Pixel-Composer/shaders/sh_rm_primitive/sh_rm_primitive.fsh

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//Inigo Quilez
//Oh where would I be without you.
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#define MAX_SHAPES 16
#define MAX_OP 32
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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const int MAX_MARCHING_STEPS = 512;
const float EPSILON = 1e-5;
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const float PI = 3.14159265358979323846;
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const float SUBTEXTURE_SIZE = 1024.;
const float TEXTURE_N = 8192. / SUBTEXTURE_SIZE;
const float TEXTURE_S = TEXTURE_N * TEXTURE_N;
const float TEXTURE_T = SUBTEXTURE_SIZE / 8192.;
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
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uniform int operations[MAX_OP];
uniform int opLength;
///////////////////////////////////////////////////////////////////
uniform int shapeAmount;
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uniform int shape[MAX_SHAPES] ;
uniform vec3 size[MAX_SHAPES] ;
uniform float radius[MAX_SHAPES] ;
uniform float thickness[MAX_SHAPES] ;
uniform float crop[MAX_SHAPES] ;
uniform float angle[MAX_SHAPES] ;
uniform float height[MAX_SHAPES] ;
uniform vec2 radRange[MAX_SHAPES] ;
uniform float sizeUni[MAX_SHAPES] ;
uniform vec3 elongate[MAX_SHAPES] ;
uniform float rounded[MAX_SHAPES] ;
uniform vec4 corner[MAX_SHAPES] ;
uniform vec2 size2D[MAX_SHAPES] ;
uniform int sides[MAX_SHAPES] ;
uniform vec3 waveAmp[MAX_SHAPES] ;
uniform vec3 waveInt[MAX_SHAPES] ;
uniform vec3 waveShift[MAX_SHAPES] ;
uniform int twistAxis[MAX_SHAPES] ;
uniform float twistAmount[MAX_SHAPES] ;
uniform vec3 position[MAX_SHAPES] ;
uniform vec3 rotation[MAX_SHAPES] ;
uniform float objectScale[MAX_SHAPES] ;
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uniform vec3 tileSize[MAX_SHAPES] ;
uniform vec3 tileAmount[MAX_SHAPES] ;
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uniform vec4 diffuseColor[MAX_SHAPES] ;
uniform float reflective[MAX_SHAPES] ;
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uniform int volumetric[MAX_SHAPES] ;
uniform float volumeDensity[MAX_SHAPES] ;
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uniform int useTexture[MAX_SHAPES] ;
uniform float textureScale[MAX_SHAPES] ;
uniform float triplanar[MAX_SHAPES] ;
///////////////////////////////////////////////////////////////////
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uniform int ortho;
uniform float fov;
uniform float orthoScale;
uniform vec2 viewRange;
uniform float depthInt;
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uniform int drawBg;
uniform vec4 background;
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uniform float ambientIntns;
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uniform vec3 lightPosition;
uniform int useEnv;
mat3 rotMatrix, irotMatrix;
#region ////========== Transform ============
mat3 rotateX(float dg) {
float c = cos(radians(dg));
float s = sin(radians(dg));
return mat3(
vec3(1, 0, 0),
vec3(0, c, -s),
vec3(0, s, c)
);
}
mat3 rotateY(float dg) {
float c = cos(radians(dg));
float s = sin(radians(dg));
return mat3(
vec3( c, 0, s),
vec3( 0, 1, 0),
vec3(-s, 0, c)
);
}
mat3 rotateZ(float dg) {
float c = cos(radians(dg));
float s = sin(radians(dg));
return mat3(
vec3(c, -s, 0),
vec3(s, c, 0),
vec3(0, 0, 1)
