diff --git a/src/shaders/fragment.frag b/src/shaders/fragment.frag index 2bc077f..32ce8a0 100644 --- a/src/shaders/fragment.frag +++ b/src/shaders/fragment.frag @@ -89,6 +89,7 @@ float hexDistance(vec2 axial) { return max(abs(q), max(abs(r), abs(s))); } +/* float hexPylon(vec3 p, vec2 h) { //vec3 p = vec3(p.x, p.z, p2.y); vec3 b = vec3(h.x, h.y, h.x); @@ -100,11 +101,12 @@ float hexPylon(vec3 p, vec2 h) { // and larger numbers give a more rounded look. return lev3(max(abs(p) - b + .15, 0.)) - .15; } +*/ ////////////// // SCENE // ////////////// - +/* // instructions -> opU( { float to union with } , vec2( {put shape here}, {put material here} ) ) vec2 opU(vec2 d1, vec2 d2) { return (d1.x < d2.x) ? d1 : d2; @@ -113,6 +115,7 @@ vec2 opU(vec2 d1, vec2 d2) { float sdSphere(vec3 p, float r){ return lev3(p) -r; } +*/ // Scene mapping with occlusion-aware SDF blending vec2 mapScene(vec3 p) { @@ -195,6 +198,7 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) { //////////////// // SHADING // //////////////// +/* float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) { float res = 1.0; float t = mint; @@ -210,10 +214,11 @@ float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) { res = max(res, -1.0); return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res); } +*/ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) { // Light vector from surface to light - float roughness = 1.0; + //float roughness = 1.0; vec3 lightDir = lightPos - worldPos; float lightDistance = lev3(lightDir); lightDir = no(lightDir); @@ -226,20 +231,21 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo vec3 diffuse = lightColor * NdotL * attenuation; // Specular lighting (Blinn-Phong) + /* vec3 halfDir = no(lightDir + (-viewDir)); float NdotH = max(dot(normal, halfDir), 0.0); float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess - vec3 specular = lightColor * pow(NdotH, shininess) * attenuation; + */ + vec3 specular = lightColor * attenuation; // Fresnel effect - vec3 F0 = vec3(0.04); // Base reflectance for dielectrics - vec3 fresnel = F0 + (1.0 - F0) * pow(clamp(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0); - - // Soft shadows - float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0); + //vec3 F0 = vec3(0.04); // Base reflectance for dielectrics + //vec3 fresnel = F0 + (1.0 - F0) * pow(cl(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0); // Combine diffuse and specular with shadow - return (diffuse + specular * fresnel) * shadow * shadow; + // return (diffuse + specular * fresnel) * shadow * shadow; + //return (diffuse * fresnel); + return diffuse + specular; } vec3 calcNormal(vec3 pos) { @@ -279,8 +285,9 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 camPos) { vec3 lights = vec3(0.); //lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial); - lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.77, 0.26, 0.73), 30.0, p, dir, n); + lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 20.0, p, dir, n); +/* // LIGHT CHANGING WITH CIRCLE RADIUS float maxRadius = 25.; // Circle radius float particleHeight = 15.; //(syncs[5] * 40.); @@ -302,11 +309,12 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 camPos) { //res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.)); lights += addPointLight(objPos, vec3(0.33, 0.91, 0.93), 30.0, p, dir, n); +*/ vec3 lightDir = vec3(0., 2., 3); float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0); - //lights += vec3(0.08, 0.62, 0.75) * ind * 0.8; + lights += vec3(0.6, 0.6, 0.6) * ind * 0.6; outMaterial *= max(vec3(0.), lights); // output with lights; @@ -326,10 +334,10 @@ vec3 postProcess(vec3 col) { col = pow(col, vec3(.55)); // gamma 2.2 // fade in at the beginning - //col*=vec3(clamp((u_time-1.8)*0.5,0., 1.)); + //col*=vec3(cl((u_time-1.8)*0.5,0., 1.)); // fade out at the end - // col*=vec3(clamp((120.-u_time)*.35, 0., 1.)); + // col*=vec3(cl((120.-u_time)*.35, 0., 1.)); return col; } @@ -345,10 +353,10 @@ vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov) { vec3 render(vec2 uv) { vec3 camPos = vec3(-20.0 + sin(syncs[0] * 0.25) * 5, abs(sin(syncs[0] * 0.25) * 10) + 25.0, -20.0); - vec3 camTarget = vec3(0.0, 0.0, 0.0); // Adjust target as needed - float fov = 1.0; + // vec3 camTarget = vec3(0.) // Adjust target as needed + //float fov = 1.0; - vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov); + vec3 rayDir = getCameraRayDir(uv, camPos, vec3(0.), 1.0); vec3 col = vec3(0.); // background color