#version 450 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; const vec2 madd = vec2(0.5, 0.5); void main() { gl_Position = global.MVP * Position; vTexCoord = gl_Position.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; float time = float(global.FrameCount)*0.0325; vec2 resolution = global.OutputSize.xy; float fade = 0.45; const float PI = 3.14159265358979323846; float speed = time*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_z = speed*0.125; 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; for(int i = 0; i