);
}
mat3 inverse(mat3 m) {
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22 * a11 - a12 * a21;
float b11 = -a22 * a10 + a12 * a20;
float b21 = a21 * a10 - a11 * a20;
float det = a00 * b01 + a01 * b11 + a02 * b21;
return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
}
#endregion
#region ////============= Util ==============
float dot2( in vec2 v ) { return dot(v,v); }
float dot2( in vec3 v ) { return dot(v,v); }
float ndot( in vec2 a, in vec2 b ) { return a.x*b.x - a.y*b.y; }
vec4 sampleTexture(int index, vec2 coord) {
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if(coord.x < 0. || coord.y < 0. || coord.x > 1. || coord.y > 1.) return vec4(0.);
float i = float(index);
float txIndex = floor(i / TEXTURE_S);
float stcInd = i - txIndex * TEXTURE_S;
float row = floor(stcInd / TEXTURE_N);
float col = stcInd - row * TEXTURE_N;
vec2 tx = vec2(col, row) * TEXTURE_T;
vec2 sm = tx + coord * TEXTURE_T;
if(txIndex == 0.) return texture2D(texture0, sm);
else if(txIndex == 1.) return texture2D(texture1, sm);
else if(txIndex == 2.) return texture2D(texture2, sm);
else if(txIndex == 3.) return texture2D(texture3, sm);
return texture2D(texture0, sm);
}
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vec2 equirectangularUv(vec3 dir) {
vec3 n = normalize(dir);
return vec2((atan(n.x, n.z) / (PI * 2.)) + 0.5, 1. - acos(n.y) / PI);
}
#endregion
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#region ////======== 2D Primitives ==========
float sdRoundedBox( in vec2 p, in vec2 b, in vec4 r ) {
r.xy = (p.x > 0.0)? r.xy : r.zw;
r.x = (p.y > 0.0)? r.x : r.y;
vec2 q = abs(p) - b + r.x;
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x;
}
float sdRegularPolygon(in vec2 p, in float r, in int n ) {
// these 4 lines can be precomputed for a given shape
float an = 3.141593 / float(n);
vec2 acs = vec2(cos(an), sin(an));
// reduce to first sector
float bn = mod(atan(p.x, p.y), 2.0 * an) - an;
p = length(p) * vec2(cos(bn), abs(sin(bn)));
// line sdf
p -= r * acs;
p.y += clamp( -p.y, 0.0, r * acs.y);
return length(p) * sign(p.x);
}
#endregion
#region ////======== 3D Primitives ==========
float sdPlane( vec3 p, vec3 n, float h ) {
return dot(p,n) + h;
}
float sdBox( vec3 p, vec3 b ) {
vec3 q = abs(p) - b;
return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
}
float sdBoxFrame( vec3 p, vec3 b, float e ) {
p = abs(p)-b;
vec3 q = abs(p+e)-e;
return min(min(
length(max(vec3(p.x,q.y,q.z),0.0))+min(max(p.x,max(q.y,q.z)),0.0),
length(max(vec3(q.x,p.y,q.z),0.0))+min(max(q.x,max(p.y,q.z)),0.0)),
length(max(vec3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0));
}
//////////////////////////////////////////////////////////////////////////////////////////////
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float sdSphere(vec3 p, float radius) {
return length(p) - radius;
}
float sdEllipsoid( vec3 p, vec3 r ) {
float k0 = length(p/r);
float k1 = length(p/(r*r));
return k0*(k0-1.0)/k1;
}
float sdTorus( vec3 p, vec2 t ) {
vec2 q = vec2(length(p.xz)-t.x,p.y);
return length(q)-t.y;
}
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// r is the sphere's radius, h is the plane's position
float sdCutSphere( vec3 p, float r, float h ) {
// sampling independent computations (only depend on shape)
float w = sqrt(r*r-h*h);
// sampling dependant computations
vec2 q = vec2( length(p.xz), p.y );
float s = max( (h-r)*q.x*q.x+w*w*(h+r-2.0*q.y), h*q.x-w*q.y );
