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387 lines
14 KiB
Plaintext
387 lines
14 KiB
Plaintext
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#version 450
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/*
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Raymarched Reflections
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----------------------
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A very basic demonstration of raymarching a distance field with reflections
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and reasonably passable shadows. Definitely not cutting edge, but hopefully,
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interesting to anyone who isn't quite familiar with the process.
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Reflections are pretty easy: Raymarch to the hit point, then obtain the color
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at that point. Continue on from the hit point in the direction of the reflected
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ray until you reach a new hit point. Obtain the color at the new point, then
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add a portion of it to your original color. Repeat the process.
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Unfortunately, the extra work can slow things down, especially when you apply
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shadows, which is probably why you don't see too many shadowed, reflected
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examples. However, for relatively simple distance fields, it's pretty doable.
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It was tempting to do this up, but I figured a simpler example would be more
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helpful. Take away the rambling comments, and there isn't a great deal of code.
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I'll post a more sophisticated one later.
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// Reasonably simple examples featuring reflection:
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To the road of ribbon - XT95
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https://www.shadertoy.com/view/MsfGzr
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704.2 - PauloFalcao
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https://www.shadertoy.com/view/Xdj3Dt
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// Reflections and refraction. Really cool.
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Glass Polyhedron - Nrx
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https://www.shadertoy.com/view/4slSzj
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*/
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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const vec2 madd = vec2(0.5, 0.5);
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = gl_Position.xy;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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float iGlobalTime = float(global.FrameCount)*0.025;
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vec2 iResolution = global.OutputSize.xy;
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/*
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Raymarched Reflections
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----------------------
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A very basic demonstration of raymarching a distance field with reflections
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and reasonably passable shadows. Definitely not cutting edge, but hopefully,
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interesting to anyone who isn't quite familiar with the process.
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Reflections are pretty easy: Raymarch to the hit point, then obtain the color
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at that point. Continue on from the hit point in the direction of the reflected
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ray until you reach a new hit point. Obtain the color at the new point, then
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add a portion of it to your original color. Repeat the process.
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Unfortunately, the extra work can slow things down, especially when you apply
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shadows, which is probably why you don't see too many shadowed, reflected
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examples. However, for relatively simple distance fields, it's pretty doable.
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It was tempting to do this up, but I figured a simpler example would be more
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helpful. Take away the rambling comments, and there isn't a great deal of code.
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I'll post a more sophisticated one later.
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// Reasonably simple examples featuring reflection:
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To the road of ribbon - XT95
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https://www.shadertoy.com/view/MsfGzr
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704.2 - PauloFalcao
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https://www.shadertoy.com/view/Xdj3Dt
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// Reflections and refraction. Really cool.
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Glass Polyhedron - Nrx
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https://www.shadertoy.com/view/4slSzj
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*/
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#define FAR 30.
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// Distance function. This one is pretty simple. I chose rounded
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// spherical boxes, because they're cheap and they display the
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// reflections reasonably well.
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float map(vec3 p)
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{
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// Positioning the rounded cubes a little off center, in order
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// to break up the space a little.
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//
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// "floor(p)" represents a unique number (ID) for each cube
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// (based on its unique position). Take that number and produce
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// a randomized 3D offset, then add it to it's regular position.
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// Simple.
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float n = sin(dot(floor(p), vec3(7, 157, 113)));
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vec3 rnd = fract(vec3(2097152, 262144, 32768)*n)*.16-.08;
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// Repeat factor. If irregularity isn't your thing, you can get
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// rid of "rnd" to line things up again.
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p = fract(p + rnd) - .5;
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// Rounded spherical boxes. The following is made up, but kind of
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// makes sense. Box, minus a bit of sphericalness, gives you a
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// rounded box.
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p = abs(p);
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return max(p.x, max(p.y, p.z)) - 0.25 + dot(p, p)*0.5;
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//return length(p) - 0.225; // Just spheres.
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}
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// Standard raymarching routine.
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float trace(vec3 ro, vec3 rd){
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float t = 0., d;
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for (int i = 0; i < 96; i++){
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d = map(ro + rd*t);
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if(abs(d)<.002 || t>FAR) break; // Normally just "d<.0025"
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t += d*.75; // Using more accuracy, in the first pass.
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}
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return t;
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}
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// Second pass, which is the first, and only, reflected bounce.
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// Virtually the same as above, but with fewer iterations and less
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// accuracy.
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//
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// The reason for a second, virtually identical equation is that
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// raymarching is usually a pretty expensive exercise, so since the
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// reflected ray doesn't require as much detail, you can relax things
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// a bit - in the hope of speeding things up a little.
