233 lines
6.3 KiB
GLSL
233 lines
6.3 KiB
GLSL
uniform float time;
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uniform vec2 resolution;
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uniform sampler2D texture_sampler;
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uniform sampler2D texts;
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#define MAX_STEPS 100
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#define MAX_DIST 20.
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#define SURF_DIST .001
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#define TAU 6.283185
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#define PI 3.141592
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#define FOG_DENSITY 0.01
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struct Obj {
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float distance; // distance map
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int material; // material Id
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};
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mat2 Rot(float a) {
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float s=sin(a), c=cos(a);
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return mat2(c, -s, s, c);
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}
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vec3 applyFog(in vec3 color, in float distance) {
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float fogAmount = 1.0 - exp(-distance*FOG_DENSITY);
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vec3 fogColor = vec3(0.17, 0.16, 0.24);
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return mix( color, fogColor, fogAmount );
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}
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float opExtrusion( in vec3 p, in float sdf, in float h )
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{
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vec2 w = vec2( sdf, abs(p.z) - h);
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return min(max(w.x,w.y),0.0) + length(max(w,0.0));
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}
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float sdCog2d(vec2 pos) {
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float r = length(pos)*2.;
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float a = atan(pos.y,pos.x);
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float f = 1. - smoothstep(-0.2, .8, sin(a * 12.))*0.14;
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f = smoothstep(f,f + 2.,r);
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return f;
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}
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float opSmoothSubtraction( float d1, float d2, float k )
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{
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float h = max(k-abs(-d1-d2),0.0);
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return max(-d1, d2) + h*h*0.25/k;
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}
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float sdCapsule( vec3 p, vec3 a, vec3 b, float r )
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{
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vec3 pa = p - a, ba = b - a;
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float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
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return length( pa - ba*h ) - r;
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}
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float sdCog(vec3 pos, float angle) {
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pos.xy *= Rot(angle);
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float d1 = opExtrusion(pos, sdCog2d(pos.xy), 0.15);
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float d2 = sdCapsule(pos - vec3(0.,0., -0.5), vec3(0., 0.0, 0.), vec3(0., 0., 1.), 0.2);
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return 0.8 * opSmoothSubtraction(d2,d1,0.02)-0.001;
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}
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// Scene
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Obj mapScene(in vec3 p) {
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float d = 1e10;
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float dGround = p.y +1.5 + sin(p.z*0.6)*.2 + sin(p.x*1.3)*.1;
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Obj ground = Obj(dGround, 0);
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{
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float d1 = sdCog(p+vec3(1., 0., 0.), time);
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d = min(d, d1);
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}
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{
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float d1 = sdCog(p+vec3(0.5, -.87, 0.), -time);
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d = min(d, d1);
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}
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{
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float d1 = sdCog(p+vec3(0.5, .87, 0.), -time);
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d = min(d, d1);
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}
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Obj ob1 = Obj(d, 1);
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if (ground.distance > ob1.distance) return ob1;
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return ground;
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}
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Obj castRay(vec3 ro, vec3 rd) {
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float t = 0.0;
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Obj res = Obj(-1., -1);
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for(int i=0; i<MAX_STEPS; i++) {
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vec3 p = ro + rd * t;
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res = mapScene(p);
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t += res.distance;
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if (t > MAX_DIST || res.distance < abs(SURF_DIST*t) ) break;
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}
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if (t > MAX_DIST) t = -1.0;
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res.distance = t;
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return res;
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}
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float castShadow(vec3 ro, vec3 rd) {
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float res = 1.0;
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float t = 0.001;
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for(int i = 0; i < MAX_STEPS; i++) {
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vec3 pos = ro + t* rd;
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float h = mapScene(pos).distance;
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res = min(res, 10.0*h/t);
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if (abs(h) < (0.001*t) ) break;
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t += h;
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if (t > 20.) break;
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}
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return clamp(res,0., 1.);
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}
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vec3 calcNormal(vec3 pos) {