return (s<0.0) ? length(q)-r :
(q.x<w) ? h - q.y :
length(q-vec2(w,h));
}
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// r = sphere's radius
// h = cutting's plane's position
// t = thickness
float sdCutHollowSphere( vec3 p, float r, float h, float t ) {
// sampling independent computations (only depend on shape)
float w = sqrt(r*r-h*h);
// sampling dependant computations
vec2 q = vec2( length(p.xz), p.y );
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) :
abs(length(q)-r) ) - t;
}
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float sdCappedTorus( vec3 p, float an, float ra, float rb) {
vec2 sc = vec2(sin(an),cos(an));
p.x = abs(p.x);
float k = (sc.y*p.x>sc.x*p.y) ? dot(p.xy,sc) : length(p.xy);
return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;
}
//////////////////////////////////////////////////////////////////////////////////////////////
float sdCylinder( vec3 p, vec3 c ) {
return length(p.xz-c.xy)-c.z;
}
float sdCappedCylinder( vec3 p, float h, float r ) {
vec2 d = abs(vec2(length(p.xz),p.y)) - vec2(r,h);
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdCapsule( vec3 p, vec3 a, vec3 b, float r ) {
vec3 pa = p - a, ba = b - a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h ) - r;
}
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float sdCone( vec3 p, float an, float h ) {
vec2 c = vec2(sin(an),cos(an));
// c is the sin/cos of the angle, h is height
// Alternatively pass q instead of (c,h),
// which is the point at the base in 2D
vec2 q = h*vec2(c.x/c.y,-1.0);
vec2 w = vec2( length(p.xz), p.y );
vec2 a = w - q*clamp( dot(w,q)/dot(q,q), 0.0, 1.0 );
vec2 b = w - q*vec2( clamp( w.x/q.x, 0.0, 1.0 ), 1.0 );
float k = sign( q.y );
float d = min(dot( a, a ),dot(b, b));
float s = max( k*(w.x*q.y-w.y*q.x),k*(w.y-q.y) );
return sqrt(d)*sign(s);
}
float sdCappedCone( vec3 p, float h, float r1, float r2 ) {
vec2 q = vec2( length(p.xz), p.y );
vec2 k1 = vec2(r2,h);
vec2 k2 = vec2(r2-r1,2.0*h);
vec2 ca = vec2(q.x-min(q.x,(q.y<0.0)?r1:r2), abs(q.y)-h);
vec2 cb = q - k1 + k2*clamp( dot(k1-q,k2)/dot2(k2), 0.0, 1.0 );
float s = (cb.x<0.0 && ca.y<0.0) ? -1.0 : 1.0;
return s*sqrt( min(dot2(ca),dot2(cb)) );
}
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float sdRoundCone( vec3 p, float h, float r1, float r2 ) {
// sampling independent computations (only depend on shape)
float b = (r1-r2)/h;
float a = sqrt(1.0-b*b);
// sampling dependant computations
vec2 q = vec2( length(p.xz), p.y );
float k = dot(q,vec2(-b,a));
if( k<0.0 ) return length(q) - r1;
if( k>a*h ) return length(q-vec2(0.0,h)) - r2;
return dot(q, vec2(a,b) ) - r1;
}
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float sdSolidAngle( vec3 p, float an, float ra ) {
vec2 c = vec2(sin(an),cos(an));
vec2 q = vec2( length(p.xz), p.y );
float l = length(q) - ra;
float m = length(q - c*clamp(dot(q,c),0.0,ra) );
return max(l,m*sign(c.y*q.x-c.x*q.y));
}
//////////////////////////////////////////////////////////////////////////////////////////////
float sdOctahedron( vec3 p, float s ) {
p = abs(p);
float m = p.x+p.y+p.z-s;
vec3 q;
if( 3.0*p.x < m ) q = p.xyz;
else if( 3.0*p.y < m ) q = p.yzx;
else if( 3.0*p.z < m ) q = p.zxy;
else return m*0.57735027;
float k = clamp(0.5*(q.z-q.y+s),0.0,s);
return length(vec3(q.x,q.y-s+k,q.z-k));
}
float sdPyramid( vec3 p, float h ) {
float m2 = h*h + 0.25;
p.xz = abs(p.xz);
p.xz = (p.z>p.x) ? p.zx : p.xz;
p.xz -= 0.5;
