//------------------------------------------------------------------------------ // Signed-distance-field raymarching shaders, see: // https://iquilezles.org/articles/mandelbulb // https://www.shadertoy.com/view/ltfSWn //------------------------------------------------------------------------------ //--- vertex shader @vs vs uniform vs_params { float aspect; float time; }; in vec4 position; out vec2 pos; out vec3 eye; out vec3 up; out vec3 right; out vec3 fwd; // compute eye position (orbit around center) vec3 eye_pos(float time, vec3 center) { return center + vec3(sin(time * 0.05) * 3.0, sin(time * 0.1) * 2.0, cos(time * 0.05) * 3.0); } // a lookat function void lookat(vec3 eye, vec3 center, vec3 up, out vec3 out_fwd, out vec3 out_right, out vec3 out_up) { out_fwd = normalize(center - eye); out_right = normalize(cross(out_fwd, up)); out_up = cross(out_right, out_fwd); } void main() { gl_Position = position; pos.x = position.x * aspect; pos.y = position.y; const vec3 center = vec3(0.0, 0.0, 0.0); const vec3 up_vec = vec3(0.0, 1.0, 0.0); eye = eye_pos(time * 5, center); lookat(eye, center, up_vec, fwd, right, up); } @end //--- fragment shader @fs fs in vec2 pos; in vec3 eye; in vec3 up; in vec3 right; in vec3 fwd; out vec4 frag_color; float sd_sphere(vec3 p, float s) { return length(p) - s; } float sd_mandelbulb(vec3 p, out vec4 res_color) { vec3 w = p; float m = dot(w,w); vec4 trap = vec4(abs(w),m); float dz = 1.0; for( int i=0; i<4; i++ ) { float m2 = m*m; float m4 = m2*m2; dz = 8.0*sqrt(m4*m2*m)*dz + 1.0; float x = w.x; float x2 = x*x; float x4 = x2*x2; float y = w.y; float y2 = y*y; float y4 = y2*y2; float z = w.z; float z2 = z*z; float z4 = z2*z2; float k3 = x2 + z2; float k2 = inversesqrt( k3*k3*k3*k3*k3*k3*k3 ); float k1 = x4 + y4 + z4 - 6.0*y2*z2 - 6.0*x2*y2 + 2.0*z2*x2; float k4 = x2 - y2 + z2; w.x = p.x + 64.0*x*y*z*(x2-z2)*k4*(x4-6.0*x2*z2+z4)*k1*k2; w.y = p.y + -16.0*y2*k3*k4*k4 + k1*k1; w.z = p.z + -8.0*y*k4*(x4*x4 - 28.0*x4*x2*z2 + 70.0*x4*z4 - 28.0*x2*z2*z4 + z4*z4)*k1*k2; trap = min( trap, vec4(abs(w),m) ); m = dot(w,w); if( m > 256.0 ) { break; } } res_color = vec4(m,trap.yzw); return 0.25*log(m)*sqrt(m)/dz; } float d_scene(vec3 p, out vec4 res_color) { float d = sd_sphere(p, 1.1); if (d < 0.1) { d = sd_mandelbulb(p, res_color); } else { res_color = vec4(0.0); } return d; } // surface normal estimation vec3 surface_normal(vec3 p, float dp) { const float eps = 0.001; const vec2 d = vec2(eps, 0); vec4 tra; float x = d_scene(p + d.xyy, tra) - dp; float y = d_scene(p + d.yxy, tra) - dp; float z = d_scene(p + d.yyx, tra) - dp; return normalize(vec3(x, y, z)); } vec3 calc_color(vec3 ro, vec3 rd, float t, vec4 tra) { const vec3 light1 = vec3( 0.577, 0.577, -0.577); const vec3 light2 = vec3(-0.707, 0.000, 0.707); vec3 pos = ro + rd * t; vec3 nrm = surface_normal(pos, t); vec3 hal = normalize(light1 - rd); float occ = clamp(0.05 * log(tra.x), 0.0, 1.0); float fac = clamp(1.0 + dot(rd, nrm), 0.0, 1.0); // sun float dif1 = clamp(dot( light1, nrm), 0.0, 1.0); float spe1 = pow(clamp(dot(nrm, hal), 0.0, 1.0), 32.0 )*dif1*(0.04+0.96*pow(clamp(1.0-dot(hal,light1),0.0,1.0),5.0)); // bounce float dif2 = clamp( 0.5 + 0.5*dot( light2, nrm ), 0.0, 1.0 )*occ; // sky float dif3 = (0.7+0.3*nrm.y)*(0.2+0.8*occ); vec3 col = vec3(0.01); col = mix(col, vec3(0.10,0.20,0.30), clamp(tra.y,0.0,1.0) ); col = mix(col, vec3(0.02,0.10,0.30), clamp(tra.z*tra.z,0.0,1.0) ); col = mix(col, vec3(0.30,0.10,0.02), clamp(pow(tra.w,6.0),0.0,1.0) ); vec3 lin = vec3(0.0); lin += 7.0*vec3(1.50,1.10,0.70)*dif1; lin += 4.0*vec3(0.25,0.20,0.15)*dif2; lin += 1.5*vec3(0.10,0.20,0.30)*dif3; lin += 2.5*vec3(0.35,0.30,0.25)*(0.05+0.95*occ); // ambient lin += 4.0*fac*occ; // fake SSS col *= lin; col = pow( col, vec3(0.7,0.9,1.0)); // fake SSS col += spe1*15.0; // gamma col = sqrt(col); return col; } void main() { const float epsilon = 0.001; const float focal_length = 1.8; vec3 ray_origin = eye + fwd * focal_length + right * pos.x + up * pos.y; vec3 ray_direction = normalize(ray_origin - eye); vec4 tra; vec4 color = vec4(0.10,0.20,0.30,1.0); float t = 0.0; for (int i = 0; i < 96; i++) { vec3 p = ray_origin + ray_direction * t; float d = d_scene(p, tra); if (d < epsilon) { color.xyz = calc_color(p, ray_direction, d, tra); break; } else { color.xyz += vec3(0.003, 0.001, 0.0) * i; } if (t > 3) { break; } t += d; } frag_color = color; } @end @program sdf vs fs