Created
December 19, 2018 06:20
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#version 150 | |
uniform float time; | |
uniform vec2 resolution; | |
uniform vec2 mouse; | |
uniform vec3 spectrum; | |
uniform sampler2D texture0; | |
uniform sampler2D shared1; | |
uniform sampler2D texture2; | |
uniform sampler2D texture3; | |
uniform sampler2D prevFrame; | |
uniform sampler2D prevPass; | |
in VertexData | |
{ | |
vec4 v_position; | |
vec3 v_normal; | |
vec2 v_texcoord; | |
} inData; | |
out vec4 fragColor; | |
const int MAX_ITERATIONS = 1; | |
const vec4 background = vec4(0,1,0,1); | |
vec4 getColor (vec3 pos){ | |
vec4 norm = vec4(pos,1); | |
float cirScale = 0; | |
vec3 normPos = pos+ 1.3; | |
normPos.x += cos(time) * cirScale; | |
normPos.y += sin(time) * cirScale; | |
normPos.x -=0.4; | |
normPos.y += 0.522; | |
normPos /= 2; | |
vec4 texCol = texture(shared1, (normPos.xy -.1 )* (normPos.z )); | |
texCol.y += cos(time); | |
return mix(texCol ,1-norm, 0); | |
} | |
float sphere(vec3 pos, float rad){ | |
vec4 n = getColor(pos); | |
float nn = (n.r + n.g +n.b)/3.; | |
return length(pos) - (rad + (nn* 0.9)); | |
} | |
float scene(vec3 pos){ | |
return sphere(pos,0.4); | |
} | |
vec3 get_normal(in vec3 p) | |
{ | |
vec3 eps = vec3(0.001, 0, 0); | |
float nx = scene(p + eps.xyy) - scene(p - eps.xyy); | |
float ny = scene(p + eps.yxy) - scene(p - eps.yxy); | |
float nz = scene(p + eps.yyx) - scene(p - eps.yyx); | |
return normalize(vec3(nx,ny,nz)); | |
} | |
vec3 rotatex(in vec3 p, float ang) | |
{ | |
return vec3(p.x,p.y*cos(ang)-p.z*sin(ang),p.y*sin(ang)+p.z*cos(ang)); | |
} | |
float rm2(in vec3 ro, in vec3 rd) | |
{ | |
vec3 pos = ro; | |
float dist = 1.0; | |
float d; | |
for (int i = 0; i < 5; i++) { | |
d = scene(pos); | |
pos += rd*d; | |
dist -= d; | |
} | |
return dist; | |
} | |
vec4 getMaterial(vec3 pos, float dist){ | |
vec3 rd = normalize(vec3(pos.x,pos.y,-2.0)); | |
rd = rotatex(rd, 1.2); | |
vec3 l = normalize(vec3(1,1,1)); | |
vec3 n = get_normal(pos); | |
return vec4((5*n.g)+3) * getColor(pos); | |
} | |
vec4 trace(vec2 uv, vec3 camPos, vec3 lookAt){ | |
vec3 startingPoint = (vec3(uv,0) - camPos); // this is -1 to 1 where the sceen is in our scene | |
vec3 place = startingPoint; // place along ray | |
float distToScene = 0; | |
if (MAX_ITERATIONS > 100){ | |
return background; | |
} | |
for (int i = 0 ; i < MAX_ITERATIONS; i ++){ | |
distToScene = scene(place) * 0.5; | |
place.z += distToScene; | |
if (distToScene < .01){ | |
return getMaterial(place,place.z); | |
} | |
} | |
return texture(prevFrame,uv); | |
} | |
void main(void) | |
{ | |
vec2 uv = -1. + (2. * inData.v_texcoord); | |
uv.x *= (resolution.x/resolution.y); | |
fragColor = trace(uv, vec3(0,0,-.1), vec3(0,0,0)); | |
} |
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