# version 330 #define ZERO 0 // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; in vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; // Custom Input Uniform uniform vec3 camPos; uniform vec3 camDir; uniform vec2 screenCenter; // Output fragment color out vec4 finalColor; // https://learnopengl.com/Advanced-OpenGL/Depth-testing float CalcDepth(in vec3 rd, in float Idist) { float local_z = dot(normalize(camDir),rd)*Idist; return (1.0/(local_z) - 1.0/0.01)/(1.0/1000.0 -1.0/0.01); } // https://iquilezles.org/articles/distfunctions/ float sdHorseshoe(in vec3 p, in vec2 c, in float r, in float le, vec2 w) { p.x = abs(p.x); float l = length(p.xy); p.xy = mat2(-c.x, c.y, c.y, c.x)*p.xy; p.xy = vec2(((p.y > 0.0) || (p.x > 0.0))? p.x : l*sign(-c.x), (p.x>0.0)? p.y : l); p.xy = vec2(p.x, abs(p.y - r)) - vec2(le, 0.0); vec2 q = vec2(length(max(p.xy, 0.0)) + min(0.0, max(p.x, p.y)), p.z); vec2 d = abs(q) - w; return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)); } // r = sphere's radius // h = cutting's plane's position // t = thickness float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t) { // Six way symetry Transformation vec3 ap = abs(p); if (ap.x < max(ap.y, ap.z)) { if (ap.y < ap.z) ap.xz = ap.zx; else ap.xy = ap.yx; } vec2 q = vec2(length(ap.yz), ap.x); float w = sqrt(r*r-h*h); return ((h*q.x < w*q.y)? length(q - vec2(w, h)) : abs(length(q) - r)) - t; } // https://iquilezles.org/articles/boxfunctions vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad) { vec3 m = 1.0/rd; vec3 n = m*ro; vec3 k = abs(m)*rad; vec3 t1 = -n - k; vec3 t2 = -n + k; return vec2(max(max(t1.x, t1.y), t1.z), min(min(t2.x, t2.y), t2.z)); } vec2 opU(vec2 d1, vec2 d2) { return (d1.x < d2.x)? d1 : d2; } vec2 map(in vec3 pos) { 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); res = opU(res, vec2(sdSixWayCutHollowSphere(pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5), 4.5)); return res; } // https://www.shadertoy.com/view/Xds3zN vec2 raycast(in vec3 ro, in vec3 rd) { vec2 res = vec2(-1.0, -1.0); float tmin = 1.0; float tmax = 20.0; // raytrace floor plane float tp1 = (-ro.y)/rd.y; if (tp1 > 0.0) { tmax = min(tmax, tp1); res = vec2(tp1, 1.0); } float t = tmin; 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); } finalColor = vec4(color , 1.0); gl_FragDepth = depth; }