diff --git a/shaders/quad.fs b/shaders/quad.fs index d6f0f8b..f36cb59 100644 --- a/shaders/quad.fs +++ b/shaders/quad.fs @@ -9,6 +9,18 @@ in vec3 CamDir; 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); +} + float SDF_Box_Frame( vec3 p, vec3 b, float e ) { p = abs(p )-b; @@ -24,7 +36,7 @@ float SDF_Circle(vec3 p,float r){ } float SDF_Global(vec3 p){ - return min(SDF_Box_Frame(p,vec3(.5,.5,.5),0.1),SDF_Circle(mod(p+vec3(.5),vec3(1.,1.,1.))-vec3(.5),.15)); + return SDF_Box_Frame(rotate(p,vec3(1.*Time,2.*Time,3.*Time)),vec3(1.5,1.5,1.5),.5);//min(SDF_Box_Frame(p,vec3(.5,.5,.5),0.1),SDF_Circle(mod(p+vec3(.5),vec3(1.,1.,1.))-vec3(.5),.15)); } vec4 Get_Impact(vec3 origin,vec3 dir){//must have length(dir)==1 @@ -50,7 +62,7 @@ vec3 Get_Color(vec3 origin,vec3 dir){ vec4 impact = Get_Impact(origin,dir); if(impact.w<0.) return vec3(.5,.7,1.); vec3 normale=grad(impact.xyz); - vec3 sunPos=vec3(3.*sin(Time*1.5),3.*cos(Time*3.),3.*cos(Time*1.5));//vec3(1.,1.5,.5); + vec3 sunPos=vec3(3.,3.5,.5);//vec3(3.*sin(Time*1.5),3.*cos(Time*3.),3.*cos(Time*1.5)); return vec3(clamp(0.,1.,dot(sunPos-impact.xyz,normale)));//normale; } @@ -69,10 +81,9 @@ float Mandel(vec2 co){ return 0.0; } -void main() -{ +void main(){ vec3 lookingAt = vec3(0.); - vec3 posCam = vec3(-3.*sin(Time*.15),.6*cos(Time*.15),3.*cos(Time*.15)); + vec3 posCam = vec3(2.5,2.5,2.5);//vec3(-3.*sin(Time*.15),.6*cos(Time*.15),3.*cos(Time*.15)); vec3 ez = normalize(lookingAt-posCam);////base orthonormée vec3 ex = normalize(cross(ez,vec3(0.,1.,0.)));