vec3 q = vec3( p.z, h*p.y - 0.5*p.x, h*p.x + 0.5*p.y);
float s = max(-q.x,0.0);
float t = clamp( (q.y-0.5*p.z)/(m2+0.25), 0.0, 1.0 );
float a = m2*(q.x+s)*(q.x+s) + q.y*q.y;
float b = m2*(q.x+0.5*t)*(q.x+0.5*t) + (q.y-m2*t)*(q.y-m2*t);
float d2 = min(q.y,-q.x*m2-q.y*0.5) > 0.0 ? 0.0 : min(a,b);
return sqrt( (d2+q.z*q.z)/m2 ) * sign(max(q.z,-p.y));
}
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#endregion
#region ////============ Modify =============
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vec4 opElongate( in vec3 p, in vec3 h ) {
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vec3 q = abs(p) - h;
return vec4( max(q, 0.0), min(max(q.x, max(q.y, q.z)), 0.0) );
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}
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float opExtrusion( in vec3 p, in float h, in float df2d ) {
vec2 w = vec2( df2d, abs(p.z) - h );
return min(max(w.x, w.y), 0.0) + length(max(w, 0.0));
}
vec3 wave(int index, vec3 p) {
p.x += sin(p.y * waveAmp[index].y + waveShift[index].x * PI * 2.) * waveInt[index].x +
sin(p.z * waveAmp[index].z + waveShift[index].x * PI * 2.) * waveInt[index].x;
p.y += sin(p.x * waveAmp[index].x + waveShift[index].y * PI * 2.) * waveInt[index].y +
sin(p.z * waveAmp[index].z + waveShift[index].y * PI * 2.) * waveInt[index].y;
p.z += sin(p.y * waveAmp[index].y + waveShift[index].z * PI * 2.) * waveInt[index].z +
sin(p.x * waveAmp[index].x + waveShift[index].z * PI * 2.) * waveInt[index].z;
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return p;
}
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vec3 twist(int index, vec3 p) {
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float c = cos(twistAmount[index] * p[twistAxis[index]]);
float s = sin(twistAmount[index] * p[twistAxis[index]]);
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mat2 m = mat2(c, -s, s, c);
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if(twistAxis[index] == 0) {
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vec2 q = m * p.yz;
return vec3(p.x, q);
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} else if(twistAxis[index] == 1) {
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vec2 q = m * p.xz;
return vec3(q.x, p.y, q.y);
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} else if(twistAxis[index] == 2) {
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vec2 q = m * p.xy;
return vec3(q, p.z);
}
return p;
}
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float opSmoothUnion( float d1, float d2, float k ) {
float h = clamp( 0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0 );
return mix( d2, d1, h ) - k * h * (1.0 - h);
}
float opSmoothSubtraction( float d1, float d2, float k ) {
float h = clamp( 0.5 - 0.5 * (d2 + d1) / k, 0.0, 1.0 );
return mix( d2, -d1, h ) + k * h * (1.0 - h);
}
float opSmoothIntersection( float d1, float d2, float k ) {
float h = clamp( 0.5 - 0.5 * (d2 - d1) / k, 0.0, 1.0 );
return mix( d2, d1, h ) + k * h * (1.0 - h);
}
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#endregion
#region ////=========== View Mod ============
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float round(float v) { return fract(v) >= 0.5? ceil(v) : floor(v); }
vec3 round(vec3 v) { return vec3(round(v.x), round(v.y), round(v.z)); }
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vec3 tilePosition(int index, vec3 p) {
if(tileAmount[index] == vec3(0.))
