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https://github.com/scratchfoundation/bgfx.git
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bba2ef8031
shaderc: Added raw shader support. shaderc: Fixed uniform types.
131 lines
3.2 KiB
Python
131 lines
3.2 KiB
Python
$input v_color0, v_texcoord0
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/*
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* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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// References:
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// Sphere tracing: a geometric method for the antialiased ray tracing of implicit surfaces - John C. Hart
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// http://web.archive.org/web/20110331200546/http://graphics.cs.uiuc.edu/~jch/papers/zeno.pdf
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//
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// Modeling with distance functions
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// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
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#include "../common/common.sh"
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#include "iq_sdf.sh"
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uniform float u_time;
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uniform mat4 u_mtx;
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uniform vec3 u_lightDir;
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float sceneDist(vec3 _pos)
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{
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float d1 = udRoundBox(_pos, vec3(2.5, 2.5, 2.5), 0.5);
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float d2 = sdSphere(_pos + vec3( 4.0, 0.0, 0.0), 1.0);
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float d3 = sdSphere(_pos + vec3(-4.0, 0.0, 0.0), 1.0);
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float d4 = sdSphere(_pos + vec3( 0.0, 4.0, 0.0), 1.0);
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float d5 = sdSphere(_pos + vec3( 0.0,-4.0, 0.0), 1.0);
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float d6 = sdSphere(_pos + vec3( 0.0, 0.0, 4.0), 1.0);
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float d7 = sdSphere(_pos + vec3( 0.0, 0.0,-4.0), 1.0);
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float dist = min(min(min(min(min(min(d1, d2), d3), d4), d5), d6), d7);
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return dist;
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}
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vec3 calcNormal(vec3 _pos)
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{
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const vec2 delta = vec2(0.002, 0.0);
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float nx = sceneDist(_pos + delta.xyy) - sceneDist(_pos - delta.xyy);
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float ny = sceneDist(_pos + delta.yxy) - sceneDist(_pos - delta.yxy);
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float nz = sceneDist(_pos + delta.yyx) - sceneDist(_pos - delta.yyx);
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return normalize(vec3(nx, ny, nz) );
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}
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float calcAmbOcc(vec3 _pos, vec3 _normal)
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{
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float occ = 0.0;
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float aostep = 0.2;
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for (int ii = 1; ii < 4; ii++)
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{
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float fi = float(ii);
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float dist = sceneDist(_pos + _normal * fi * aostep);
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occ += (fi * aostep - dist) / pow(2.0, fi);
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}
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return 1.0 - occ;
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}
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float trace(vec3 _ray, vec3 _dir, float _maxd)
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{
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float tt = 0.0;
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float epsilon = 0.001;
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for (int ii = 0; ii < 64; ii++)
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{
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float dist = sceneDist(_ray + _dir*tt);
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if (dist > epsilon)
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{
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tt += dist;
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}
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}
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return tt < _maxd ? tt : 0.0;
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}
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vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
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{
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float ndotl = dot(_normal, _lightDir);
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vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
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float rdotv = dot(reflected, _viewDir);
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return vec2(ndotl, rdotv);
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}
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float fresnel(float _ndotl, float _bias, float _pow)
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{
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float facing = (1.0 - _ndotl);
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return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0);
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}
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vec4 lit(float _ndotl, float _rdotv, float _m)
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{
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float diff = max(0.0, _ndotl);
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float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m);
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return vec4(1.0, diff, spec, 1.0);
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}
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void main()
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{
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vec4 tmp;
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tmp = mul(u_mtx, vec4(v_texcoord0.xy, 0.0, 1.0) );
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vec3 eye = tmp.xyz/tmp.w;
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tmp = mul(u_mtx, vec4(v_texcoord0.xy, 1.0, 1.0) );
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vec3 at = tmp.xyz/tmp.w;
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float maxd = length(at - eye);
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vec3 dir = normalize(at - eye);
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float dist = trace(eye, dir, maxd);
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if (dist > 0.5)
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{
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vec3 pos = eye + dir*dist;
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vec3 normal = calcNormal(pos);
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vec2 bln = blinn(u_lightDir, normal, dir);
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vec4 lc = lit(bln.x, bln.y, 1.0);
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float fres = fresnel(bln.x, 0.2, 5.0);
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float val = 0.9*lc.y + pow(lc.z, 128.0)*fres;
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val *= calcAmbOcc(pos, normal);
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val = pow(val, 1.0/2.2);
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gl_FragColor = vec4(val, val, val, 1.0);
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gl_FragDepth = dist/maxd;
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}
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else
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{
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gl_FragColor = v_color0;
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gl_FragDepth = 1.0;
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}
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}
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