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author | pommicket <pommicket@gmail.com> | 2022-12-17 17:33:17 -0500 |
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committer | pommicket <pommicket@gmail.com> | 2022-12-17 17:33:54 -0500 |
commit | 94a696ec0c97c6b622849ba6e0d3c0e5df599f88 (patch) | |
tree | aca6a9435b1496cfb550f747b48c1bc9f036970f /src/fshader_main.glsl | |
parent | 59933702dc8ead31528fbc4ff786819e88d83c99 (diff) |
include_str! for shader
Diffstat (limited to 'src/fshader_main.glsl')
-rw-r--r-- | src/fshader_main.glsl | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/src/fshader_main.glsl b/src/fshader_main.glsl new file mode 100644 index 0000000..06df54e --- /dev/null +++ b/src/fshader_main.glsl @@ -0,0 +1,133 @@ +// this draws the scene + +IN vec2 pos; +uniform mat3 u_rotation; +uniform vec3 u_translation; +uniform float u_time; +uniform float u_fov; +uniform float u_focal_length; +uniform float u_level_set; +uniform int u_hsv; + +float smooth_min(float a, float b, float k) { + k = clamp(k, 0.0, 1.0); + float h = max(k-abs(a-b), 0.0)/k; + return min(a, b) - h*h*h*k*(1.0/6.0); +} + +// thanks to https://iquilezles.org/articles/distfunctions/ +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 sdf_torus(vec3 p, vec2 t) { + vec2 q = vec2(length(p.xy)-t.x,p.z); + return length(q)-t.y; +} + +%SDF% +%COLOR% + +// see https://en.wikipedia.org/wiki/HSL_and_HSV#HSV_to_RGB_alternative +float hsvf(float n, vec3 hsv) { + float k = mod(n + hsv.x * 6.0, 6.0); + return hsv.z - hsv.z * hsv.y * clamp(min(k, 4.0 - k), 0.0, 1.0); +} + +vec3 hsv_to_rgb(vec3 hsv) { + hsv.yz = clamp(hsv.yz, 0.0, 1.0); + return vec3(hsvf(5.0, hsv), hsvf(3.0, hsv), hsvf(1.0, hsv)); +} + +vec3 get_color(vec3 p) { + if (u_hsv != 0) { + vec3 hsv = get_color_(p); + // make sure object isn't too dark so we can actually see it + hsv.z = mix(hsv.z, 1.0, 0.5); + return hsv_to_rgb(hsv); + } else { + // we're not clamping this because it makes a cool glowing effect if we don't + vec3 color = get_color_(p); + return mix(color, vec3(1.0), 0.2); + } +} + +#define ITERATIONS 30 +#define AA_X 1 +#define AA_Y 1 + + +float sdf_adjusted(vec3 p) { + return sdf(p) - u_level_set; +} +#define sdf sdf_adjusted + +vec3 normal(vec3 p) +{ +// thanks to https://iquilezles.org/articles/normalsSDF/ + float h = 0.0001; + vec2 k = vec2(1.,-1.); + vec3 sdf_normal = k.xyy*sdf(p + k.xyy*h) + + k.yyx*sdf(p + k.yyx*h) + + k.yxy*sdf(p + k.yxy*h) + + k.xxx*sdf(p + k.xxx*h); + return normalize(sdf_normal); +} + +void main() { + float min_dist = 10.; + vec2 inv_screen_size = 1.0 / vec2(1280.0, 720.0); // @TODO + vec2 aa_delta = inv_screen_size / vec2(AA_X, AA_Y); + vec3 final_color = vec3(0); + for (int m = 0; m < AA_X; m++) { + for (int n = 0; n < AA_Y; n++) { + vec2 aa_offset = vec2(float(m), float(n)) * aa_delta; + vec3 pos3d = vec3((pos + aa_offset) * sin(u_fov * 0.5), -1.0) * u_focal_length; + vec3 p = u_rotation * pos3d; + vec3 delta = normalize(p); + p += u_translation; + if (sdf(p) < 0.0) { + // looking inside object + o_color = vec4(get_color(p), 1.0); + return; + } + int i; + for (i = 0; i < ITERATIONS; i++) { + float dist = sdf(p); + min_dist = min(min_dist, dist); + if (dist > 100.0) break; + p += dist * delta; + } + + float threshold = 0.02; + if (min_dist < threshold) { + vec3 N = normal(p); + // light direction = towards user + // this makes it seem like the user is pointing a flashlight at the object. + vec3 light_direction = u_rotation * vec3(0.0, 0.0, 1.0); + float L_diffuse = max(0., dot(N, light_direction)); + // Phong lighting + vec3 R = reflect(light_direction, N); + vec3 view_direction = u_rotation * vec3(0.0, 0.0, -1.0); + // wikipedia calls this exponent the "shininess" (α) + float shininess = 16.0; + float L_specular = pow(max(0.0, dot(R, view_direction)), shininess); + float brightness = (1.0/threshold) * (threshold-min_dist); + brightness = pow(brightness, 16.0); + float L_ambient = 0.3; + vec3 color = get_color(p); + float specularity = 0.15; // strength of specular lighting + final_color += brightness * mix(mix(L_diffuse, 1.0, L_ambient) * color, vec3(L_specular), specularity); + break; + } + + } + } + final_color *= 1.0 / (AA_X * AA_Y); + o_color = vec4(final_color, 1.0); +} |