EnginPasTangible/shaders/default.fs
2023-04-12 14:20:41 +02:00

225 lines
6 KiB
GLSL

#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;
in float OrthoView;
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 symetry(vec3 p, vec3 norm,float offset){
float d=dot(p,norm) + offset;
return (d>0)?p:p-2.*d*norm;
}
vec3 infinity(vec3 pos,vec3 box){
return mod(pos+.5*box,box)-.5*box;
}
vec3 repeat(vec3 p, vec3 size, vec3 repet)
{
return p-size*clamp(vec3(round(p.x/size.x),round(p.y/size.y),round(p.z/size.z)),-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 dot2(vec3 v){ return dot(v,v);}
float SDF_Triangle( vec3 p, vec3 a, vec3 b, vec3 c )
{
vec3 ba = b - a; vec3 pa = p - a;
vec3 cb = c - b; vec3 pb = p - b;
vec3 ac = a - c; vec3 pc = p - c;
vec3 nor = cross( ba, ac );
return sqrt(
(sign(dot(cross(ba,nor),pa)) +
sign(dot(cross(cb,nor),pb)) +
sign(dot(cross(ac,nor),pc))<2.0)
?
min( min(
dot2(ba*clamp(dot(ba,pa)/dot2(ba),0.0,1.0)-pa),
dot2(cb*clamp(dot(cb,pb)/dot2(cb),0.0,1.0)-pb) ),
dot2(ac*clamp(dot(ac,pc)/dot2(ac),0.0,1.0)-pc) )
:
dot(nor,pa)*dot(nor,pa)/dot2(nor) );
}
float SDF_tetra(vec3 p,float h){
//float hh = h*.5;
//float c1=h/sqrt(3);
//vec3 a = vec3(0.,hh,0.);
//vec3 b = vec3(0.,-hh,hh);
//vec3 c = vec3(c1,-hh,-hh);
//vec3 d = vec3(-c1,-hh,-hh);
float f1=1./sqrt(3.);
float f2=1./sqrt(6.);
vec3 a = vec3(0.);
vec3 o = vec3( 1.,-f1 ,-f2 );
vec3 b = vec3(-1.,-f1 ,-f2 )-o;
vec3 c = vec3(0. ,2.*f1,-f2 )-o;
vec3 d = vec3(0. ,0. ,3.*f2)-o;
return min(SDF_Triangle(p,a,b,c),min(SDF_Triangle(p,a,b,d),min(SDF_Triangle(p,a,c,d),SDF_Triangle(p,b,c,d))));
}
float SDF_tetra2(vec3 ps,float s){
vec3 p=ps+vec3(s);
return (max(
abs(p.x+p.y)-p.z,
abs(p.x-p.y)+p.z
)-s)/sqrt(3.);
}
float SDF_Sierp(vec3 p,float s,int n){
//float ss=s*.5;
//float c=s/sqrt(3);
//float c1=s/sqrt(3);
float d=pow(2.,n);
vec3 ps=p/s;
for (int i=0;i<n;i++){
ps=symetry(ps,normalize(vec3(1,-1./sqrt(3.),-4./sqrt(6.))),d);
ps=symetry(ps, (vec3(1.,0.,0.)),d);
ps=symetry(ps,normalize(vec3(1.,-3./sqrt(3.),0.)),d);
d*=.5;
}
return SDF_tetra(ps,s);//min(SDF_Sphere(ps,.2),SDF_tetra(ps,s));
}
float SDF_Sierp2(vec3 p,float s,int n){
//float ss=s*.5;
//float c=s/sqrt(3);
//float c1=s/sqrt(3);
float d=sqrt(2)*pow(2.,n)*s;
vec3 ps=p;// /s;
for (int i=0;i<n;i++){
ps=symetry(ps,normalize(vec3(0.,1.,-1.)),0.);
ps=symetry(ps,normalize(vec3(-1.,1.,0.)),0.);
ps=symetry(ps,normalize(vec3(1.,0.,1.)),1.*d);
d*=.5 ;
}
return SDF_tetra2(ps,s);//min(SDF_Sphere(ps,.2),SDF_tetra(ps,s));
}
float SDF_Global(vec3 p){
return SDF_Box_Frame(p,vec3(1.),.1);
}
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(.001,0.);
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));
float specular=0.;//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(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<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);
if(OrthoView == 1.){
//float c=Mandel(FragCoord*1.5);
FragColor=vec4(Get_Color(posCam+fovValue*FragCoord.x*normalize(Ex)+fovValue*FragCoord.y*normalize(Ey),normalize(Ez)),1.);//c,c,c,1.);
}else{
FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
}
}