v/examples/sokol/08_sdf/sdf.glsl

184 lines
4.9 KiB
GLSL

//------------------------------------------------------------------------------
// 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