specular + couleurs + MandelBrot for some reasons
This commit is contained in:
parent
7c48e8716a
commit
9958dc4327
4 changed files with 316 additions and 7 deletions
2
main.c
2
main.c
|
@ -8,7 +8,7 @@
|
|||
#include "./Libraries/stb/stb_image.h"
|
||||
#include "headers/shader.h"
|
||||
|
||||
#define SCENE "shaders/default.fs"
|
||||
#define SCENE "shaders/couleurs.fs"
|
||||
#define FULLSCREEN 0
|
||||
#define EXPERIMENTAL_FEATURES 0
|
||||
/* ## DEBUG MODE ##
|
||||
|
|
147
shaders/couleurs.fs
Normal file
147
shaders/couleurs.fs
Normal file
|
@ -0,0 +1,147 @@
|
|||
#version 330 core
|
||||
|
||||
in vec2 FragCoord;
|
||||
in float Time;
|
||||
in vec3 Ex;
|
||||
in vec3 Ey;
|
||||
in vec3 Ez;
|
||||
in vec3 CamPos;
|
||||
in float fovValue;
|
||||
in float FacteurLargeur;
|
||||
|
||||
out vec4 FragColor;
|
||||
//uniform sampler2D generalTexture;
|
||||
|
||||
float smin(float a, float b, float k){
|
||||
float h=clamp(.5+.5*(b-a)/k,0.,1.0);
|
||||
return mix(b,a,h) - k*h*(1.-h);
|
||||
}
|
||||
|
||||
vec3 rotate(vec3 pos, vec3 angles){
|
||||
float ca=cos(angles.x);
|
||||
float sa=sin(angles.x);
|
||||
float cb=cos(angles.y);
|
||||
float sb=sin(angles.y);
|
||||
float cc=cos(angles.z);
|
||||
float sc=sin(angles.z);
|
||||
return vec3(cb*cc*pos.x+(sa*sb*cc-ca*sc)*pos.y+(ca*sb*cc+sa*sc)*pos.z,
|
||||
cb*sc*pos.x+(sa*sb*sc+ca*cc)*pos.y+(ca*sb*sc-sa*cc)*pos.z,
|
||||
-sb*pos.x+sa*cb*pos.y+ca*cb*pos.z);
|
||||
}
|
||||
|
||||
vec3 infinity(vec3 pos,vec3 box){
|
||||
return mod(pos+.5*box,box)-.5*box;
|
||||
}
|
||||
|
||||
|
||||
vec3 repeter(vec3 p, float size, vec3 repet)
|
||||
{
|
||||
return p-size*clamp(round(p/size),-repet,repet);
|
||||
}
|
||||
|
||||
float SDF_Box_Frame( vec3 p, vec3 b, float e )
|
||||
{
|
||||
p = abs(p )-b;
|
||||
vec3 q = abs(p+e)-e;
|
||||
return min(min(
|
||||
length(max(vec3(p.x,q.y,q.z),0.0))+min(max(p.x,max(q.y,q.z)),0.0),
|
||||
length(max(vec3(q.x,p.y,q.z),0.0))+min(max(q.x,max(p.y,q.z)),0.0)),
|
||||
length(max(vec3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0));
|
||||
}
|
||||
|
||||
float Inflate( float b, float r )
|
||||
{
|
||||
return b - r;
|
||||
}
|
||||
|
||||
float SDF_Sphere(vec3 p,float r){
|
||||
return length(p)-r;
|
||||
}
|
||||
|
||||
float SDF_Box(vec3 p, vec3 t){
|
||||
vec3 q=abs(p)-t;
|
||||
return length(max(q,0.0))+ min(max(q.x,max(q.y,q.z)),0.0);
|
||||
}
|
||||
|
||||
vec4 SDF_Global(vec3 p){
|
||||
float box = SDF_Box(p,vec3(2.,.5,2.));
|
||||
vec3 c1= vec3(1.,.8,0.);
|
||||
float mini = box;
