130 lines
3.5 KiB
GLSL
130 lines
3.5 KiB
GLSL
#version 330 core
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in vec2 FragCoord;
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in float Time;
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in vec3 Ex;
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in vec3 Ey;
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in vec3 Ez;
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in vec3 CamPos;
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in float fovValue;
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in float FacteurLargeur;
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in float OrthoView;
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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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vec3 infinity(vec3 pos,vec3 box){
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return mod(pos+.5*box,box)-.5*box;
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}
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vec3 repeter(vec3 p, float size, vec3 repet)
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{
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return p-size*clamp(round(p/size),-repet,repet);
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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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vec3 q = abs(p+e)-e;
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return min(min(
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length(max(vec3(p.x,q.y,q.z),0.0))+min(max(p.x,max(q.y,q.z)),0.0),
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length(max(vec3(q.x,p.y,q.z),0.0))+min(max(q.x,max(p.y,q.z)),0.0)),
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length(max(vec3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0));
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}
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float Inflate( float b, float r )
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{
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return b - r;
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}
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float SDF_Sphere(vec3 p,float r){
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return length(p)-r;
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}
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float SDF_Box(vec3 p, vec3 t){
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vec3 q=abs(p)-t;
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return length(max(q,0.0))+ min(max(q.x,max(q.y,q.z)),0.0);
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}
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float SDF_Global(vec3 p){
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return max(SDF_Sphere(p,1.),-SDF_Box_Frame(rotate(p,vec3(1.*Time,2.0*Time,3.*Time)),vec3(.8,.8,.8),.2));
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}
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vec4 Get_Impact(vec3 origin,vec3 dir){//must have length(dir)==1
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vec3 pos=origin;
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float dist;
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for(int i=0;i<30;i++){
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dist=SDF_Global(pos);
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pos+=dist*dir;
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if(dist<=.01) return vec4(pos,1.);
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if(dist>=20.0) return vec4(pos,-1.);
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}
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return vec4(pos,-1.);
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}
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vec3 grad(vec3 p){
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vec2 epsilon = vec2(.01,0.);
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return normalize(vec3(SDF_Global(p+epsilon.xyy)-SDF_Global(p-epsilon.xyy),
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SDF_Global(p+epsilon.yxy)-SDF_Global(p-epsilon.yxy),
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SDF_Global(p+epsilon.yyx)-SDF_Global(p-epsilon.yyx)));
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}
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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,.8,.9)+.5*dir.y+.05*clamp(origin.y-10.,-10.,10.);//(impact.y+1.)*.05*vec3(.5,.7,1.);
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vec3 normale=grad(impact.xyz);
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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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float Mandel(vec2 co){
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vec2 coo = co.xy;
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float limf=100.0;
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float cf=0.0;
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int c;
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for(c=0;c<30;c++){
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coo=vec2(pow(coo.x,2.0)-pow(coo.y,2.0)+co.x,2.*coo.x*coo.y+co.y);
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if(length(coo)>=2.0){
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return cf/limf;
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}
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cf+=1.0;
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}
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return 0.0;
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}
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void main(){
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vec3 lookingAt = vec3(0.);
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vec3 posCam = CamPos;//vec3(-3.*sin(Time*.15),.6*cos(Time*.15),3.*cos(Time*.15));
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//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))));
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//float pan=-MousePos.x/180.;
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//float tilt=-MousePos.y/180.;
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//tilt=max(min(tilt,3.14*.45),-3.14*.45);
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//vec3 ez = vec3(cos(tilt)*sin(pan),sin(tilt),cos(tilt)*cos(pan));//normalize(lookingAt-posCam);////base orthonormée
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//vec3 ex = normalize(cross(ez,vec3(0.,1.,0.)));
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//vec3 ey = cross(ex,ez);
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vec3 dir = normalize(FragCoord.x * normalize(Ex) + FragCoord.y * normalize(Ey) + fovValue * Ez);
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//float c=Mandel(FragCoord*1.5);
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if(OrthoView == 1.){
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//float c=Mandel(FragCoord*1.5);
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FragColor=vec4(Get_Color(posCam+fovValue*FragCoord.x*normalize(Ex)+fovValue*FragCoord.y*normalize(Ey),normalize(Ez)),1.);//c,c,c,1.);
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}else{
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FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
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}
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}
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