101 lines
2.7 KiB
GLSL
101 lines
2.7 KiB
GLSL
#version 330 core
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in vec2 FragCoord;
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in float Time;
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in vec2 MousePos;
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in vec3 CamPos;
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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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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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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 SDF_Circle(vec3 p,float r){
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return length(p)-r;
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}
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float SDF_Global(vec3 p){
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return SDF_Box_Frame(rotate(infinity(p,vec3(2.,2.,2.)),vec3(.2*Time,.4*Time,.6*Time)),vec3(.5,.5,.5),.1);//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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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,.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 = 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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vec3 ey = cross(ex,ez);
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vec3 dir = normalize(FragCoord.x * ex + FragCoord.y*ey + 1.*ez);
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//float c=Mandel(FragCoord*1.5);
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FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
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}
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