|
||||
vec3 cFinale=c1;
|
||||
|
||||
float sphere =SDF_Sphere(p+vec3(0.,2.5*cos(Time*.4),0.),1.);
|
||||
vec3 c2=vec3(1.,0.,0.);
|
||||
mini=smin(box,sphere,1.);
|
||||
cFinale=mix(c2,c1,abs(sphere-mini));
|
||||
|
||||
return vec4(mini,cFinale);
|
||||
}
|
||||
|
||||
vec4 Get_Impact(vec3 origin,vec3 dir){//must have length(dir)==1
|
||||
vec3 pos=origin;
|
||||
vec4 dist;
|
||||
for(int i=0;i<60;i++){
|
||||
dist=SDF_Global(pos);
|
||||
pos+=dist.x*dir;
|
||||
if(dist.x<=.01) return vec4(pos,1.);
|
||||
if(dist.x>=20.0) return vec4(pos,-1.);
|
||||
}
|
||||
return vec4(pos,1.);
|
||||
}
|
||||
|
||||
vec3 grad(vec3 p){
|
||||
vec2 epsilon = vec2(.01,0.);
|
||||
return normalize(vec3(SDF_Global(p+epsilon.xyy).x-SDF_Global(p-epsilon.xyy).x,
|
||||
SDF_Global(p+epsilon.yxy).x-SDF_Global(p-epsilon.yxy).x,
|
||||
SDF_Global(p+epsilon.yyx).x-SDF_Global(p-epsilon.yyx).x));
|
||||
}
|
||||
|
||||
vec3 Get_Color(vec3 origin,vec3 dir){
|
||||
vec4 impact = Get_Impact(origin,dir);
|
||||
if(impact.w<0.) return vec3(.5,.8,.9)+.5*dir.y+.05*clamp(origin.y-10.,-10.,10.);//(impact.y+1.)*.05*vec3(.5,.7,1.);
|
||||
vec3 normale=grad(impact.xyz);
|
||||
vec3 symetrique= dir-2.0*dot(dir,normale)*normale;
|
||||
//vec4 reflexion = Get_Impact(impact.xyz+0.02*normale,normalize(symetrique));
|
||||
//float g=reflexion.w<0.?1.5:1.;
|
||||
vec3 sunPos=vec3(0.,.7,.7);//vec3(3.,3.5,.5);//vec3(3.*sin(Time*1.5),3.*cos(Time*3.),3.*cos(Time*1.5));
|
||||
float specular=clamp(dot(symetrique,sunPos)*.5,0.,1.);
|
||||
vec4 ombre = Get_Impact(impact.xyz+0.02*normale,sunPos);
|
||||
float f=ombre.w<0.?1.:.5;
|
||||
vec3 couleur=SDF_Global(impact.xyz).yzw;
|
||||
|
||||
return couleur*clamp(dot(sunPos,normale),0.,1.)*f+vec3(specular);
|
||||
}
|
||||
|
||||
float Mandel(vec2 co){
|
||||
vec2 coo = co.xy;
|
||||
float limf=100.0;
|
||||
float cf=0.0;
|
||||
int c;
|
||||
for(c=0;c<300;c++){
|
||||
coo=vec2(pow(coo.x,2.0)-pow(coo.y,2.0)+co.x,2.*coo.x*coo.y+co.y);
|
||||
if(length(coo)>=2.0){
|
||||
return cf/limf;
|
||||
}
|
||||
cf+=1.0;
|
||||
}
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec3 lookingAt = vec3(0.);
|
||||
vec3 posCam = CamPos;//vec3(-3.*sin(Time*.15),.6*cos(Time*.15),3.*cos(Time*.15));
|
||||
//vec3 posCam = vec3(-3.*sin(MousePos.x/400)*(1-abs(atan(MousePos.y/500))),2*atan(MousePos.y/300),3.*cos(MousePos.x/400)*(1-abs(atan(MousePos.y/500))));
|
||||
//float pan=-MousePos.x/180.;
|
||||
//float tilt=-MousePos.y/180.;
|
||||
//tilt=max(min(tilt,3.14*.45),-3.14*.45);
|
||||
|
||||
