
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}
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vec2 map( in vec3 pos ){
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vec2 res = vec2( sdHorseshoe( pos-vec3(-1.0,0.08, 1.0), vec2(cos(1.3),sin(1.3)), 0.2, 0.3, vec2(0.03,0.5) ), 11.5 ) ;
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res = opU(res, vec2( sdSixWayCutHollowSphere( pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5 ), 4.5 )) ;
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return res;
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}
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// https://www.shadertoy.com/view/Xds3zN
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vec2 raycast( in vec3 ro, in vec3 rd ){
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vec2 res = vec2(-1.0,-1.0);
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float tmin = 1.0;
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float tmax = 20.0;
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// raytrace floor plane
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float tp1 = (-ro.y)/rd.y;
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if( tp1>0.0 )
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{
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tmax = min( tmax, tp1 );
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res = vec2( tp1, 1.0 );
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}
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float t = tmin;
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for( int i=0; i<70 ; i++ )
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{
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if(t>tmax) break;
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vec2 h = map( ro+rd*t );
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if( abs(h.x)<(0.0001*t) )
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{
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res = vec2(t,h.y);
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break;
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}
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t += h.x;
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}
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return res;
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}
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// https://iquilezles.org/articles/rmshadows
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float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
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{
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// bounding volume
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float tp = (0.8-ro.y)/rd.y; if( tp>0.0 ) tmax = min( tmax, tp );
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float res = 1.0;
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float t = mint;
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for( int i=ZERO; i<24; i++ )
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{
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float h = map( ro + rd*t ).x;
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float s = clamp(8.0*h/t,0.0,1.0);
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res = min( res, s );
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t += clamp( h, 0.01, 0.2 );
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if( res<0.004 || t>tmax ) break;
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}
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res = clamp( res, 0.0, 1.0 );
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return res*res*(3.0-2.0*res);
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}
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// https://iquilezles.org/articles/normalsSDF
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vec3 calcNormal( in vec3 pos )
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{
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vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
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return normalize( e.xyy*map( pos + e.xyy ).x +
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e.yyx*map( pos + e.yyx ).x +
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e.yxy*map( pos + e.yxy ).x +
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e.xxx*map( pos + e.xxx ).x );
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}
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// https://iquilezles.org/articles/nvscene2008/rwwtt.pdf
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float calcAO( in vec3 pos, in vec3 nor )
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{
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float occ = 0.0;
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float sca = 1.0;
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for( int i=ZERO; i<5; i++ )
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{
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float h = 0.01 + 0.12*float(i)/4.0;
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float d = map( pos + h*nor ).x;
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occ += (h-d)*sca;
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sca *= 0.95;
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if( occ>0.35 ) break;
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}
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return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ) * (0.5+0.5*nor.y);
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}
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// https://iquilezles.org/articles/checkerfiltering
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float checkersGradBox( in vec2 p )
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{
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// filter kernel
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vec2 w = fwidth(p) + 0.001;
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// analytical integral (box filter)
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vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
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// xor pattern
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return 0.5 - 0.5*i.x*i.y;
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}
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// https://www.shadertoy.com/view/tdS3DG
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vec4 render( in vec3 ro, in vec3 rd)
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{