return p - tileSize[index] * round(p / tileSize[index]);
return p - tileSize[index] * clamp(round(p / tileSize[index]), -tileAmount[index], tileAmount[index]);
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}
#endregion
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#region ////=========== Texturing ============
vec4 boxmap( in int textureIndex, in vec3 p, in vec3 n, in float k ) {
// project+fetch
vec4 x = sampleTexture( textureIndex, fract(p.yz) );
vec4 y = sampleTexture( textureIndex, fract(p.zx) );
vec4 z = sampleTexture( textureIndex, fract(p.xy) );
// blend weights
vec3 w = pow( abs(n), vec3(k) );
// blend and return
return (x * w.x + y * w.y + z * w.z) / (w.x + w.y + w.z);
}
#endregion
////========= Ray Marching ==========
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float sceneSDF(int index, vec3 p) {
float d;
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mat3 rx = rotateX(rotation[index].x);
mat3 ry = rotateY(rotation[index].y);
mat3 rz = rotateZ(rotation[index].z);
rotMatrix = rx * ry * rz;
irotMatrix = inverse(rotMatrix);
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p /= objectScale[index];
p -= position[index];
p = irotMatrix * p;
p = wave(index, p);
if(tileSize[index] != vec3(0.))
p = tilePosition(index, p);
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p = twist(index, p);
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vec4 el = vec4(0.);
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if(elongate[index] != vec3(0.)) {
el = opElongate(p, elongate[index]);
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p = el.xyz;
}
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int shp = shape[index];
if(shp == 100) d = sdPlane( p, vec3(0., -1., 0.), 0.);
else if(shp == 101) d = sdBox( p, size[index] / 2.);
else if(shp == 102) d = sdBoxFrame( p, size[index] / 2., thickness[index]);
else if(shp == 103) d = opExtrusion( p, thickness[index], sdRoundedBox(p.xy, size2D[index], corner[index]));
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else if(shp == 200) d = sdSphere( p, radius[index]);
else if(shp == 201) d = sdEllipsoid( p, size[index] / 2.);
else if(shp == 202) d = sdCutSphere( p, radius[index], crop[index]);
else if(shp == 203) d = sdCutHollowSphere( p, radius[index], crop[index], thickness[index]);
else if(shp == 204) d = sdTorus( p, vec2(radius[index], thickness[index]));
else if(shp == 205) d = sdCappedTorus( p, angle[index], radius[index], thickness[index]);
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else if(shp == 300) d = sdCappedCylinder( p, height[index], radius[index]);
else if(shp == 301) d = sdCapsule( p, vec3(-height[index], 0., 0.), vec3(height[index], 0., 0.), radius[index]);
else if(shp == 302) d = sdCone( p, angle[index], height[index]);
else if(shp == 303) d = sdCappedCone( p, height[index], radRange[index].x, radRange[index].y);
else if(shp == 304) d = sdRoundCone( p, height[index], radRange[index].x, radRange[index].y);
else if(shp == 305) d = sdSolidAngle( p, angle[index], radius[index]);
else if(shp == 306) d = opExtrusion( p, thickness[index], sdRegularPolygon(p.xy, 0.5, sides[index]));
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else if(shp == 400) d = sdOctahedron( p, sizeUni[index]);
else if(shp == 401) d = sdPyramid( p, sizeUni[index]);
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if(elongate[index] != vec3(0.)) {
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d += el.w;
}
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d -= rounded[index];
d *= objectScale[index];
return d;
}
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vec3 normal(int index, vec3 p) {
return normalize(vec3(
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sceneSDF(index, vec3(p.x + EPSILON, p.y, p.z)) - sceneSDF(index, vec3(p.x - EPSILON, p.y, p.z)),
sceneSDF(index, vec3(p.x, p.y + EPSILON, p.z)) - sceneSDF(index, vec3(p.x, p.y - EPSILON, p.z)),
sceneSDF(index, vec3(p.x, p.y, p.z + EPSILON)) - sceneSDF(index, vec3(p.x, p.y, p.z - EPSILON))
));
}
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float march(int index, vec3 camera, vec3 direction) {
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float depth = viewRange.x;
for (int i = 0; i < MAX_MARCHING_STEPS; i++) {
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float dist = sceneSDF(index, camera + depth * direction);
if (dist < EPSILON)
return depth;
depth += dist;
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if (depth >= viewRange.y)
return viewRange.y;
}
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return viewRange.y;
}
