#version 330 // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; in vec4 fragColor; // Output fragment color out vec4 finalColor; uniform vec3 viewEye; uniform vec3 viewCenter; uniform float runTime; uniform vec2 resolution; // The MIT License // Copyright © 2013 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. // A list of useful distance function to simple primitives, and an example on how to // do some interesting boolean operations, repetition and displacement. // // More info here: http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm #define AA 1 // make this 1 is your machine is too slow //------------------------------------------------------------------ float sdPlane( vec3 p ) { return p.y; } float sdSphere( vec3 p, float s ) { return length(p)-s; } float sdBox( vec3 p, vec3 b ) { vec3 d = abs(p) - b; return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0)); } float sdEllipsoid( in vec3 p, in vec3 r ) { return (length( p/r ) - 1.0) * min(min(r.x,r.y),r.z); } float udRoundBox( vec3 p, vec3 b, float r ) { return length(max(abs(p)-b,0.0))-r; } float sdTorus( vec3 p, vec2 t ) { return length( vec2(length(p.xz)-t.x,p.y) )-t.y; } float sdHexPrism( vec3 p, vec2 h ) { vec3 q = abs(p); #if 0 return max(q.z-h.y,max((q.x*0.866025+q.y*0.5),q.y)-h.x); #else float d1 = q.z-h.y; float d2 = max((q.x*0.866025+q.y*0.5),q.y)-h.x; return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.); #endif } float sdCapsule( vec3 p, vec3 a, vec3 b, float r ) { vec3 pa = p-a, ba = b-a; float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); return length( pa - ba*h ) - r; } float sdEquilateralTriangle( in vec2 p ) { const float k = sqrt(3.0); p.x = abs(p.x) - 1.0; p.y = p.y + 1.0/k; if( p.x + k*p.y > 0.0 ) p = vec2( p.x - k*p.y, -k*p.x - p.y )/2.0; p.x += 2.0 - 2.0*clamp( (p.x+2.0)/2.0, 0.0, 1.0 ); return -length(p)*sign(p.y); } float sdTriPrism( vec3 p, vec2 h ) { vec3 q = abs(p); float d1 = q.z-h.y; #if 1 // distance bound float d2 = max(q.x*0.866025+p.y*0.5,-p.y)-h.x*0.5; #else // correct distance h.x *= 0.866025; float d2 = sdEquilateralTriangle(p.xy/h.x)*h.x; #endif return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.); } float sdCylinder( vec3 p, vec2 h ) { vec2 d = abs(vec2(length(p.xz),p.y)) - h; return min(max(d.x,d.y),0.0) + length(max(d,0.0)); } float sdCone( in vec3 p, in vec3 c ) { vec2 q = vec2( length(p.xz), p.y ); float d1 = -q.y-c.z; float d2 = max( dot(q,c.xy), q.y); return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.); } float sdConeSection( in vec3 p, in float h, in float r1, in float r2 ) { float d1 = -p.y - h; float q = p.y - h; float si = 0.5*(r1-r2)/h; float d2 = max( sqrt( dot(p.xz,p.xz)*(1.0-si*si)) + q*si - r2, q ); return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.); } float sdPryamid4(vec3 p, vec3 h ) // h = { cos a, sin a, height } { // Tetrahedron = Octahedron - Cube float box = sdBox( p - vec3(0,-2.0*h.z,0), vec3(2.0*h.z) ); float d = 0.0; d = max( d, abs( dot(p, vec3( -h.x, h.y, 0 )) )); d = max( d, abs( dot(p, vec3( h.x, h.y, 0 )) )); d = max( d, abs( dot(p, vec3( 0, h.y, h.x )) )); d = max( d, abs( dot(p, vec3( 0, h.y,-h.x )) )); float octa = d - h.z; return max(-box,octa); // Subtraction } float length2( vec2 p ) { return sqrt( p.x*p.x + p.y*p.y ); } float length6( vec2 p ) { p = p*p*p; p = p*p; return pow( p.x + p.y, 1.0/6.0 ); } float length8( vec2 p ) { p = p*p; p = p*p; p = p*p; return pow( p.x + p.y, 1.0/8.0 ); } float sdTorus82( vec3 p, vec2 t ) { vec2 q = vec2(length2(p.xz)-t.x,p.y); return