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// background
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vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
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// raycast scene
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vec2 res = raycast(ro,rd);
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float t = res.x;
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float m = res.y;
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if( m>-0.5 )
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{
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vec3 pos = ro + t*rd;
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vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal( pos );
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vec3 ref = reflect( rd, nor );
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// material
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col = 0.2 + 0.2*sin( m*2.0 + vec3(0.0,1.0,2.0) );
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float ks = 1.0;
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if( m<1.5 )
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{
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float f = checkersGradBox( 3.0*pos.xz);
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col = 0.15 + f*vec3(0.05);
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ks = 0.4;
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}
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// lighting
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float occ = calcAO( pos, nor );
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vec3 lin = vec3(0.0);
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// sun
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{
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vec3 lig = normalize( vec3(-0.5, 0.4, -0.6) );
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vec3 hal = normalize( lig-rd );
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float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
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//if( dif>0.0001 )
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dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
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float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0);
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spe *= dif;
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spe *= 0.04+0.96*pow(clamp(1.0-dot(hal,lig),0.0,1.0),5.0);
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//spe *= 0.04+0.96*pow(clamp(1.0-sqrt(0.5*(1.0-dot(rd,lig))),0.0,1.0),5.0);
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lin += col*2.20*dif*vec3(1.30,1.00,0.70);
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lin += 5.00*spe*vec3(1.30,1.00,0.70)*ks;
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}
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// sky
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{
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float dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
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dif *= occ;
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float spe = smoothstep( -0.2, 0.2, ref.y );
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spe *= dif;
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spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0 );
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//if( spe>0.001 )
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spe *= calcSoftshadow( pos, ref, 0.02, 2.5 );
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lin += col*0.60*dif*vec3(0.40,0.60,1.15);
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lin += 2.00*spe*vec3(0.40,0.60,1.30)*ks;
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}
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// back
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{
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float dif = clamp( dot( nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
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dif *= occ;
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lin += col*0.55*dif*vec3(0.25,0.25,0.25);
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}
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// sss
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{
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float dif = pow(clamp(1.0+dot(nor,rd),0.0,1.0),2.0);
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dif *= occ;
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lin += col*0.25*dif*vec3(1.00,1.00,1.00);
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}
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col = lin;
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col = mix( col, vec3(0.7,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
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}
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return vec4(vec3( clamp(col,0.0,1.0) ),t);
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}
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vec3 CalcRayDir(vec2 nCoord){
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vec3 horizontal = normalize(cross(camDir,vec3(.0 , 1.0, .0)));
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vec3 vertical = normalize(cross(horizontal,camDir));
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return normalize(camDir + horizontal*nCoord.x + vertical*nCoord.y);
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}
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mat3 setCamera()
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{
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vec3 cw = normalize(camDir);
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vec3 cp = vec3(0.0, 1.0 ,0.0);
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vec3 cu = normalize( cross(cw,cp) );
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vec3 cv = ( cross(cu,cw) );
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return mat3( cu, cv, cw );
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}
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void main()
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{
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vec2 nCoord = (gl_FragCoord.xy - screenCenter.xy)/screenCenter.y;
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mat3 ca = setCamera();
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// focal length
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float fl = length(camDir);
