-
Notifications
You must be signed in to change notification settings - Fork 5
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
- Loading branch information
1 parent
77937e7
commit 51786c2
Showing
1 changed file
with
63 additions
and
0 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,63 @@ | ||
uniform float u_time; | ||
uniform vec2 u_resolution; | ||
uniform mat4 u_view_to_world; | ||
|
||
const vec3 LIGHT_DIR = normalize(vec3(1,2,-5)); | ||
|
||
// http://mercury.sexy/hg_sdf/ | ||
void pR(inout vec2 p, float a) { | ||
p = cos(a)*p + sin(a)*vec2(p.y, -p.x); | ||
} | ||
|
||
float sdScene(vec3 p) { | ||
float t = mod(0.5*u_time,1); | ||
t = abs(2*t-1); | ||
t = 2*t-t*t; | ||
|
||
p.z += 2; | ||
pR(p.xz, u_time); | ||
|
||
p.xy += 0.5+0.1*t; | ||
float t0 = max(max(max(abs(p.z)-0.04, -p.y), -p.x), p.x+p.y-1); | ||
p.xy -= 0.2*t; | ||
p = vec3(-p.x+1, -p.y + 1, p.z); | ||
float t1 = max(max(max(abs(p.z)-0.04, -p.y), -p.x), p.x+p.y-1); | ||
return min(t0, t1); | ||
} | ||
|
||
vec3 sceneNormal(vec3 p) { | ||
vec2 e = vec2(1e-3,0); | ||
return normalize(vec3( | ||
sdScene(p+e.xyy) - sdScene(p-e.xyy), | ||
sdScene(p+e.yxy) - sdScene(p-e.yxy), | ||
sdScene(p+e.yyx) - sdScene(p-e.yyx))); | ||
} | ||
|
||
void main() { | ||
vec2 uv = gl_FragCoord / u_resolution.xy; | ||
|
||
vec2 ndc = 2*uv-1; | ||
ndc.x *= u_resolution.x/u_resolution.y; | ||
vec3 ro = u_view_to_world[3].xyz; | ||
vec3 rd = mat3(u_view_to_world)*normalize(vec3(ndc,-1.3)); | ||
|
||
vec3 col; | ||
|
||
float t = 0, d = 0; | ||
for (int i = 0; i < 80; i++) { | ||
d = sdScene(ro + t * rd); | ||
if (d<1e-4) break; | ||
if (t>10) break; | ||
t += 0.7 * d; | ||
} | ||
if (t > 9.999) discard; | ||
|
||
vec3 p = ro + t * rd; | ||
vec3 n = sceneNormal(p); | ||
|
||
vec3 diffuse = 0.5 + 0.5*dot(-LIGHT_DIR, n); | ||
|
||
col += diffuse; | ||
|
||
gl_FragColor = vec4(pow(col, vec3(1.0/2.2)), 1.0); | ||
} |