//vec3 ez = vec3(cos(tilt)*sin(pan),sin(tilt),cos(tilt)*cos(pan));//normalize(lookingAt-posCam);////base orthonormée
|
||||
//vec3 ex = normalize(cross(ez,vec3(0.,1.,0.)));
|
||||
//vec3 ey = cross(ex,ez);
|
||||
|
||||
vec3 dir = normalize(FragCoord.x * normalize(Ex) + FragCoord.y * normalize(Ey) + fovValue * Ez);
|
||||
|
||||
|
||||
FragColor =vec4(vec3(Mandel(vec2(-.75,-.1)+FragCoord*2.0/pow(Time,Time))),1.);//vec2(.3885959955,.133913)
|
||||
//FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
|
||||
}
|
|
@ -12,6 +12,11 @@ in float FacteurLargeur;
|
|||
out vec4 FragColor;
|
||||
//uniform sampler2D generalTexture;
|
||||
|
||||
float smin(float a, float b, float k){
|
||||
float h=clamp(.5+.5*(b-a)/k,0.,1.0);
|
||||
return mix(b,a,h) - k*h*(1.-h);
|
||||
}
|
||||
|
||||
vec3 rotate(vec3 pos, vec3 angles){
|
||||
float ca=cos(angles.x);
|
||||
float sa=sin(angles.x);
|
||||
|
@ -59,7 +64,7 @@ float SDF_Box(vec3 p, vec3 t){
|
|||
}
|
||||
|
||||
float SDF_Global(vec3 p){
|
||||
return min(SDF_Box(p,vec3(10.,0.1,10.)),SDF_Box_Frame(rotate(vec3(0.,-2.,0.)+p,vec3(.3*Time,.2*Time,.1*Time)),vec3(.8,.8,.8),.2));
|
||||
return smin(SDF_Box(p,vec3(2.,.5,2.)),SDF_Sphere(p+vec3(0.,2.5*cos(Time*.4),0.),1.),1.);
|
||||
}
|
||||
|
||||
vec4 Get_Impact(vec3 origin,vec3 dir){//must have length(dir)==1
|
||||
|
@ -86,12 +91,13 @@ vec3 Get_Color(vec3 origin,vec3 dir){
|
|||
if(impact.w<0.) return vec3(.5,.8,.9)+.5*dir.y+.05*clamp(origin.y-10.,-10.,10.);//(impact.y+1.)*.05*vec3(.5,.7,1.);
|
||||
vec3 normale=grad(impact.xyz);
|
||||
vec3 symetrique= dir-2.0*dot(dir,normale)*normale;
|
||||
vec4 reflexion = Get_Impact(impact.xyz+0.02*normale,normalize(symetrique));
|
||||
float g=reflexion.w<0.?1.5:1.;
|
||||
vec3 sunPos=vec3(0.,10.,.5);//vec3(3.,3.5,.5);//vec3(3.*sin(Time*1.5),3.*cos(Time*3.),3.*cos(Time*1.5));
|
||||
vec4 ombre = Get_Impact(impact.xyz+0.02*normale,normalize(sunPos-impact.xyz));
|
||||
//vec4 reflexion = Get_Impact(impact.xyz+0.02*normale,normalize(symetrique));
|
||||
//float g=reflexion.w<0.?1.5:1.;
|
||||
vec3 sunPos=vec3(0.,.7,.7);//vec3(3.,3.5,.5);//vec3(3.*sin(Time*1.5),3.*cos(Time*3.),3.*cos(Time*1.5));
|
||||
float specular=clamp(dot(symetrique,sunPos)*.5,0.,1.);
|
||||
vec4 ombre = Get_Impact(impact.xyz+0.02*normale,sunPos);
|
||||
float f=ombre.w<0.?1.:.5;
|
||||
return vec3(clamp(0.,1.,dot(sunPos-impact.xyz,normale)))*f*g;
|
||||
return vec3(clamp(dot(sunPos,normale),0.,1.))*f+vec3(specular);
|
||||
}
|
||||
|
||||
float Mandel(vec2 co){
|
||||
|
|
156
