mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
387 lines
14 KiB
Plaintext
387 lines
14 KiB
Plaintext
#version 450
|
|
/*
|
|
Raymarched Reflections
|
|
----------------------
|
|
|
|
A very basic demonstration of raymarching a distance field with reflections
|
|
and reasonably passable shadows. Definitely not cutting edge, but hopefully,
|
|
interesting to anyone who isn't quite familiar with the process.
|
|
|
|
Reflections are pretty easy: Raymarch to the hit point, then obtain the color
|
|
at that point. Continue on from the hit point in the direction of the reflected
|
|
ray until you reach a new hit point. Obtain the color at the new point, then
|
|
add a portion of it to your original color. Repeat the process.
|
|
|
|
Unfortunately, the extra work can slow things down, especially when you apply
|
|
shadows, which is probably why you don't see too many shadowed, reflected
|
|
examples. However, for relatively simple distance fields, it's pretty doable.
|
|
|
|
It was tempting to do this up, but I figured a simpler example would be more
|
|
helpful. Take away the rambling comments, and there isn't a great deal of code.
|
|
I'll post a more sophisticated one later.
|
|
|
|
// Reasonably simple examples featuring reflection:
|
|
|
|
To the road of ribbon - XT95
|
|
https://www.shadertoy.com/view/MsfGzr
|
|
|
|
704.2 - PauloFalcao
|
|
https://www.shadertoy.com/view/Xdj3Dt
|
|
|
|
// Reflections and refraction. Really cool.
|
|
Glass Polyhedron - Nrx
|
|
https://www.shadertoy.com/view/4slSzj
|
|
|
|
*/
|
|
|
|
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 iGlobalTime = float(global.FrameCount)*0.025;
|
|
vec2 iResolution = global.OutputSize.xy;
|
|
|
|
/*
|
|
Raymarched Reflections
|
|
----------------------
|
|
|
|
A very basic demonstration of raymarching a distance field with reflections
|
|
and reasonably passable shadows. Definitely not cutting edge, but hopefully,
|
|
interesting to anyone who isn't quite familiar with the process.
|
|
|
|
Reflections are pretty easy: Raymarch to the hit point, then obtain the color
|
|
at that point. Continue on from the hit point in the direction of the reflected
|
|
ray until you reach a new hit point. Obtain the color at the new point, then
|
|
add a portion of it to your original color. Repeat the process.
|
|
|
|
Unfortunately, the extra work can slow things down, especially when you apply
|
|
shadows, which is probably why you don't see too many shadowed, reflected
|
|
examples. However, for relatively simple distance fields, it's pretty doable.
|
|
|
|
It was tempting to do this up, but I figured a simpler example would be more
|
|
helpful. Take away the rambling comments, and there isn't a great deal of code.
|
|
I'll post a more sophisticated one later.
|
|
|
|
// Reasonably simple examples featuring reflection:
|
|
|
|
To the road of ribbon - XT95
|
|
https://www.shadertoy.com/view/MsfGzr
|
|
|
|
704.2 - PauloFalcao
|
|
https://www.shadertoy.com/view/Xdj3Dt
|
|
|
|
// Reflections and refraction. Really cool.
|
|
Glass Polyhedron - Nrx
|
|
https://www.shadertoy.com/view/4slSzj
|
|
|
|
*/
|
|
|
|
#define FAR 30.
|
|
|
|
// Distance function. This one is pretty simple. I chose rounded
|
|
// spherical boxes, because they're cheap and they display the
|
|
// reflections reasonably well.
|
|
float map(vec3 p)
|
|
{
|
|
|
|
// Positioning the rounded cubes a little off center, in order
|
|
// to break up the space a little.
|
|
//
|
|
// "floor(p)" represents a unique number (ID) for each cube
|
|
// (based on its unique position). Take that number and produce
|
|
// a randomized 3D offset, then add it to it's regular position.
|
|
// Simple.
|
|
float n = sin(dot(floor(p), vec3(7, 157, 113)));
|
|
vec3 rnd = fract(vec3(2097152, 262144, 32768)*n)*.16-.08;
|
|
|
|
// Repeat factor. If irregularity isn't your thing, you can get
|
|
// rid of "rnd" to line things up again.
