mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
444 lines
9 KiB
Plaintext
444 lines
9 KiB
Plaintext
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#version 450
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// Xafer - 2017-04-30
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// https://www.shadertoy.com/view/4dlyzl
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// Reflections, refractions, lights such
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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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#define NEAR 0.01
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#define FAR 12.0
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#define STEP_SIZE 0.1
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#define MAX_ITER 300
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#define MAX_CYCLES 2
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#define DELTA 0.01
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#define A_SPEED 0.3
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#define CAM_DIST 3.3
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#define RECAST_MAX 5
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#define GLOW_POWER 6.0
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#define GLOW_COLOR vec3(0.2,0.4,0.4)
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#define GRASS_SIZE vec2(0.005,0.4)
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#define SKY_COLOR vec3(0.1,0.3,0.4)
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//Structures
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struct Light
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{
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vec3 pos;
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vec3 color;
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float radius;
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float intensity;
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};
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struct lComp
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{
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vec3 specular;
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float specularIntensity;
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vec3 diffuse;
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};
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struct Ray
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{
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vec3 pos;
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vec3 dir;
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float dist;
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float near;
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};
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struct Material
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{
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vec3 color;
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float specular;
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float diffuse;//
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float ambient;//Ambient light factor
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float refl;//How reflective is a surface
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float refr;//Refraction index
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float opacity;//For refractions
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};
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//Signed Distance Functions
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float sdSphere(vec3 p)
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{
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return length(p) - 1.0;
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}
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float sdPlane(vec3 p)
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{
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return -p.y;
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}
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float sdBox( vec3 p)
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{
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vec3 d = abs(p) - vec3(1.0);
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return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
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}
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float opAdd(float d1, float d2)
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{
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return min(d1,d2);
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}
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float opSub(float d1, float d2)
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{
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return max(-d1,d2);
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}
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float opInter(float d1, float d2)
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{
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return max(d1,d2);
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}
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//Combinations
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float walls(vec3 p)
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{
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p.y -= 1.0;
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p.y * 2.0;
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vec3 p2 = p;
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vec3 p3 = p;
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float width = 0.1;
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vec2 dist = vec2(5.0);
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p2.xz = mod(p2.xz,dist)-(dist/2.0);
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p2.x /= width;
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p2.z /= 2.0;
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p3.xz = mod(p3.xz,dist)-(dist/2.0);
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p3.z /= width;
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p3.x /= 2.0;
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float env = opAdd(sdPlane(p),opAdd(sdBox(p2),sdBox(p3)));
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env = opSub(max(-p.y - 0.3, p.y + 0.2),max(env,sdSphere(p/(CAM_DIST-0.4))));
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env = opAdd(env,sdSphere(p/0.7 + vec3(0,0.5,0)));
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return opSub(sdSphere(p),env);
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}
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float map(vec3 pos, float factor)
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{
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return walls(pos);
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}
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float map(vec3 pos)
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{
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return map(pos,0.0);
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}
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//Environment propreties
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vec3 getNormal(vec3 p)
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{
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vec2 delta = vec2 (DELTA, 0.0);
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vec3 normal = normalize (vec3 (
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map (p + delta.xyy) - map (p - delta.xyy),
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map (p + delta.yxy) - map (p - delta.yxy),
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map (p + delta.yyx) - map (p - delta.yyx)));
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return normalize(normal);
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}
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Material getMaterial(vec3 pos)
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{
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Material mat;
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mat.color = vec3(sin(pos.y),cos(pos.x),sin(pos.z))/2.0 + 0.5;
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mat.refl = 0.0;
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mat.refr = 0.8;
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mat.opacity = 0.7;
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mat.color = mix(mat.color,getNormal(pos),0.2);
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return mat;
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}
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//RayMarching
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Ray march(Ray ray, int iterations)
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{
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float n = 1.0 / min(iResolution.x, iResolution.y);
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for(int i = 0; i < iterations; i++)
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{
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ray.near = map(ray.pos,sqrt(ray.dist)*n);
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if(ray.near < DELTA || ray.dist > FAR)
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break;
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float n = ray.near * STEP_SIZE;
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ray.pos += ray.dir * n;
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ray.dist += n;
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}
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return ray;
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}
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lComp getLighting(Ray ray)
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{
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lComp lightComposition;
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//Looping through lights
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Light light;
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light.radius = 3.5;
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light.intensity = 1.0;
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light.pos = vec3(0,-1,0);
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light.color = vec3(1.0,0.8,0.6);
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float specular;
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float diffuse;
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vec3 rayPos = ray.pos;
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vec3 dir = light.pos - ray.pos;
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float lDist = length(dir);
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dir = normalize(dir);
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rayPos += DELTA*dir;
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float near = 0.0;
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float dist = 0.0;
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float l;
