Files
shaders/experiments/cubes/main.frag
2025-04-26 03:10:22 +02:00

123 lines
3.1 KiB
GLSL

#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
float rhombSDF(vec2 st) {
vec2 st1 = (st)*2.;
vec2 st2 = (vec2(st.x,0.-st.y)*2.-1.)*2.;
float triangle1 = max(abs(st1.x)*.866025+st1.y*.5,-st1.y*.5);
float triangle2 = max(abs(st2.x)*.866025+st2.y*.5,-st2.y*.5);
return max(triangle1, triangle2);
}
float rectSDF(vec2 st, vec2 s) {
return max(abs(st.x/s.x),abs(st.y/s.y));
}
float random (vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))*
43758.5453123);
}
float stroke(in float x_coor, float s, float width){
float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5);
return clamp(d, 0.,1.);
}
float triSDF(vec2 st) {
st = st*2.;
return max(abs(st.x)*.866025+st.y*.5,-st.y*.5);
}
vec2 rotate(vec2 st, float a) {
return mat2(cos(a),-sin(a),sin(a),cos(a))*(st);
}
float sphereSDF(vec3 p, float r) {
return length(p) - r;
}
float sceneSDF(vec3 ray) {
return sphereSDF(ray, .0001);
}
float boxSDF(vec3 p, vec3 b)
{
vec3 q = abs(p) - b;
return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
}
mat4 rotateY(float theta) {
float c = cos(theta);
float s = sin(theta);
return mat4(
vec4(c,0,s,0),
vec4(0,1,0,0),
vec4(-s,0,c,0),
vec4(0,0,0,1)
);
}
mat4 rotation3d(vec3 axis, float angle) {
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat4(
oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
0.0, 0.0, 0.0, 1.0
);
}
float rayMarch(vec3 ro, vec3 rd, float start, float end, vec4 rot) {
float MAX_MARCHING_STEPS = 250.;
float EPSILON = 0.1;
float depth = start;
for (float i = 0.; i < MAX_MARCHING_STEPS; i++) {
vec3 p = ro + depth * rd;
p = (rotation3d(rot.xyz, rot.w) * vec4(p, 1.0)).xyz;
float d = boxSDF(p , vec3(.5,.5,.5));
depth += d;
if (d < EPSILON || depth > end) break;
}
return depth;
}
void main() {
vec2 st = (gl_FragCoord.xy-.5*u_resolution) / u_resolution.y;
float temp = 0.;
vec3 ro = vec3(0, 0, 5); //ray origin
vec3 rd = normalize(vec3(st, -1)); //ray direction
float d = rayMarch(ro+vec3(0,.2,.0), rd, 0.,100.,vec4(.4,.8,-.9,.4));
d = min(d,rayMarch(ro+vec3(-.2,.0,.0), rd, 0.,100.,vec4(.2,.1,.3,.9)));
d = min(d,rayMarch(ro+vec3(-.2,-.8,.0), rd, 0.,100.,vec4(.2,.1,.3,.9)));
d = min(d,rayMarch(ro+vec3(-.2,.3,.0), rd, 0.,100.,vec4(.2,.1,.3,.9)));
d = min(d,rayMarch(ro+vec3(-.2,.0,-.8), rd, 0.,100.,vec4(.2,.1,.3,.9)));
d = 1.-d/7.;
vec3 col = vec3(d);
if (d > 100.0) {
//col = vec3(0.1);
} else {
//col = vec3(0.,0.,1.);
}
gl_FragColor = vec4(col, 1.0);
}