ajout fonction rotate
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f1c722afe5
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f06d419870
1 changed files with 16 additions and 5 deletions
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@ -9,6 +9,18 @@ in vec3 CamDir;
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out vec4 FragColor;
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//uniform sampler2D generalTexture;
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vec3 rotate(vec3 pos, vec3 angles){
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float ca=cos(angles.x);
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float sa=sin(angles.x);
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float cb=cos(angles.y);
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float sb=sin(angles.y);
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float cc=cos(angles.z);
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float sc=sin(angles.z);
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return vec3(cb*cc*pos.x+(sa*sb*cc-ca*sc)*pos.y+(ca*sb*cc+sa*sc)*pos.z,
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cb*sc*pos.x+(sa*sb*sc+ca*cc)*pos.y+(ca*sb*sc-sa*cc)*pos.z,
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-sb*pos.x+sa*cb*pos.y+ca*cb*pos.z);
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}
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float SDF_Box_Frame( vec3 p, vec3 b, float e )
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{
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p = abs(p )-b;
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@ -24,7 +36,7 @@ float SDF_Circle(vec3 p,float r){
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}
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float SDF_Global(vec3 p){
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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));
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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));
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}
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vec4 Get_Impact(vec3 origin,vec3 dir){//must have length(dir)==1
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@ -50,7 +62,7 @@ vec3 Get_Color(vec3 origin,vec3 dir){
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vec4 impact = Get_Impact(origin,dir);
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if(impact.w<0.) return vec3(.5,.7,1.);
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vec3 normale=grad(impact.xyz);
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vec3 sunPos=vec3(3.*sin(Time*1.5),3.*cos(Time*3.),3.*cos(Time*1.5));//vec3(1.,1.5,.5);
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vec3 sunPos=vec3(3.,3.5,.5);//vec3(3.*sin(Time*1.5),3.*cos(Time*3.),3.*cos(Time*1.5));
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return vec3(clamp(0.,1.,dot(sunPos-impact.xyz,normale)));//normale;
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}
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@ -69,10 +81,9 @@ float Mandel(vec2 co){
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return 0.0;
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}
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void main()
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{
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void main(){
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vec3 lookingAt = vec3(0.);
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vec3 posCam = vec3(-3.*sin(Time*.15),.6*cos(Time*.15),3.*cos(Time*.15));
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vec3 posCam = vec3(2.5,2.5,2.5);//vec3(-3.*sin(Time*.15),.6*cos(Time*.15),3.*cos(Time*.15));
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vec3 ez = normalize(lookingAt-posCam);////base orthonormée
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vec3 ex = normalize(cross(ez,vec3(0.,1.,0.)));
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