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float traceRef(vec3 ro, vec3 rd){
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float t = 0., d;
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for (int i = 0; i < 48; i++){
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d = map(ro + rd*t);
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if(abs(d)<.0025 || t>FAR) break;
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t += d;
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}
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return t;
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}
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// Cheap shadows are hard. In fact, I'd almost say, shadowing repeat objects - in a setting like this - with limited
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// iterations is impossible... However, I'd be very grateful if someone could prove me wrong. :)
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float softShadow(vec3 ro, vec3 lp, float k){
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// More would be nicer. More is always nicer, but not really affordable... Not on my slow test machine, anyway.
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const int maxIterationsShad = 24;
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vec3 rd = (lp-ro); // Unnormalized direction ray.
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float shade = 1.;
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float dist = .005;
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float end = max(length(rd), 0.001);
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float stepDist = end/float(maxIterationsShad);
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rd /= end;
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// Max shadow iterations - More iterations make nicer shadows, but slow things down. Obviously, the lowest
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// number to give a decent shadow is the best one to choose.
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for (int i=0; i<maxIterationsShad; i++){
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float h = map(ro + rd*dist);
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//shade = min(shade, k*h/dist);
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shade = min(shade, smoothstep(0.0, 1.0, k*h/dist)); // Subtle difference. Thanks to IQ for this tidbit.
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// So many options here, and none are perfect: dist += min(h, .2), dist += clamp(h, .01, .2),
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// clamp(h, .02, stepDist*2.), etc.
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dist += clamp(h, .02, .2);
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// Early exits from accumulative distance function calls tend to be a good thing.
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if (h<0.0 || dist > end) break;
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//if (h<0.001 || dist > end) break; // If you're prepared to put up with more artifacts.
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}
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// I've added 0.5 to the final shade value, which lightens the shadow a bit. It's a preference thing.
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// Really dark shadows look too brutal to me.
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return min(max(shade, 0.) + 0.25, 1.0);
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}
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/*
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// Standard normal function. It's not as fast as the tetrahedral calculation, but more symmetrical. Due to
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// the intricacies of this particular scene, it's kind of needed to reduce jagged effects.
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vec3 getNormal(in vec3 p) {
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const vec2 e = vec2(0.002, 0);
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return normalize(vec3(map(p + e.xyy) - map(p - e.xyy), map(p + e.yxy) - map(p - e.yxy), map(p + e.yyx) - map(p - e.yyx)));
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}
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*/
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// Tetrahedral normal, to save a couple of "map" calls. Courtesy of IQ.
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vec3 getNormal( in vec3 p ){
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// Note the slightly increased sampling distance, to alleviate
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// artifacts due to hit point inaccuracies.
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vec2 e = vec2(0.0035, -0.0035);
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return normalize(
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e.xyy * map(p + e.xyy) +
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e.yyx * map(p + e.yyx) +
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e.yxy * map(p + e.yxy) +
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e.xxx * map(p + e.xxx));
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}
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// Alternating the cube colors in a 3D checkered arrangement.
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// You could just return a single color, if you wanted, but I
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// thought I'd mix things up a bit.
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//
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// Color scheme mildly influenced by: Sound Experiment 3 - aiekick
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// https://www.shadertoy.com/view/Ml2XWt
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vec3 getObjectColor(vec3 p){
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vec3 col = vec3(1);
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// "floor(p)" is analogous to a unique ID - based on position.
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// This could be stepped, but it's more intuitive this way.
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if(fract(dot(floor(p), vec3(.5))) > 0.001) col = vec3(0.6, 0.3, 1.0);
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return col;
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}
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// Using the hit point, unit direction ray, etc, to color the
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// scene. Diffuse, specular, falloff, etc. It's all pretty
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// standard stuff.
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vec3 doColor(in vec3 sp, in vec3 rd, in vec3 sn, in vec3 lp){
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vec3 ld = lp-sp; // Light direction vector.
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float lDist = max(length(ld), 0.001); // Light to surface distance.
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ld /= lDist; // Normalizing the light vector.
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// Attenuating the light, based on distance.
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float atten = 1. / (1.0 + lDist*0.2 + lDist*lDist*0.1);
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// Standard diffuse term.
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float diff = max(dot(sn, ld), 0.);
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// Standard specualr term.
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float spec = pow(max( dot( reflect(-ld, sn), -rd ), 0.0 ), 8.0);
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// Coloring the object. You could set it to a single color, to
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// make things simpler, if you wanted.