shaders/menger.fs
Normal file
156
shaders/menger.fs
Normal file
|
@ -0,0 +1,156 @@
|
|||
#version 330 core
|
||||
|
||||
in vec2 FragCoord;
|
||||
in float Time;
|
||||
in vec3 Ex;
|
||||
in vec3 Ey;
|
||||
in vec3 Ez;
|
||||
in vec3 CamPos;
|
||||
in float fovValue;
|
||||
in float FacteurLargeur;
|
||||
|
||||
out vec4 FragColor;
|
||||
//uniform sampler2D generalTexture;
|
||||
|
||||
vec3 rotate(vec3 pos, vec3 angles){
|
||||
float ca=cos(angles.x);
|
||||
float sa=sin(angles.x);
|
||||
float cb=cos(angles.y);
|
||||
float sb=sin(angles.y);
|
||||
float cc=cos(angles.z);
|
||||
float sc=sin(angles.z);
|
||||
return vec3(cb*cc*pos.x+(sa*sb*cc-ca*sc)*pos.y+(ca*sb*cc+sa*sc)*pos.z,
|
||||
cb*sc*pos.x+(sa*sb*sc+ca*cc)*pos.y+(ca*sb*sc-sa*cc)*pos.z,
|
||||
-sb*pos.x+sa*cb*pos.y+ca*cb*pos.z);
|
||||
}
|
||||
|
||||
vec3 infinity(vec3 pos,vec3 box){
|
||||
return mod(pos+.5*box,box)-.5*box;
|
||||
}
|
||||
|
||||
|
||||
vec3 repeter(vec3 p, float size, vec3 repet)
|
||||
{
|
||||
return p-size*clamp(round(p/size),-repet,repet);
|
||||
}
|
||||
|
||||
float SDF_Box_Frame( vec3 p, vec3 b, float e )
|
||||
{
|
||||
p = abs(p )-b;
|
||||
vec3 q = abs(p+e)-e;
|
||||
return min(min(
|
||||
length(max(vec3(p.x,q.y,q.z),0.0))+min(max(p.x,max(q.y,q.z)),0.0),
|
||||
length(max(vec3(q.x,p.y,q.z),0.0))+min(max(q.x,max(p.y,q.z)),0.0)),
|
||||
length(max(vec3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0));
|
||||
}
|
||||
|
||||
float Inflate( float b, float r )
|
||||
{
|
||||
return b - r;
|
||||
}
|
||||
|
||||
float SDF_Sphere(vec3 p,float r){
|
||||
return length(p)-r;
|
||||
}
|
||||
|
||||
float SDF_Box(vec3 p, vec3 t){
|
||||
vec3 q=abs(p)-t;
|
||||
return length(max(q,0.0))+ min(max(q.x,max(q.y,q.z)),0.0);
|
||||
}
|
||||
|
||||
float SDF_Box( in vec2 p, in vec2 b )
|
||||
{
|
||||
vec2 d = abs(p)-b;
|
||||
return length(max(d,0.0)) + min(max(d.x,d.y),0.0);
|
||||
}
|
||||
|
||||
float SDF_Cross(vec3 p )
|
||||
{
|
||||
float da = SDF_Box(p.xy,vec2(1.0));
|
||||
float db = SDF_Box(p.yz,vec2(1.0));
|
||||
float dc = SDF_Box(p.zx,vec2(1.0));
|
||||
return min(da,min(db,dc));
|
||||
}
|
||||
|
||||
float SDF_Global(vec3 p){
|
||||
float d = SDF_Box(p,vec3(1.0));
|
||||
|
||||
float s = 1.0;
|
||||
for( int m=0; m<5; m++ )
|
||||
{
|
||||
vec3 a = mod( p*s, 2.0 )-1.0;
|
||||
s *= 3.0;
|
||||
vec3 r = 1.0 - 3.0*abs(a);
|
||||
|
||||
float c = SDF_Cross(r)/s;
|
||||
d = max(d,c);
|
||||
}
|
||||
|
||||
return d;
|
||||
}
|
||||
|
||||
vec4 Get_Impact(vec3 origin,vec3 dir){//must have length(dir)==1