|
|
p = fract(p + rnd) - .5;
|
|
|
|
|
|
// Rounded spherical boxes. The following is made up, but kind of
|
|
// makes sense. Box, minus a bit of sphericalness, gives you a
|
|
// rounded box.
|
|
p = abs(p);
|
|
return max(p.x, max(p.y, p.z)) - 0.25 + dot(p, p)*0.5;
|
|
|
|
//return length(p) - 0.225; // Just spheres.
|
|
}
|
|
|
|
// Standard raymarching routine.
|
|
float trace(vec3 ro, vec3 rd){
|
|
|
|
float t = 0., d;
|
|
|
|
for (int i = 0; i < 96; i++){
|
|
|
|
d = map(ro + rd*t);
|
|
|
|
if(abs(d)<.002 || t>FAR) break; // Normally just "d<.0025"
|
|
|
|
t += d*.75; // Using more accuracy, in the first pass.
|
|
}
|
|
|
|
return t;
|
|
}
|
|
|
|
// Second pass, which is the first, and only, reflected bounce.
|
|
// Virtually the same as above, but with fewer iterations and less
|
|
// accuracy.
|
|
//
|
|
// The reason for a second, virtually identical equation is that
|
|
// raymarching is usually a pretty expensive exercise, so since the
|
|
// reflected ray doesn't require as much detail, you can relax things
|
|
// a bit - in the hope of speeding things up a little.
|
|
float traceRef(vec3 ro, vec3 rd){
|
|
|
|
float t = 0., d;
|
|
|
|
for (int i = 0; i < 48; i++){
|
|
|
|
d = map(ro + rd*t);
|
|
|
|
if(abs(d)<.0025 || t>FAR) break;
|
|
|
|
t += d;
|
|
}
|
|
|
|
return t;
|
|
}
|
|
|
|
|
|
// Cheap shadows are hard. In fact, I'd almost say, shadowing repeat objects - in a setting like this - with limited
|
|
// iterations is impossible... However, I'd be very grateful if someone could prove me wrong. :)
|
|
float softShadow(vec3 ro, vec3 lp, float k){
|
|
|
|
// More would be nicer. More is always nicer, but not really affordable... Not on my slow test machine, anyway.
|
|
const int maxIterationsShad = 24;
|
|
|
|
vec3 rd = (lp-ro); // Unnormalized direction ray.
|
|
|
|
float shade = 1.;
|
|
float dist = .005;
|
|
float end = max(length(rd), 0.001);
|
|
float stepDist = end/float(maxIterationsShad);
|
|
|
|
rd /= end;
|
|
|
|
// Max shadow iterations - More iterations make nicer shadows, but slow things down. Obviously, the lowest
|
|
// number to give a decent shadow is the best one to choose.
|
|
for (int i=0; i<maxIterationsShad; i++){
|
|
|
|
float h = map(ro + rd*dist);
|
|
//shade = min(shade, k*h/dist);
|
|
shade = min(shade, smoothstep(0.0, 1.0, k*h/dist)); // Subtle difference. Thanks to IQ for this tidbit.
|
|
// So many options here, and none are perfect: dist += min(h, .2), dist += clamp(h, .01, .2),
|
|
// clamp(h, .02, stepDist*2.), etc.
|
|
dist += clamp(h, .02, .2);
|
|
|
|
// Early exits from accumulative distance function calls tend to be a good thing.
|
|
if (h<0.0 || dist > end) break;
|
|
//if (h<0.001 || dist > end) break; // If you're prepared to put up with more artifacts.
|
|
}
|
|
|
|
// I've added 0.5 to the final shade value, which lightens the shadow a bit. It's a preference thing.
|
|
// Really dark shadows look too brutal to me.
|
|
return min(max(shade, 0.) + 0.25, 1.0);
|
|
}
|
|
|
|
/*
|
|
// Standard normal function. It's not as fast as the tetrahedral calculation, but more symmetrical. Due to
|
|
// the intricacies of this particular scene, it's kind of needed to reduce jagged effects.
