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Ray marching.
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
#extension GL_OES_standard_derivatives : enable | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
vec3 dup(vec3 x) { | |
return mod(x - vec3(time, 0, 0), 4.0); | |
} | |
float dist(vec3 pos) { | |
pos = dup(pos); | |
return length(pos - vec3(2, 2, 2)) - 1.0; | |
} | |
vec3 norm(vec3 pos) { | |
pos = dup(pos); | |
return normalize(pos - vec3(2, 2, 2)); | |
} | |
vec3 march(vec3 origin, vec3 ray) { | |
for (int i = 0; i < 100; ++i) { | |
origin += ray * dist(origin); | |
} | |
return origin; | |
} | |
vec2 trans(vec2 p) { | |
vec2 r = resolution; | |
float m =min(r.x, r.y); | |
return (p * 2.0 - 1.0) * r / m; | |
} | |
void main() { | |
vec2 pos = trans(gl_FragCoord.xy / resolution.xy); | |
vec2 m = trans(mouse); | |
vec3 screen = vec3(pos.x, pos.y, 1.0); | |
vec3 camera = vec3(0, 0, 0); | |
vec3 light = vec3(m.x * 2.0, 0.0, m.y * 5.0 + 5.0); | |
vec3 ray = normalize(screen - camera); | |
vec3 hit = march(camera, ray); | |
float d = dist(hit); | |
if (abs(d) < 0.01) { | |
vec3 n = norm(hit); | |
vec3 l = normalize(light - hit); | |
float a = length(light - hit); | |
gl_FragColor.xyz = vec3(1, 1, 1) * dot(n, l) / a * 5.0; | |
} else { | |
gl_FragColor = vec4(0, 0, 0, 1); | |
} | |
} |
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