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vec3 objCol = getObjectColor(sp);
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// Combining the above terms to produce the final scene color.
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vec3 sceneCol = (objCol*(diff + 0.15) + vec3(1., .6, .2)*spec*2.) * atten;
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// Return the color. Performed once every pass... of which there are
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// only two, in this particular instance.
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return sceneCol;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord ){
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// Screen coordinates.
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vec2 uv = (fragCoord.xy - iResolution.xy*.5) / iResolution.y;
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// Unit direction ray.
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vec3 rd = normalize(vec3(uv, 1.0));
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// Some cheap camera movement, for a bit of a look around. I use this far
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// too often. I'm even beginning to bore myself, at this point. :)
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float cs = cos(iGlobalTime * 0.25), si = sin(iGlobalTime * 0.25);
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rd.xy = mat2(cs, si, -si, cs)*rd.xy;
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rd.xz = mat2(cs, si, -si, cs)*rd.xz;
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// Ray origin. Doubling as the surface position, in this particular example.
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// I hope that doesn't confuse anyone.
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vec3 ro = vec3(0., 0., iGlobalTime*1.5);
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// Light position. Set in the vicinity the ray origin.
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vec3 lp = ro + vec3(0., 1., -.5);
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// FIRST PASS.
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float t = trace(ro, rd);
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// Fog based off of distance from the camera.
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float fog = smoothstep(0., .95, t/FAR);
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// Advancing the ray origin, "ro," to the new hit point.
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ro += rd*t;
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// Retrieving the normal at the hit point.
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vec3 sn = getNormal(ro);
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// Retrieving the color at the hit point, which is now "ro." I agree, reusing
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// the ray origin to describe the surface hit point is kind of confusing. The reason
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// we do it is because the reflective ray will begin from the hit point in the
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// direction of the reflected ray. Thus the new ray origin will be the hit point.
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// See "traceRef" below.
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vec3 sceneColor = doColor(ro, rd, sn, lp);
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// Checking to see if the surface is in shadow. Ideally, you'd also check to
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// see if the reflected surface is in shadow. However, shadows are expensive, so
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// it's only performed on the first pass. If you pause and check the reflections,
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// you'll see that they're not shadowed. OMG! - Better call the shadow police. :)
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float sh = softShadow(ro, lp, 16.);
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// SECOND PASS - REFLECTED RAY
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// Standard reflected ray, which is just a reflection of the unit
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// direction ray off of the intersected surface. You use the normal
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// at the surface point to do that. Hopefully, it's common sense.
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rd = reflect(rd, sn);
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// The reflected pass begins where the first ray ended, which is the suface
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// hit point, or in a few cases, beyond the far plane. By the way, for the sake
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// of simplicity, we'll perform a reflective pass for non hit points too. Kind
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// of wasteful, but not really noticeable. The direction of the new ray will
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// obviously be in the direction of the reflected ray. See just above.
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//
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// To anyone who's new to this, don't forgot to nudge the ray off of the
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// initial surface point. Otherwise, you'll intersect with the surface
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// you've just hit. After years of doing this, I still forget on occasion.
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t = traceRef(ro + rd*.01, rd);
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// Advancing the ray origin, "ro," to the new reflected hit point.
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ro += rd*t;
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// Retrieving the normal at the reflected hit point.
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sn = getNormal(ro);
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// Coloring the reflected hit point, then adding a portion of it to the final scene color.
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// How much you add is up to you, but I'm going with 35 percent.
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sceneColor += doColor(ro, rd, sn, lp)*.35;
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// APPLYING SHADOWS
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//
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// Multiply the shadow from the first pass by the final scene color. Ideally, you'd check to
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// see if the reflected point was in shadow, and incorporate that too, but we're cheating to
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// save cycles and skipping it. It's not really noticeable anyway. By the way, ambient
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// occlusion would make it a little nicer, but we're saving cycles and keeping things simple.
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sceneColor *= sh;
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// Technically, it should be applied on the reflection pass too, but it's not that
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// noticeable, in this case.
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sceneColor = mix(sceneColor, vec3(0), fog);
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// Clamping the scene color, performing some rough gamma correction (the "sqrt" bit), then
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// presenting it to the screen.
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fragColor = vec4(sqrt(clamp(sceneColor, 0.0, 1.0)), 1.0);
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}
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void main(void)
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{
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//just some shit to wrap shadertoy's stuff
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vec2 FragCoord = vTexCoord.xy*global.OutputSize.xy;
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FragCoord.y = -FragCoord.y;
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mainImage(FragColor,FragCoord);
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}
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