|
|
vec3 getNormal(in vec3 p) {
|
|
const vec2 e = vec2(0.002, 0);
|
|
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)));
|
|
}
|
|
*/
|
|
|
|
// Tetrahedral normal, to save a couple of "map" calls. Courtesy of IQ.
|
|
vec3 getNormal( in vec3 p ){
|
|
|
|
// Note the slightly increased sampling distance, to alleviate
|
|
// artifacts due to hit point inaccuracies.
|
|
vec2 e = vec2(0.0035, -0.0035);
|
|
return normalize(
|
|
e.xyy * map(p + e.xyy) +
|
|
e.yyx * map(p + e.yyx) +
|
|
e.yxy * map(p + e.yxy) +
|
|
e.xxx * map(p + e.xxx));
|
|
}
|
|
|
|
// Alternating the cube colors in a 3D checkered arrangement.
|
|
// You could just return a single color, if you wanted, but I
|
|
// thought I'd mix things up a bit.
|
|
//
|
|
// Color scheme mildly influenced by: Sound Experiment 3 - aiekick
|
|
// https://www.shadertoy.com/view/Ml2XWt
|
|
vec3 getObjectColor(vec3 p){
|
|
|
|
vec3 col = vec3(1);
|
|
|
|
// "floor(p)" is analogous to a unique ID - based on position.
|
|
// This could be stepped, but it's more intuitive this way.
|
|
if(fract(dot(floor(p), vec3(.5))) > 0.001) col = vec3(0.6, 0.3, 1.0);
|
|
|
|
return col;
|
|
|
|
}
|
|
|
|
// Using the hit point, unit direction ray, etc, to color the
|
|
// scene. Diffuse, specular, falloff, etc. It's all pretty
|
|
// standard stuff.
|
|
vec3 doColor(in vec3 sp, in vec3 rd, in vec3 sn, in vec3 lp){
|
|
|
|
vec3 ld = lp-sp; // Light direction vector.
|
|
float lDist = max(length(ld), 0.001); // Light to surface distance.
|
|
ld /= lDist; // Normalizing the light vector.
|
|
|
|
// Attenuating the light, based on distance.
|
|
float atten = 1. / (1.0 + lDist*0.2 + lDist*lDist*0.1);
|
|
|
|
// Standard diffuse term.
|
|
float diff = max(dot(sn, ld), 0.);
|
|
// Standard specualr term.
|
|
float spec = pow(max( dot( reflect(-ld, sn), -rd ), 0.0 ), 8.0);
|
|
|
|
// Coloring the object. You could set it to a single color, to
|
|
// make things simpler, if you wanted.
|
|
vec3 objCol = getObjectColor(sp);
|
|
|
|
// Combining the above terms to produce the final scene color.
|
|
vec3 sceneCol = (objCol*(diff + 0.15) + vec3(1., .6, .2)*spec*2.) * atten;
|
|
|
|
|
|
// Return the color. Performed once every pass... of which there are
|
|
// only two, in this particular instance.
|
|
return sceneCol;
|
|
|
|
}
|
|
|
|
void mainImage( out vec4 fragColor, in vec2 fragCoord ){
|
|
|
|
// Screen coordinates.
|
|
vec2 uv = (fragCoord.xy - iResolution.xy*.5) / iResolution.y;
|
|
|
|
// Unit direction ray.
|
|
vec3 rd = normalize(vec3(uv, 1.0));
|
|
|
|
|
|
// Some cheap camera movement, for a bit of a look around. I use this far
|
|
// too often. I'm even beginning to bore myself, at this point. :)
|
|
float cs = cos(iGlobalTime * 0.25), si = sin(iGlobalTime * 0.25);
|
|
rd.xy = mat2(cs, si, -si, cs)*rd.xy;
|
|
rd.xz = mat2(cs, si, -si, cs)*rd.xz;
|
|
|
|
// Ray origin. Doubling as the surface position, in this particular example.
|
|
// I hope that doesn't confuse anyone.
|
|
vec3 ro = vec3(0., 0., iGlobalTime*1.5);
|
|
|
|
// Light position. Set in the vicinity the ray origin.