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for(int i =0 ; i < MAX_ITER;i++)
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{
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near = map(rayPos);
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l = length(rayPos-light.pos);
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if(near < DELTA || dist > lDist)
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break;
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float n = abs(near * 0.1);
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rayPos += n*dir;
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dist += n;
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}
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if(near < DELTA)
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diffuse = 0.0;
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else if(dist > lDist)
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{
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diffuse = max(0.0,1.0 - (lDist/light.radius));
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specular = dot(reflect(ray.dir,getNormal(ray.pos)),dir)/2.0 + 0.5;
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specular = -cos(specular*3.1416)/2.0 + 0.5;
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specular = pow(specular,lDist*lDist);
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//if(specular > 0.9);
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// specular /= 20.0;
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}
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vec3 normal = getNormal(ray.pos);
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lightComposition.diffuse = mix(SKY_COLOR, light.color, diffuse);
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lightComposition.specular = light.color;
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lightComposition.specularIntensity = specular;
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return lightComposition;
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}
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//Marching through refractions
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vec3 getRefraction(Ray ray)
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{
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vec3 color;
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float colorFactor;
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float intensity = 1.0;
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Material mat = getMaterial(ray.pos);;
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for(int i = 0; i < MAX_CYCLES; i++)
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{
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vec3 normal = getNormal(ray.pos);
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ray.dir = refract(ray.dir, normal, mat.refr);
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vec3 m = ray.dir*DELTA*2.0;
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int inside = 0;
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for(int j = 0; j < MAX_ITER && (ray.near < DELTA || inside == 1); j++)
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{
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ray.pos += m;
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ray.dist += DELTA*2.0;
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ray.near = map(ray.pos);
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}
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ray.dir = refract(ray.dir,normal,mat.refr);
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ray = march(ray,MAX_ITER);
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if(ray.near > DELTA || ray.dist > FAR)
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{
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color += SKY_COLOR*intensity;
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colorFactor += intensity;
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break;
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}
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lComp lightComposition = getLighting(ray);
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mat = getMaterial(ray.pos);
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vec3 col = mix(mat.color * lightComposition.diffuse,lightComposition.specular, lightComposition.specularIntensity);
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color += mix(col,SKY_COLOR,ray.dist/FAR)*intensity;
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colorFactor += intensity;
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intensity *= 1.0 - mat.opacity;
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}
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return color/colorFactor;
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}
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//Marching through reflections
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vec3 getReflection(Ray ray)
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{
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vec3 color;
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float colorFactor;
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float intensity = 1.0;
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for(int i = 0; i < MAX_CYCLES; i++)
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{
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vec3 normal = getNormal(ray.pos);
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ray.dir = reflect(ray.dir,normal);
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ray.pos += ray.dir * DELTA;
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ray = march(ray, MAX_ITER);
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Material mat = getMaterial(ray.pos);
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intensity *= mat.refl;
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lComp lightComposition = getLighting(ray);
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vec3 col = mix(mat.color * lightComposition.diffuse, lightComposition.specular, lightComposition.specularIntensity);
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color += mix(col,SKY_COLOR,ray.dist/FAR)*intensity;
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colorFactor += intensity;
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}
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return color/colorFactor;
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}
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//Getting the color at the specified point
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vec3 getColor(Ray ray)
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{
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vec3 color;
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vec3 normal = getNormal(ray.pos);
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if(ray.dist > FAR)
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{
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color = SKY_COLOR;
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}
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else if(ray.near <= DELTA)
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{
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Material mat = getMaterial(ray.pos);
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color = mat.color;
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lComp lightComposition = getLighting(ray);
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color *= lightComposition.diffuse;
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if(mat.refr > 0.0)
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color = mix(getRefraction(ray),color,mat.opacity);
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if(mat.refl > 0.0)
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color = mix(color,getReflection(ray),mat.refl);
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color = mix(color, lightComposition.specular, lightComposition.specularIntensity);
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color = mix(color, SKY_COLOR , ray.dist/FAR);
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color = mix(color, SKY_COLOR , dot(ray.dir,normal)/2.0 + 0.5);
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}
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return color;
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}
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vec3 castRay(vec3 origin, vec3 direction)
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{
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//Generating ray
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Ray ray;
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ray.pos = origin;
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ray.dir = direction;
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ray.dist = 0.0;
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//Move the ray to a surface up to far distance
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ray = march(ray, MAX_ITER*2);
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return getColor(ray);
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}
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//Initialisation
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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//Setting up screen-correct uv
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vec2 uv = ( fragCoord.xy / iResolution.xy ) * 2.0 - vec2( 1 );
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uv.x *= iResolution.x/iResolution.y;
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//Setting up rotation
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float sa = sin( iGlobalTime * A_SPEED );
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float ca = cos( iGlobalTime * A_SPEED );
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float cDist = CAM_DIST + sin(iGlobalTime * A_SPEED);
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//Creating ray
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vec3 or = vec3(sa*cDist,0.5,-ca*cDist);
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vec3 di = -normalize(vec3(uv.x,uv.y,-1.0));
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//Rotating orientation
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mat3 r;
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r[0] = vec3(ca,0,sa);
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r[1] = vec3(0,1,0);
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r[2] = vec3(-sa,0,ca);
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di = r*di;
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vec3 color = castRay(or,di);
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fragColor = vec4(color,1);
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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 FragmentCoord = vTexCoord.xy*global.OutputSize.xy;
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FragmentCoord.y = -FragmentCoord.y;
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mainImage(FragColor,FragmentCoord);
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}
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