length8(q)-t.y; } float sdTorus88( vec3 p, vec2 t ) { vec2 q = vec2(length8(p.xz)-t.x,p.y); return length8(q)-t.y; } float sdCylinder6( vec3 p, vec2 h ) { return max( length6(p.xz)-h.x, abs(p.y)-h.y ); } //------------------------------------------------------------------ float opS( float d1, float d2 ) { return max(-d2,d1); } vec2 opU( vec2 d1, vec2 d2 ) { return (d1.x0.0 ) tmax = min( tmax, tp1 ); float tp2 = (1.6-ro.y)/rd.y; if( tp2>0.0 ) { if( ro.y>1.6 ) tmin = max( tmin, tp2 ); else tmax = min( tmax, tp2 ); } #endif float t = tmin; float m = -1.0; for( int i=0; i<64; i++ ) { float precis = 0.0005*t; vec2 res = map( ro+rd*t ); if( res.xtmax ) break; t += res.x; m = res.y; } if( t>tmax ) m=-1.0; return vec2( t, m ); } float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax ) { float res = 1.0; float t = mint; for( int i=0; i<16; i++ ) { float h = map( ro + rd*t ).x; res = min( res, 8.0*h/t ); t += clamp( h, 0.02, 0.10 ); if( h<0.001 || t>tmax ) break; } return clamp( res, 0.0, 1.0 ); } 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 ); /* vec3 eps = vec3( 0.0005, 0.0, 0.0 ); vec3 nor = vec3( map(pos+eps.xyy).x - map(pos-eps.xyy).x, map(pos+eps.yxy).x - map(pos-eps.yxy).x, map(pos+eps.yyx).x - map(pos-eps.yyx).x ); return normalize(nor); */ } float calcAO( in vec3 pos, in vec3 nor ) { float occ = 0.0; float sca = 1.0; for( int i=0; i<5; i++ ) { float hr = 0.01 + 0.12*float(i)/4.0; vec3 aopos = nor * hr + pos; float dd = map( aopos ).x; occ += -(dd-hr)*sca; sca *= 0.95; } return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ); } // http://iquilezles.org/www/articles/checkerfiltering/checkerfiltering.htm 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; } vec3 render( in vec3 ro, in vec3 rd ) { vec3 col = vec3(0.7, 0.9, 1.0) +rd.y*0.8; vec2 res = castRay(ro,rd); float t = res.x; float m = res.y; if( m>-0.5 ) { vec3 pos = ro + t*rd; vec3 nor = calcNormal( pos ); vec3 ref = reflect( rd, nor ); // material col = 0.45 + 0.35*sin( vec3(0.05,0.08,0.10)*(m-1.0) ); if( m<1.5 ) { float f = checkersGradBox( 5.0*pos.xz ); col = 0.3 + f*vec3(0.1); } // lighting float occ = calcAO( pos, nor ); vec3 lig = normalize( vec3(cos(-0.4 * runTime), sin(0.7 * runTime), -0.6) ); vec3 hal = normalize( lig-rd ); float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 ); float dif = clamp( dot( nor, lig ), 0.0, 1.0 ); float bac = clamp( dot( nor, normalize(vec3(-lig.x,0.0,-lig.z))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0); float dom = smoothstep( -0.1, 0.1, ref.y ); float fre = pow( clamp(1.0+dot(nor,rd),0.0,1.0), 2.0 ); dif *= calcSoftshadow( pos, lig, 0.02, 2.5 ); dom *= calcSoftshadow( pos, ref, 0.02, 2.5 ); float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0)* dif * (0.04 + 0.96*pow( clamp(1.0+dot(hal,rd),0.0,1.0), 5.0 )); vec3 lin = vec3(0.0); lin += 1.30*dif*vec3(1.00,0.80,0.55); lin += 0.40*amb*vec3(0.40,0.60,1.00)*occ; lin += 0.50*dom*vec3(0.40,0.60,1.00)*occ; lin += 0.50*bac*vec3(0.25,0.25,0.25)*occ; lin += 0.25*fre*vec3(1.00,1.00,1.00)*occ; col = col*lin; col += 10.00*spe*vec3(1.00,0.90,0.70); col = mix( col, vec3(0.8,0.9,1.0), 1.0-exp( -0.0002*t*t*t ) ); } return vec3( clamp(col,0.0,1.0) ); } mat3 setCamera( in vec3 ro, in vec3 ta, float cr ) { vec3 cw = normalize(ta-ro); vec3 cp = vec3(sin(cr), cos(cr),0.0); vec3 cu = normalize( cross(cw,cp) ); vec3 cv = normalize( cross(cu,cw) ); return mat3( cu, cv, cw ); } void main() { vec3 tot = vec3(0.0); #if AA>1 for( int m=0; m1 } tot /= float(AA*AA); #endif finalColor = vec4( tot, 1.0 ); }