|
|
vec3 lp = ro + vec3(0., 1., -.5);
|
|
|
|
|
|
// FIRST PASS.
|
|
|
|
float t = trace(ro, rd);
|
|
|
|
// Fog based off of distance from the camera.
|
|
float fog = smoothstep(0., .95, t/FAR);
|
|
|
|
// Advancing the ray origin, "ro," to the new hit point.
|
|
ro += rd*t;
|
|
|
|
// Retrieving the normal at the hit point.
|
|
vec3 sn = getNormal(ro);
|
|
|
|
// Retrieving the color at the hit point, which is now "ro." I agree, reusing
|
|
// the ray origin to describe the surface hit point is kind of confusing. The reason
|
|
// we do it is because the reflective ray will begin from the hit point in the
|
|
// direction of the reflected ray. Thus the new ray origin will be the hit point.
|
|
// See "traceRef" below.
|
|
vec3 sceneColor = doColor(ro, rd, sn, lp);
|
|
|
|
// Checking to see if the surface is in shadow. Ideally, you'd also check to
|
|
// see if the reflected surface is in shadow. However, shadows are expensive, so
|
|
// it's only performed on the first pass. If you pause and check the reflections,
|
|
// you'll see that they're not shadowed. OMG! - Better call the shadow police. :)
|
|
float sh = softShadow(ro, lp, 16.);
|
|
|
|
|
|
// SECOND PASS - REFLECTED RAY
|
|
|
|
// Standard reflected ray, which is just a reflection of the unit
|
|
// direction ray off of the intersected surface. You use the normal
|
|
// at the surface point to do that. Hopefully, it's common sense.
|
|
rd = reflect(rd, sn);
|
|
|
|
|
|
// The reflected pass begins where the first ray ended, which is the suface
|
|
// hit point, or in a few cases, beyond the far plane. By the way, for the sake
|
|
// of simplicity, we'll perform a reflective pass for non hit points too. Kind
|
|
// of wasteful, but not really noticeable. The direction of the new ray will
|
|
// obviously be in the direction of the reflected ray. See just above.
|
|
//
|
|
// To anyone who's new to this, don't forgot to nudge the ray off of the
|
|
// initial surface point. Otherwise, you'll intersect with the surface
|
|
// you've just hit. After years of doing this, I still forget on occasion.
|
|
t = traceRef(ro + rd*.01, rd);
|
|
|
|
// Advancing the ray origin, "ro," to the new reflected hit point.
|
|
ro += rd*t;
|
|
|
|
// Retrieving the normal at the reflected hit point.
|
|
sn = getNormal(ro);
|
|
|
|
// Coloring the reflected hit point, then adding a portion of it to the final scene color.
|
|
// How much you add is up to you, but I'm going with 35 percent.
|
|
sceneColor += doColor(ro, rd, sn, lp)*.35;
|
|
|
|
|
|
// APPLYING SHADOWS
|
|
//
|
|
// Multiply the shadow from the first pass by the final scene color. Ideally, you'd check to
|
|
// see if the reflected point was in shadow, and incorporate that too, but we're cheating to
|
|
// save cycles and skipping it. It's not really noticeable anyway. By the way, ambient
|
|
// occlusion would make it a little nicer, but we're saving cycles and keeping things simple.
|
|
sceneColor *= sh;
|
|
|
|
// Technically, it should be applied on the reflection pass too, but it's not that
|
|
// noticeable, in this case.
|
|
sceneColor = mix(sceneColor, vec3(0), fog);
|
|
|
|
|
|
|
|
|
|
// Clamping the scene color, performing some rough gamma correction (the "sqrt" bit), then
|
|
// presenting it to the screen.
|
|
fragColor = vec4(sqrt(clamp(sceneColor, 0.0, 1.0)), 1.0);
|
|
}
|
|
|
|
void main(void)
|
|
{
|
|
//just some shit to wrap shadertoy's stuff
|
|
vec2 FragCoord = vTexCoord.xy*global.OutputSize.xy;
|
|
FragCoord.y = -FragCoord.y;
|
|
mainImage(FragColor,FragCoord);
|
|
}
|