|
||||
vec3 pos=origin;
|
||||
float dist;
|
||||
for(int i=0;i<60;i++){
|
||||
dist=SDF_Global(pos);
|
||||
pos+=dist*dir;
|
||||
if(dist<=.001) return vec4(pos,1.);
|
||||
if(dist>=20.0) return vec4(pos,-1.);
|
||||
}
|
||||
return vec4(pos,-1.);
|
||||
}
|
||||
|
||||
vec3 grad(vec3 p){
|
||||
vec2 epsilon = vec2(.01,0.);
|
||||
return normalize(vec3(SDF_Global(p+epsilon.xyy)-SDF_Global(p-epsilon.xyy),
|
||||
SDF_Global(p+epsilon.yxy)-SDF_Global(p-epsilon.yxy),
|
||||
SDF_Global(p+epsilon.yyx)-SDF_Global(p-epsilon.yyx)));
|
||||
}
|
||||
|
||||
vec3 Get_Color(vec3 origin,vec3 dir){
|
||||
vec4 impact = Get_Impact(origin,dir);
|
||||
if(impact.w<0.) return vec3(.5,.8,.9)+.5*dir.y+.05*clamp(origin.y-10.,-10.,10.);//(impact.y+1.)*.05*vec3(.5,.7,1.);
|
||||
vec3 normale=grad(impact.xyz);
|
||||
//vec3 symetrique= dir-2.0*dot(dir,normale)*normale;
|
||||
//vec4 reflexion = Get_Impact(impact.xyz+0.02*normale,normalize(symetrique));
|
||||
//float g=reflexion.w<0.?1.5:1.;
|
||||
vec3 sunPos=vec3(0.,.7,.7);//vec3(3.,3.5,.5);//vec3(3.*sin(Time*1.5),3.*cos(Time*3.),3.*cos(Time*1.5));
|
||||
vec4 ombre = Get_Impact(impact.xyz+0.02*normale,sunPos);
|
||||
float f=ombre.w<0.?1.:.5;
|
||||
return vec3(clamp(dot(sunPos,normale),0.,1.))*f;
|
||||
}
|
||||
|
||||
float Mandel(vec2 co){
|
||||
vec2 coo = co.xy;
|
||||
float limf=100.0;
|
||||
float cf=0.0;
|
||||
int c;
|
||||
for(c=0;c<30;c++){
|
||||
coo=vec2(pow(coo.x,2.0)-pow(coo.y,2.0)+co.x,2.*coo.x*coo.y+co.y);
|
||||
if(length(coo)>=2.0){
|
||||
return cf/limf;
|
||||
}
|
||||
cf+=1.0;
|
||||
}
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec3 lookingAt = vec3(0.);
|
||||
vec3 posCam = CamPos;//vec3(-3.*sin(Time*.15),.6*cos(Time*.15),3.*cos(Time*.15));
|
||||
//vec3 posCam = vec3(-3.*sin(MousePos.x/400)*(1-abs(atan(MousePos.y/500))),2*atan(MousePos.y/300),3.*cos(MousePos.x/400)*(1-abs(atan(MousePos.y/500))));
|
||||
//float pan=-MousePos.x/180.;
|
||||
//float tilt=-MousePos.y/180.;
|
||||
//tilt=max(min(tilt,3.14*.45),-3.14*.45);
|
||||
|
||||
//vec3 ez = vec3(cos(tilt)*sin(pan),sin(tilt),cos(tilt)*cos(pan));//normalize(lookingAt-posCam);////base orthonormée
|
||||
//vec3 ex = normalize(cross(ez,vec3(0.,1.,0.)));
|
||||
//vec3 ey = cross(ex,ez);
|
||||
|
||||
vec3 dir = normalize(FragCoord.x * normalize(Ex) + FragCoord.y * normalize(Ey) + fovValue * Ez);
|
||||
|
||||
|
||||
//float c=Mandel(FragCoord*1.5);
|
||||
FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
|
||||
}
|
Loading…
Reference in a new issue