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vec3 rd = ca * normalize( vec3(nCoord,fl) );
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vec3 color = vec3(nCoord/2.0 + 0.5, 0.0);
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float depth = gl_FragCoord.z;
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{
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vec4 res = render( camPos - vec3(0.0, 0.0, 0.0) , rd );
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color = res.xyz;
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depth = CalcDepth(rd,res.w);
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}
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gl_FragColor = vec4(color , 1.0);
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gl_FragDepthEXT = depth;
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}
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examples/shaders/resources/shaders/glsl330/hybrid_raster.fs
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examples/shaders/resources/shaders/glsl330/hybrid_raster.fs
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#version 330
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in vec2 fragTexCoord;
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in vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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void main()
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{
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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gl_FragColor = texelColor*colDiffuse*fragColor;
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gl_FragDepth = gl_FragCoord.z;
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}
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examples/shaders/resources/shaders/glsl330/hybrid_raymarch.fs
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examples/shaders/resources/shaders/glsl330/hybrid_raymarch.fs
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# version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Custom Input Uniform
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uniform vec3 camPos;
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uniform vec3 camDir;
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uniform vec2 screenCenter;
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#define ZERO 0
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// https://learnopengl.com/Advanced-OpenGL/Depth-testing
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float CalcDepth(in vec3 rd, in float Idist){
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float local_z = dot(normalize(camDir),rd)*Idist;
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return (1.0/(local_z) - 1.0/0.01)/(1.0/1000.0 -1.0/0.01);
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}
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// https://iquilezles.org/articles/distfunctions/
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float sdHorseshoe( in vec3 p, in vec2 c, in float r, in float le, vec2 w )
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{
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p.x = abs(p.x);
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float l = length(p.xy);
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p.xy = mat2(-c.x, c.y,
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c.y, c.x)*p.xy;
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p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x),
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(p.x>0.0)?p.y:l );
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p.xy = vec2(p.x,abs(p.y-r))-vec2(le,0.0);
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vec2 q = vec2(length(max(p.xy,0.0)) + min(0.0,max(p.x,p.y)),p.z);
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vec2 d = abs(q) - w;
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return min(max(d.x,d.y),0.0) + length(max(d,0.0));
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}
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// r = sphere's radius
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// h = cutting's plane's position
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// t = thickness
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float sdSixWayCutHollowSphere( vec3 p, float r, float h, float t )
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{
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// Six way symetry Transformation
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vec3 ap = abs(p);
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if(ap.x < max(ap.y, ap.z)){
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if(ap.y < ap.z) ap.xz = ap.zx;
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else ap.xy = ap.yx;
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}
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vec2 q = vec2( length(ap.yz), ap.x );
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float w = sqrt(r*r-h*h);
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return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) :
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abs(length(q)-r) ) - t;
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}
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// https://iquilezles.org/articles/boxfunctions
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vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad )
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{
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vec3 m = 1.0/rd;
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vec3 n = m*ro;
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vec3 k = abs(m)*rad;
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vec3 t1 = -n - k;
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vec3 t2 = -n + k;
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return vec2( max( max( t1.x, t1.y ), t1.z ),
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min( min( t2.x, t2.y ), t2.z ) );
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}
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vec2 opU( vec2 d1, vec2 d2 )
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{
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return (d1.x<d2.x) ? d1 : d2;
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}
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vec2 map( in vec3 pos ){
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vec2 res = vec2( sdHorseshoe( pos-vec3(-1.0,0.08, 1.0), vec2(cos(1.3),sin(1.3)), 0.2, 0.3, vec2(0.03,0.5) ), 11.5 ) ;
