This commit is contained in:
2024-05-28 22:53:49 +03:00
parent 063624d7bb
commit 9b0e678611
6 changed files with 86 additions and 116 deletions

View File

@ -3,16 +3,6 @@ uniform vec2 resolution;
uniform sampler2D texture_sampler;
uniform sampler2D texts;
#define MAX_STEPS 100
#define MAX_DIST 20.
#define SURF_DIST .001
#define TAU 6.283185
#define PI 3.141592
#define FOG_DENSITY 0.01
struct Obj {
float distance; // distance map
int material; // material Id
@ -25,8 +15,7 @@ mat2 Rot(float a) {
}
vec3 applyFog(in vec3 color, in float distance) {
float fogAmount = 1.0 - exp(-distance*FOG_DENSITY);
float fogAmount = 1.0 - exp(-distance *0.01);
vec3 fogColor = vec3(0.17, 0.16, 0.24);
return mix( color, fogColor, fogAmount );
}
@ -95,13 +84,13 @@ Obj castRay(vec3 ro, vec3 rd) {
float t = 0.0;
Obj res = Obj(-1., -1);
for(int i=0; i<MAX_STEPS; i++) {
for(int i=0; i<100; i++) {
vec3 p = ro + rd * t;
res = mapScene(p);
t += res.distance;
if (t > MAX_DIST || res.distance < abs(SURF_DIST*t) ) break;
if (t > 20.0 || res.distance < abs(0.001*t) ) break;
}
if (t > MAX_DIST) t = -1.0;
if (t > 20.0) t = -1.0;
res.distance = t;
return res;
}
@ -109,7 +98,7 @@ Obj castRay(vec3 ro, vec3 rd) {
float castShadow(vec3 ro, vec3 rd) {
float res = 1.0;
float t = 0.001;
for(int i = 0; i < MAX_STEPS; i++) {
for(int i = 0; i < 100; i++) {
vec3 pos = ro + t* rd;
float h = mapScene(pos).distance;
res = min(res, 10.0*h/t);
@ -191,23 +180,16 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, int material) {
float sun_dif = clamp(dot(n, SUN_DIR), 0., 1.);
final += outMaterial * vec3(0.0353, 0.2667, 0.4784) * sun_dif;
}
// final += texture( iChannel0, ref ).rgb * fresnel( Ks, n, -dir );
// vec3 col = vec3(0.4)* ref.x;
//vec3 col = vec3(0.0588, 0.0588, 0.1216);// - vec3(0.149, 0.0863, 0.2314) * v.x;
//final += col * fresnel( vec3(.5), ref, -dir );
return final;
return final;
}
void main()
{
vec2 p = (2.0 * gl_FragCoord.xy - resolution.xy) / resolution.y;
vec2 p = (gl_FragCoord.xy * 2. - resolution.xy) / min(resolution.x, resolution.y);
// vec2 p = (2.0 * gl_FragCoord.xy - resolution.xy) / resolution.y;
float angle = time*0.4;
// angle = 2.0; // comment to rotate
// gl_FragColor = vec4(vec3(sdCog2d(p)), 1.);
// return;
// camera
vec3 ta = vec3(0.0, 0., 0.0);
vec3 ro = ta + vec3(4.*sin(angle), cos(angle), 4.*cos(angle)); // *cos(angle))
@ -227,7 +209,6 @@ void main()
col = shading(pos, nor, rd , t.material);
// apply fog
col = applyFog(col, t.distance);
}
gl_FragColor = vec4( pow( col, vec3(1.0/1.3) ), 1.0 );
}
gl_FragColor = vec4( pow(col, vec3(1.0/1.3) ), 1.0 );
}