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vec2 e = vec2(.001, 0.);
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vec3 n = vec3( mapScene(pos+e.xyy).distance - mapScene(pos-e.xyy).distance,
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mapScene(pos+e.yxy).distance - mapScene(pos-e.yxy).distance,
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mapScene(pos+e.yyx).distance - mapScene(pos-e.yyx).distance
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);
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return normalize(n);
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}
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vec3 fresnel( vec3 F0, vec3 h, vec3 l ) {
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return F0 + ( 1.0 - F0 ) * pow( clamp( 1.0 - dot( h, l ), 0.0, 1.0 ), 5.0 );
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}
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vec3 shading(vec3 v, vec3 n, vec3 dir, int material) {
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float shininess = 1.;
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vec3 final = vec3( 0.0 );
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vec3 ref = reflect( dir, n );
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vec3 Ks = vec3( 0.5 );
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vec3 Kd = vec3( 1.0 );
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vec3 outMaterial = vec3(0.1255, 0.1255, 0.1255);
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if (material == 0) {
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outMaterial = vec3(0.1412, 0.1412, 0.1412);
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shininess = 3.1;
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} else if (material == 1) {
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outMaterial = vec3(0.1765, 0.1961, 0.2275);
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shininess = 21.;
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}
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// light 0
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{
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vec3 light_pos = vec3( -2.,.3, 10. );
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vec3 light_color = vec3(0.71, 0.51, 0.72) * 5.;
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vec3 vl = normalize( light_pos - v );
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vec3 diffuse = Kd * vec3( max( 0.0, dot( vl, n ) ) );
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vec3 specular = vec3( max( 0.0, dot( vl, ref ) ) );
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vec3 F = fresnel( Ks, normalize( vl - dir ), vl );
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specular = pow( specular, vec3( shininess ) );
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final += outMaterial * specular * light_color * mix( diffuse, specular, F );
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}
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// light 1
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{
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vec3 light_pos = vec3( 5.0, 5.0, -20.0 );
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vec3 light_color = vec3(0.14, 0.36, 0.83)* 7.;
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vec3 vl = normalize( light_pos - v );
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vec3 diffuse = Kd * vec3( max( 0.0, dot( vl, n ) ) );
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vec3 specular = vec3( max( 0.0, dot( vl, ref ) ) );
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vec3 F = fresnel( Ks, normalize( vl - dir ), vl );
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specular = pow( specular, vec3( shininess ) );
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final += outMaterial * specular * light_color * mix( diffuse, specular, F );
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}
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{
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vec3 SUN_DIR = vec3(0. , .4, 1.);
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float sun_dif = clamp(dot(n, SUN_DIR), 0., 1.);
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float shadow = castShadow(v + n*0.02, SUN_DIR);
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final += outMaterial * vec3(1.1,1.2, 1.5) * sun_dif * sun_dif * shadow;
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}
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{
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vec3 SUN_DIR = vec3(0. , .6, -1.);
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float sun_dif = clamp(dot(n, SUN_DIR), 0., 1.);
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final += outMaterial * vec3(0.0353, 0.2667, 0.4784) * sun_dif;
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}
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// final += texture( iChannel0, ref ).rgb * fresnel( Ks, n, -dir );
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// vec3 col = vec3(0.4)* ref.x;
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//vec3 col = vec3(0.0588, 0.0588, 0.1216);// - vec3(0.149, 0.0863, 0.2314) * v.x;
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//final += col * fresnel( vec3(.5), ref, -dir );
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return final;
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}
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void main()
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{
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vec2 p = (2.0 * gl_FragCoord.xy - resolution.xy) / resolution.y;
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float angle = time*0.4;
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// angle = 2.0; // comment to rotate
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// gl_FragColor = vec4(vec3(sdCog2d(p)), 1.);
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// return;
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// camera
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vec3 ta = vec3(0.0, 0., 0.0);
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vec3 ro = ta + vec3(4.*sin(angle), cos(angle), 4.*cos(angle)); // *cos(angle))
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vec3 ww = normalize(ta-ro);
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vec3 uu = normalize(cross(ww, vec3(0,1,0)));
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vec3 vv = normalize(cross(uu,ww));
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vec3 rd = normalize(p.x * uu + p.y*vv + 1.4*ww); // camera
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// global light
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vec3 col = vec3(0.1451, 0.1098, 0.1608) - vec3(0.9725, 0.5176, 0.0) *rd.y;
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Obj t = castRay(ro, rd);
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if (t.distance > 0.) {
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vec3 pos = ro + rd * t.distance;
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vec3 nor = calcNormal(pos);
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col = shading(pos, nor, rd , t.material);
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// apply fog
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col = applyFog(col, t.distance);
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}
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gl_FragColor = vec4( pow( col, vec3(1.0/1.3) ), 1.0 );
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} |