Created
November 13, 2014 13:07
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Simple ray marching
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precision mediump float; | |
uniform float t; // time | |
uniform vec2 r; // resolution | |
vec2 v=vec2(0.,1.); | |
float f(vec3 p) | |
{ | |
return length(p)-.6; | |
} | |
void main(void) | |
{ | |
vec3 | |
uv=vec3((gl_FragCoord.xy-r/2.)/r.x,1.), | |
eye=v.xxy*3., | |
cen=v.xxx, | |
dir=normalize(vec3(cen-eye)), | |
air=v.xyx, | |
sid=normalize(cross(dir,air)), | |
top=normalize(cross(sid,dir)), | |
ray=uv.x*sid+uv.y*top+dir, | |
p=eye,d; | |
for(int c=0;c<8;c++) | |
{ | |
d.x=f(p); | |
d.y+=d.x; | |
p+=ray*d.x; | |
} | |
if(d.x<1E-1) | |
{ | |
vec3 col=vec3(ray.x*.8,ray.y*.8,ray.x*.4+ray.y*.4)*4.0; | |
gl_FragColor = vec4(col,1.); | |
} | |
} |
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