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res = opU(res, vec2( sdSixWayCutHollowSphere( pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5 ), 4.5 )) ;
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return res;
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}
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// https://www.shadertoy.com/view/Xds3zN
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vec2 raycast( in vec3 ro, in vec3 rd ){
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vec2 res = vec2(-1.0,-1.0);
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float tmin = 1.0;
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float tmax = 20.0;
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// raytrace floor plane
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float tp1 = (-ro.y)/rd.y;
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if( tp1>0.0 )
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{
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tmax = min( tmax, tp1 );
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res = vec2( tp1, 1.0 );
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}
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float t = tmin;
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for( int i=0; i<70 ; i++ )
|
||||
{
|
||||
if(t>tmax) break;
|
||||
vec2 h = map( ro+rd*t );
|
||||
if( abs(h.x)<(0.0001*t) )
|
||||
{
|
||||
res = vec2(t,h.y);
|
||||
break;
|
||||
}
|
||||
t += h.x;
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
|
||||
// https://iquilezles.org/articles/rmshadows
|
||||
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
|
||||
{
|
||||
// bounding volume
|
||||
float tp = (0.8-ro.y)/rd.y; if( tp>0.0 ) tmax = min( tmax, tp );
|
||||
|
||||
float res = 1.0;
|
||||
float t = mint;
|
||||
for( int i=ZERO; i<24; i++ )
|
||||
{
|
||||
float h = map( ro + rd*t ).x;
|
||||
float s = clamp(8.0*h/t,0.0,1.0);
|
||||
res = min( res, s );
|
||||
t += clamp( h, 0.01, 0.2 );
|
||||
if( res<0.004 || t>tmax ) break;
|
||||
}
|
||||
res = clamp( res, 0.0, 1.0 );
|
||||
return res*res*(3.0-2.0*res);
|
||||
}
|
||||
|
||||
|
||||
// https://iquilezles.org/articles/normalsSDF
|
||||
vec3 calcNormal( in vec3 pos )
|
||||
{
|
||||
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
|
||||
return normalize( e.xyy*map( pos + e.xyy ).x +
|
||||
e.yyx*map( pos + e.yyx ).x +
|
||||
e.yxy*map( pos + e.yxy ).x +
|
||||
e.xxx*map( pos + e.xxx ).x );
|
||||
}
|
||||
|
||||
// https://iquilezles.org/articles/nvscene2008/rwwtt.pdf
|
||||
float calcAO( in vec3 pos, in vec3 nor )
|
||||
{
|
||||
float occ = 0.0;
|
||||
float sca = 1.0;
|
||||
for( int i=ZERO; i<5; i++ )
|
||||
{
|
||||
float h = 0.01 + 0.12*float(i)/4.0;
|
||||
float d = map( pos + h*nor ).x;
|
||||
occ += (h-d)*sca;
|
||||
sca *= 0.95;
|
||||
if( occ>0.35 ) break;
|
||||
}
|
||||
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ) * (0.5+0.5*nor.y);
|
||||
}
|
||||
|
||||
// https://iquilezles.org/articles/checkerfiltering
|
||||
float checkersGradBox( in vec2 p )
|
||||
{
|
||||
// filter kernel
|
||||
vec2 w = fwidth(p) + 0.001;
|
||||
// analytical integral (box filter)
|
||||
vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
|
||||
// xor pattern
|
||||
return 0.5 - 0.5*i.x*i.y;
|
||||
}
|
||||
|
||||
// https://www.shadertoy.com/view/tdS3DG
|
||||
vec4 render( in vec3 ro, in vec3 rd)
|
||||
{
|
||||
// background
|
||||
vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
|
||||
|
||||
// raycast scene
|
||||
vec2 res = raycast(ro,rd);
|
||||
float t = res.x;
|
||||
float m = res.y;
|
||||
if( m>-0.5 )
|
||||
{
|
||||
vec3 pos = ro + t*rd;
|
||||
vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal( pos );
|
||||
vec3 ref = reflect( rd, nor );
|
||||
|
||||
// material
|
||||
col = 0.2 + 0.2*sin( m*2.0 + vec3(0.0,1.0,2.0) );
|
||||
float ks = 1.0;
|
||||
|
||||
if( m<1.5 )
|
||||
{
|
||||
float f = checkersGradBox( 3.0*pos.xz);
|
||||
col = 0.15 + f*vec3(0.05);
|
||||
ks = 0.4;
|
||||
}
|
||||
|
||||
// lighting
|
||||
float occ = calcAO( pos, nor );
|
||||
|
||||
vec3 lin = vec3(0.0);
|
||||
|
||||
// sun
|
||||
{
|
||||
vec3 lig = normalize( vec3(-0.5, 0.4, -0.6) );
|
||||
vec3 hal = normalize( lig-rd );
|
||||
float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
|
||||
//if( dif>0.0001 )
|
||||
dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
|
||||
float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0);
|
||||
spe *= dif;
|
||||
spe *= 0.04+0.96*pow(clamp(1.0-dot(hal,lig),0.0,1.0),5.0);
|
||||
//spe *= 0.04+0.96*pow(clamp(1.0-sqrt(0.5*(1.0-dot(rd,lig))),0.0,1.0),5.0);
|
||||
lin += col*2.20*dif*vec3(1.30,1.00,0.70);
|
||||
lin += 5.00*spe*vec3(1.30,1.00,0.70)*ks;
|
||||
}
|
||||
// sky
|
||||
{
|
||||
float dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
|
||||
dif *= occ;
|
||||
float spe = smoothstep( -0.2, 0.2, ref.y );
|
||||
spe *= dif;
|
||||
spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0 );
|
||||
//if( spe>0.001 )
|
||||
spe *= calcSoftshadow( pos, ref, 0.02, 2.5 );
|
||||
lin += col*0.60*dif*vec3(0.40,0.60,1.15);
|
||||
lin += 2.00*spe*vec3(0.40,0.60,1.30)*ks;
|
||||
}
|
||||
// back
|
||||
{
|
||||
float dif = clamp( dot( nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
|
||||
dif *= occ;
|
||||
lin += col*0.55*dif*vec3(0.25,0.25,0.25);
|
||||
}
|
||||
// sss
|
||||
{
|
||||
float dif = pow(clamp(1.0+dot(nor,rd),0.0,1.0),2.0);
|
||||
dif *= occ;
|
||||
lin += col*0.25*dif*vec3(1.00,1.00,1.00);
|
||||
}
|
||||
|
||||
col = lin;
|
||||
|
||||
col = mix( col, vec3(0.7,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
|
||||
}
|
||||
|
||||
return vec4(vec3( clamp(col,0.0,1.0) ),t);
|
||||
}
|
||||
|
||||
vec3 CalcRayDir(vec2 nCoord){
|
||||
vec3 horizontal = normalize(cross(camDir,vec3(.0 , 1.0, .0)));
|
||||
vec3 vertical = normalize(cross(horizontal,camDir));
|
||||
return normalize(camDir + horizontal*nCoord.x + vertical*nCoord.y);
|
||||
}
|
||||
|
||||
mat3 setCamera()
|
||||
{
|
||||
vec3 cw = normalize(camDir);
|
||||
vec3 cp = vec3(0.0, 1.0 ,0.0);
|
||||
vec3 cu = normalize( cross(cw,cp) );
|
||||
vec3 cv = ( cross(cu,cw) );
|
||||
return mat3( cu, cv, cw );
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 nCoord = (gl_FragCoord.xy - screenCenter.xy)/screenCenter.y;
|
||||
mat3 ca = setCamera();
|
||||
|
||||
// focal length
|
||||
float fl = length(camDir);
|
||||
vec3 rd = ca * normalize( vec3(nCoord,fl) );
|
||||
vec3 color = vec3(nCoord/2.0 + 0.5, 0.0);
|
||||
float depth = gl_FragCoord.z;
|
||||
{
|
||||
vec4 res = render( camPos - vec3(0.0, 0.0, 0.0) , rd );
|
||||
color = res.xyz;
|
||||
depth = CalcDepth(rd,res.w);
|
||||
}
|
||||
gl_FragColor = vec4(color , 1.0);
|
||||
gl_FragDepth = depth;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue