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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
//反復回数(constで書く方も多い) | |
#define ITE_MAX 190 | |
//t更新時の適当な係数。通常1で大丈夫です。 | |
//複雑な形状だったりレイ突き抜けるような小さいオブジェクトは値を0.25位にすると良いです | |
#define DIST_COEFF .36 | |
//打ち切り係数 | |
#define DIST_MIN 0.01 | |
//t最大 | |
#define DIST_MAX 10000.0 | |
#define inf 100000 | |
#define PI 3.14159276 | |
#define UnitWindow_Size 50.0 | |
mat3 rotM(vec3 axis, float angle) | |
{ | |
axis = normalize(axis); | |
float s = sin(angle); | |
float c = cos(angle); | |
float oc = 1.0 - c; | |
return mat3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, | |
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, | |
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c ); | |
} | |
vec3 GenRay(vec2 p,vec3 dir,vec3 up,float angle){ | |
vec3 u = normalize(cross(up,dir)); | |
vec3 v = normalize(cross(dir,u)); | |
float fov = angle * PI * 0.5 / 180.; | |
return normalize(sin(fov) * u * p.x + sin(fov) * v * p.y + cos(fov) * dir); | |
} | |
vec3 GenRay(vec3 dir,vec3 up,float angle) | |
{ | |
vec2 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y); | |
vec3 u = normalize(cross(up,dir)); | |
vec3 v = normalize(cross(dir,u)); | |
float fov = angle * PI * 0.5 / 180.; | |
return normalize(sin(fov) * u * p.x + sin(fov) * v * p.y + cos(fov) * dir); | |
} | |
float sdBox( vec3 p, vec3 b ) | |
{ | |
vec3 d = abs(p) - b; | |
return min(max(d.x,max(d.y,d.z)),0.0) + | |
length(max(d,0.0)); | |
} | |
float sdCross( in vec3 p ) | |
{ | |
float da = sdBox(p.xyz,vec3(inf,1.0,1.0)); | |
float db = sdBox(p.yzx,vec3(1.0,inf,1.0)); | |
float dc = sdBox(p.zxy,vec3(1.0,1.0,inf)); | |
return min(da,min(db,dc)); | |
} | |
float sdunit( in vec3 p ) | |
{ | |
float da = sdBox(p.xyz,vec3(inf,.1,.1)); | |
float db = sdBox(p.yzx,vec3(.1,inf,.1)); | |
float dc = sdBox(p.zxy,vec3(.1,.1,inf)); | |
return min(da,min(db,dc)); | |
} | |
float sphere(vec3 p,vec3 loc,float r){ | |
return length(p-loc) - r; | |
} | |
float hive(vec3 p,vec2 h){ | |
vec3 p_ =rotM(vec3(0.,0.,1.),PI/6.) * p; | |
vec3 q = abs(p_); | |
return max(q.z-h.y,max((q.x*0.866025+q.y*0.5),q.y)-h.x); | |
} | |
float map4( in vec3 p_ ) | |
{ | |
vec3 p; | |
p = rotM(normalize(vec3(1. + 3.*cos(time*3.),2.,3.)),time) * p_; | |
p = p_; | |
float d = sdBox(p,vec3(1.0)); | |
float s = 1.0; | |
for( int m=0; m<3; m++ ) | |
{ | |
vec3 a = mod( p*s, 2.0 )-1.0; | |
s *= 3.0; | |
vec3 r = abs(1.0 - 3.0*abs(a)); | |
float da = max(r.x,r.y); | |
float db = max(r.y,r.z); | |
float dc = max(r.z,r.x); | |
float c = (min(da,min(db,dc))-1.0)/s; | |
d = max(d,c); | |
} | |
return d; | |
} | |
#define margine_x 2.15 | |
#define margine_y 3.8 | |
float hivemap(vec3 p){ | |
float d = 0.; | |
float hx = margine_x; | |
float hy = margine_y; | |
vec3 p_ = p; | |
p_ = vec3(mod(p.x,hx)-hx/2.,mod(p.y,hy)-hy/2.,p_.z ); | |
p_.z += clamp(1.5*sin(time*1.2 - 5.*floor((p.x )/(hx))/3. - 8.*floor(p.y/hy)/3.),0.5,3.); | |
d = hive(p_,vec2(1.0,1.0)); | |
return d; | |
} | |
float map(vec3 p){ | |
float d = 0.; | |
d = min(hivemap(p),hivemap(vec3(p.x+margine_x/2.,p.y+margine_y/2.,p.z))); | |
//d = hivemap(p); | |
return d; | |
} | |
vec3 getnormal(vec3 p){ | |
float d = 0.01; | |
return normalize(vec3( | |
map(p + vec3(d, 0.0, 0.0)) - map(p + vec3(-d, 0.0, 0.0)), | |
map(p + vec3(0.0, d, 0.0)) - map(p + vec3(0.0, -d, 0.0)), | |
map(p + vec3(0.0, 0.0, d)) - map(p + vec3(0.0, 0.0, -d)) | |
)); | |
} | |
vec4 drawunit(vec3 camera_dir_,vec2 screen_pos,vec3 up){ | |
vec3 camera_dir = normalize(camera_dir_); | |
//eye座標 | |
vec3 pos = -1.*camera_dir; | |
vec3 target = vec3(0.); | |
vec3 center_dir = (target-pos); | |
vec3 dir = GenRay(screen_pos,normalize(center_dir),up,120.); | |
//map関数で定義した形状を反復法で解きます。ここではt初期値は0にしとく | |
float t = 0.0; | |
float dist = 0.; | |
vec3 nowpos = pos + dir*0.2; | |
//SphereTracing。ここintersectって名前で別に作る人も多いです | |
for(int i = 0 ; i < ITE_MAX; i++) { | |
//形状表現した陰関数を反復しながら解く | |
//0(DIST_MIN)に近くなったら解に近いので打ち切り | |
dist = sdunit((t * dir + nowpos)); | |
if(dist < DIST_MIN) { | |
break; | |
} | |
//tを更新。DIST_COEFFは複雑な形状を描画する際に小さく為につけています。 | |
//ちょっとずつレイを進める事ができます。 | |
t += dist * DIST_COEFF; | |
if(t > DIST_MAX){ | |
break; | |
} | |
} | |
//option形状の近くの位置を出しておく | |
vec3 ip = pos + dir * t; | |
//色を作ります。ここでは進めたtの位置(深度)をただ出力するだけ | |
vec3 color = vec3(0.2); | |
//color = vec3(1./t); | |
if(dist < DIST_MIN){ | |
float d = 0.01; | |
normalize(vec3( | |
sdunit(ip + vec3(d, 0.0, 0.0)) - sdunit(ip + vec3(-d, 0.0, 0.0)), | |
sdunit(ip + vec3(0.0, d, 0.0)) - sdunit(ip + vec3(0.0, -d, 0.0)), | |
sdunit(ip + vec3(0.0, 0.0, d)) - sdunit(ip + vec3(0.0, 0.0, -d)))); | |
vec3 n = getnormal(ip); | |
color = clamp(vec3(dot(ip,vec3(1.0,0.,0.)),dot(ip,vec3(0.,1.0,0.)),dot(ip,vec3(0.,0.,1.))),0.,1.); | |
} | |
//最後に色をつけておしまいです | |
return vec4(color, 1.0); | |
} | |
void main( void ) { | |
vec3 l = normalize(vec3(.0,-.99,.99)); | |
//eye座標 | |
vec3 pos = vec3(1.,1.+time*0.,3.); | |
vec3 target = vec3(1.,2.+time*0.,3.); | |
vec3 center_dir = (target-pos); | |
vec3 dir; | |
vec3 up = vec3(.0,0.,1.); | |
dir = GenRay(normalize(center_dir),up,120.); | |
//左上のやつを描画 | |
if(gl_FragCoord.x < UnitWindow_Size && resolution.y - gl_FragCoord.y < UnitWindow_Size){ | |
vec2 reso = vec2(UnitWindow_Size); | |
vec2 coord =vec2(gl_FragCoord.x ,gl_FragCoord.y-(resolution.y - UnitWindow_Size)); | |
vec2 p = (coord.xy * 2.0 - reso) / min(reso.x, reso.y); | |
vec4 col = drawunit(center_dir,p,up); | |
gl_FragColor = col; | |
return ; | |
} | |
//map関数で定義した形状を反復法で解きます。ここではt初期値は0にしとく | |
float t = 0.0; | |
float dist = 0.; | |
//SphereTracing。ここintersectって名前で別に作る人も多いです | |
for(int i = 0 ; i < ITE_MAX; i++) { | |
//形状表現した陰関数を反復しながら解く | |
//0(DIST_MIN)に近くなったら解に近いので打ち切り | |
dist = map((t * dir + pos)); | |
if(dist < DIST_MIN) { | |
break; | |
} | |
//tを更新。DIST_COEFFは複雑な形状を描画する際に小さく為につけています。 | |
//ちょっとずつレイを進める事ができます。 | |
t += dist * DIST_COEFF; | |
if(t > DIST_MAX){ | |
break; | |
} | |
} | |
//option形状の近くの位置を出しておく | |
vec3 ip = pos + dir * t; | |
//色を作ります。ここでは進めたtの位置(深度)をただ出力するだけ | |
vec3 color = vec3(0.); | |
vec3 n = getnormal(ip); | |
if(dist < DIST_MIN){ | |
float diff = dot(l,n); | |
color = vec3(0.3,0.8,0.9) * clamp(diff,0.1,1.); | |
color += vec3(.5) * clamp(dot(n,normalize(dir+l)),0.,1.); | |
color += ip.z*vec3(2.0,1.,0.); | |
} | |
color += clamp((1.-20./t),0.,1.)*vec3(.8,.9,.9); | |
gl_FragColor = vec4(color, 1.0); | |
} |
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GLSL Sandboxで動かせます
参考
http://tokyodemofest.jp/2015/pages/common/glslsemi/index.html