This commit is contained in:
hunterk 2016-09-29 14:53:55 -05:00
commit 3e1b418f7c

View file

@ -1,103 +1,112 @@
#version 450 #version 450
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; vec4 SourceSize;
uint FrameCount; uint FrameCount;
} global; } global;
#pragma stage vertex #pragma stage vertex
layout(location = 0) in vec4 Position; layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord; layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord; layout(location = 0) out vec2 vTexCoord;
const vec2 madd = vec2(0.5, 0.5); const vec2 madd = vec2(0.5, 0.5);
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = gl_Position.xy; vTexCoord = gl_Position.xy;
} }
#pragma stage fragment #pragma stage fragment
layout(location = 0) in vec2 vTexCoord; layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 FragColor;
float time = float(global.FrameCount)*0.0325; float time = float(global.FrameCount)*0.0325;
vec2 resolution = global.OutputSize.xy; vec2 resolution = global.OutputSize.xy;
float fade = 0.45; float fade = 0.45;
const float PI=3.14159265358979323846; const float PI = 3.14159265358979323846;
float speed=time*0.25; float speed = time*0.25;
float ground_x=0.125-0.25*cos(PI*speed*0.25); float ground_x = 0.125 - 0.25*cos(PI*speed*0.25);
float ground_y=0.125+0.25*sin(PI*speed*0.25); float ground_y = 0.125 + 0.25*sin(PI*speed*0.25);
float ground_z=speed*0.125; float ground_z = speed*0.125;
vec2 rotate(vec2 k,float t) vec2 rotate(vec2 k, float t)
{
return vec2(cos(t)*k.x-sin(t)*k.y,sin(t)*k.x+cos(t)*k.y);
}
float scene(vec3 p)
{
float ball_p=0.25;
float ball_w=ball_p*1.0;
float ball=length(mod(p.xyz,ball_p)-ball_p*0.5)-ball_w;
float hole_w=ball_p*0.55;
float hole=length(mod(p.xyz,ball_p)-ball_p*0.5)-hole_w;
float pipe_p=0.015;
float pipe_w=pipe_p*0.42;//-0.00375*sync;
float pipe_y=length(max(abs(mod(p.xy,pipe_p)-pipe_p*0.5)-pipe_w,0.0));
float pipe_z=length(max(abs(mod(p.xz,pipe_p)-pipe_p*0.5)-pipe_w,0.0));
return max(max(ball,-hole),max(pipe_y,max(pipe_y,pipe_z)));
}
vec3 getNormal(vec3 pos)
{ vec3 e = vec3(0.0,0.0001,0.0);
return normalize(vec3( scene(pos+e.yxx)-scene(pos-e.yxx),scene(pos+e.xyx)-scene(pos-e.xyx),scene(pos+e.xxy)-scene(pos-e.xxy) ) );
}
float render_scene(vec3 ray_origin, vec3 ray_dir,float t)
{ {
const int ray_n=96; return vec2(cos(t)*k.x - sin(t)*k.y, sin(t)*k.x + cos(t)*k.y);
for(int i=0;i<ray_n;i++)
{
float k=scene(ray_origin+ray_dir*t);
t+=k*fade;
}
return t;
} }
float scene(vec3 p)
{
float ball_p = 0.25;
float ball_w = ball_p*1.0;
float ball = length(mod(p.xyz, ball_p) - ball_p*0.5) - ball_w;
float hole_w = ball_p*0.55;
float hole = length(mod(p.xyz, ball_p) - ball_p*0.5) - hole_w;
float pipe_p = 0.015;
float pipe_w = pipe_p*0.42; //-0.00375*sync;
float pipe_y = length(max(abs(mod(p.xy, pipe_p) - pipe_p*0.5) - pipe_w,0.0));
float pipe_z = length(max(abs(mod(p.xz, pipe_p) - pipe_p*0.5) - pipe_w,0.0));
return max(max(ball, -hole), max(pipe_y, max(pipe_y, pipe_z)));
}
vec3 getNormal(vec3 pos)
{
vec3 e = vec3(0.0, 0.0001, 0.0);
return normalize(vec3(scene(pos + e.yxx) - scene(pos - e.yxx),
scene(pos + e.xyx) - scene(pos - e.xyx),
scene(pos + e.xxy) - scene(pos - e.xxy)));
}
float render_scene(vec3 ray_origin, vec3 ray_dir, float t)
{
const int ray_n = 96;
for (int i = 0; i < ray_n; i++)
{
float k = scene(ray_origin + ray_dir*t);
t += k*fade;
}
return t;
}
void main(void) void main(void)
{ {
vec2 FragCoord = vTexCoord.xy*global.OutputSize.xy; vec2 FragCoord = vTexCoord.xy*global.OutputSize.xy;
FragCoord.y = -FragCoord.y; FragCoord.y = -FragCoord.y;
vec2 position=(FragCoord.xy/resolution.xy); vec2 position = (FragCoord.xy/resolution.xy);
vec2 p=-1.0+2.0*position; vec2 p = -1.0 + 2.0*position;
//set up camera
float speed=time*0.5; //set up camera
vec3 dir=normalize(vec3(p*vec2(1.0,1.0),1.)); float speed = time*0.5;
dir.yz=rotate(dir.yz,PI*1.0*sin(speed*0.25)); // rotation x vec3 dir = normalize(vec3(p*vec2(1.0, 1.0), 1.));
dir.zx=rotate(dir.zx,PI*1.0*cos(speed*0.25)); // rotation y dir.yz = rotate(dir.yz,PI*1.0*sin(speed*0.25)); // rotation x
dir.xy=rotate(dir.xy,-speed*0.5); // rotation z dir.zx = rotate(dir.zx,PI*1.0*cos(speed*0.25)); // rotation y
vec3 ray=vec3(ground_x,ground_y,ground_z); dir.xy = rotate(dir.xy, -speed*0.5); // rotation z
//the raymarch vec3 ray = vec3(ground_x, ground_y, ground_z);
float t=0.0;
t=render_scene(ray,dir,t); //the raymarch
vec3 hit=ray+dir*t; float t = 0.0;
t+=hit.x; t = render_scene(ray, dir, t);
//get normal for reflection vec3 hit = ray + dir*t;
vec3 n=getNormal(hit); t += hit.x;
//render reflection
dir = reflect(dir,n); //get normal for reflection
dir = normalize(refract(dir,n,.82)); vec3 n = getNormal(hit);
t=render_scene(ray,dir,t);
float c=(n.x*1.0+n.y+n.z)*0.5; //render reflection
vec3 color=vec3(0.,c*t*0.125*p.x+t*0.1,c*t*0.); dir = reflect(dir, n);
color *= 2.412; dir = normalize(refract(dir, n, .82));
FragColor=vec4(color,1.0); t = render_scene(ray, dir, t);
} float c = (n.x*1.0 + n.y + n.z)*0.5;
vec3 color = vec3(0., c*t*0.125*p.x + t*0.1, c*t*0.);
color *= 2.412;
FragColor = vec4(color, 1.0);
}