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shader.frag
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shader.frag
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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec2 pos;
layout(location = 0) out vec4 outColor;
layout(push_constant) uniform PushConstants {
vec4 mouse;
vec2 resolution;
float time;
} constants;
vec4 mouse = constants.mouse;
vec2 resolution = constants.resolution;
float time = constants.time;
/*
void main() {
outColor = vec4(mouse.xy / resolution.xy, 0.0, 0.0);
//outColor = vec4(pos.xy, 0.0, 0.0);
}
*/
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 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 sdTriPrism( vec3 p, vec2 h )
{
vec3 q = abs(p);
#if 0
return max(q.z-h.y,max(q.x*0.866025+p.y*0.5,-p.y)-h.x*0.5);
#else
float d1 = q.z-h.y;
float d2 = max(q.x*0.866025+p.y*0.5,-p.y)-h.x*0.5;
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
#endif
}
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 );
#if 0
return max( max( dot(q,c.xy), p.y), -p.y-c.z );
#else
float d1 = -p.y-c.z;
float d2 = max( dot(q,c.xy), p.y);
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
#endif
}
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.x<d2.x) ? d1 : d2;
}
vec3 opRep( vec3 p, vec3 c )
{
return mod(p,c)-0.5*c;
}
vec3 opTwist( vec3 p )
{
float c = cos(1.15*p.y+10.0);
float s = sin(0.15*p.y+10.0);
mat2 m = mat2(c,-s,s,c);
return vec3(m*p.xz,p.y);
}
//----------------------------------------------------------------------
vec2 map( in vec3 pos )
{
pos = opTwist(pos);
vec2 res = vec2( sdPlane(pos - vec3(0.0, -1.0, 0.0)), 1.0 );
res = opU( res, vec2(0.5*sdSphere(pos, 0.99 ) +
0.06*sin(20.0*pos.x),
111.0 ) );
return vec2(0.5*sdSphere(pos, 1.199 ) +
0.06*sin(15.0*pos.x)
* sin(15.0 * pos.y),
111.0 );
return res;
}
vec2 castRay( in vec3 ro, in vec3 rd )
{
float tmin = 1.0;
float tmax = 20.0;
#if 0
float tp1 = (0.0-ro.y)/rd.y; if( tp1>0.0 ) 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 precis = 0.001;
float t = tmin;
float m = -1.0;
for( int i=0; i<250; i++ )
{
vec2 res = map( ro+rd*t );
if( res.x<precis || t>tmax ) break;
t += res.x;
m = res.y;
}
if( t>tmax ) m=-1.0;
return vec2( t, m );
}
float softshadow( 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 )
{
vec3 eps = vec3( 0.001, 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 );
}
float calcSSS(in vec3 pos, in vec3 rd) {
float sss = 0.0;
for (int i = 0; i < 256; i++) {
if (map(pos + rd * float(i) * 0.005).x > 0.0)
sss += 1.0 / 256.0;
}
return sss;
}
vec3 render( in vec3 ro, in vec3 rd )
{
vec3 col = vec3(0.8, 0.9, 1.0);
vec2 res = castRay(ro,rd);
float t = res.x;
float m = res.y;
if( m>-0.05 )
{
vec3 pos = ro + t*rd;
vec3 nor = calcNormal( pos );
vec3 ref = reflect( rd, nor );
// material
col = 0.45 + 0.3*sin( vec3(0.05,0.08,0.10)*(m-1.0) );
if( m<1.5 )
{
float f = mod( floor(5.0*pos.z) + floor(5.0*pos.x), 2.0);
col = 0.4 + 0.1*f*vec3(1.0);
}
// lighitng
float occ = calcAO( pos, nor );
vec3 lig = normalize( vec3(-0.6, 0.7, -0.5) );
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 );
float spe = pow(clamp( dot( ref, lig ), 0.0, 1.0 ),16.0);
float sss = calcSSS(pos, rd);
occ = 1.0;
//dif *= softshadow( pos, lig, 0.02, 2.5 );
//dom *= softshadow( pos, ref, 0.02, 2.5 );
vec3 brdf = vec3(0.0);
brdf += 1.20*dif*vec3(1.00,0.90,0.60);
//brdf += 1.20*spe*vec3(1.00,0.90,0.60)*dif;
brdf += 0.30*amb*vec3(0.50,0.70,1.00)*occ;
//brdf += 0.40*dom*vec3(0.50,0.70,1.00)*occ;
//brdf += 0.30*bac*vec3(0.25,0.25,0.25)*occ;
//brdf += 0.40*fre*vec3(1.00,1.00,1.00)*occ;
brdf += 0.02;
col = col*brdf;
//col = vec3(1.0, 1.0, 1.0) * sss;
col = mix(col,col * sss, 0.9);
col = mix( col, vec3(0.8,0.9,1.0), 1.0-exp( -0.0005*t*t ) );
}
return vec3( clamp(col,0.0,1.0) );
}
void main( void )
{
vec2 p = pos.xy * 2.0 - 1.0;// -1.0+2.0*q;
p.x *= resolution.x/resolution.y;
vec2 mo = mouse.xy/resolution.xy;
// camera
vec3 ro = vec3(1.5+2.2*cos(0.1*time + 4.0*mo.x),
0.0 + 2.0*mo.y,
3.0);
vec3 ta = vec3(0.0, 0.0, 0.0 );
// camera tx
vec3 cw = normalize( ta-ro );
vec3 cp = vec3( 0.0, 1.0, 0.0 );
vec3 cu = normalize( cross(cw,cp) );
vec3 cv = normalize( cross(cu,cw) );
vec3 rd = normalize( p.x*cu + p.y*cv + 2.5*cw );
vec3 col = render( ro, rd );
col = pow( col, vec3(0.4545) );
outColor = vec4( col, 1.0 );
}