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float marchDensity(int index, vec3 camera, vec3 direction) {
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float st = 1. / float(MAX_MARCHING_STEPS);
float dens = 0.;
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float stp = volumeDensity[index] == 0. ? 0. : pow(2., 10. * volumeDensity[index] * 0.5 - 10.);
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for (int i = 0; i <= MAX_MARCHING_STEPS; i++) {
float depth = mix(viewRange.x, viewRange.y, float(i) * st);
vec3 pos = camera + depth * direction;
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float hit = sceneSDF(index, pos);
float inst = (pos.y + objectScale[index]) / (objectScale[index] * 2.);
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inst = inst <= 0.? 0. : pow(2., 10. * inst - 10.) * 10.;
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if (hit <= 0.) dens += stp;
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}
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return dens;
}
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vec4 scene(int index, out float depth, out vec3 coll, out vec3 norm) {
depth = 0.;
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float dz = 1. / tan(radians(fov) / 2.);
vec3 dir = normalize(vec3((v_vTexcoord - .5) * 2., -dz));
vec3 eye = vec3(0., 0., 5.);
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if(volumetric[index] == 1) {
float _dens = clamp(marchDensity(index, eye, dir), 0., 1.);
return diffuseColor[index] * _dens;
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}
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depth = march(index, eye, dir);
coll = eye + dir * depth;
norm = normal(index, coll);
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if(depth > viewRange.y - EPSILON) // Not hitting anything.
return vec4(0.);
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vec3 c = useTexture[index] == 1?
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boxmap(int(TEXTURE_S) + index, irotMatrix * coll * textureScale[index], irotMatrix * norm, triplanar[index]).rgb * diffuseColor[index].rgb :
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diffuseColor[index].rgb;
///////////////////////////////////////////////////////////
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float distNorm = (depth - viewRange.x) / (viewRange.y - viewRange.x);
distNorm = 1. - distNorm;
distNorm = smoothstep(.0, .3, distNorm);
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c = mix(c * background.rgb, c, mix(1., distNorm, depthInt));
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///////////////////////////////////////////////////////////
if(useEnv == 1) {
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vec3 ref = reflect(dir, norm);
vec4 refC = sampleTexture(0, equirectangularUv(ref));
c = mix(c, c * refC.rgb, reflective[index]);
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}
///////////////////////////////////////////////////////////
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vec3 light = normalize(lightPosition);
float lamo = min(1., max(0., dot(norm, light)) + ambientIntns);
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c = mix(c * background.rgb, c, lamo);
return vec4(c, 1.);
}
vec4 blend(in vec4 bg, in vec4 fg) {
float al = fg.a + bg.a * (1. - fg.a);
if(al == 0.) return bg;
vec4 res = ((fg * fg.a) + (bg * bg.a * (1. - fg.a))) / al;
res.a = al;
return res;
}
vec4 operate() {
vec4 color[MAX_OP];
vec3 colis[MAX_OP];
vec3 norml[MAX_OP];
float depth[MAX_OP];
int top = 0;
int opr = 0;
float d1, d2, dm, rt;
vec3 n1, n2, cl;
vec4 c1, c2;
float yy = viewRange.y - EPSILON;
for(int i = 0; i < opLength; i++) {
opr = operations[i];
if(opr < 100) {
color[top] = scene(opr, d1, cl, n1);
depth[top] = d1;
colis[top] = cl;
norml[top] = n1;
top++;
} else {
top--;
c1 = color[top];
d1 = depth[top];
n1 = norml[top];
top--;
c2 = color[top];
d2 = depth[top];
n2 = norml[top];
if(opr == 100) {
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if(d1 < d2) {
color[top] = c1;
depth[top] = d1;
norml[top] = n1;
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} else {
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color[top] = c2;
depth[top] = d2;
norml[top] = n2;
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}
top++;
}
}
}
return color[0];
}
void main() {
vec4 bg = background;
if(useEnv == 1) {
float edz = 1. / tan(radians(fov * 2.) / 2.);
vec3 edir = normalize(vec3((v_vTexcoord - .5) * 2., -edz));
//edir = normalize(irotMatrix * edir) / objectScale[index];
vec2 envUV = equirectangularUv(edir);
vec4 endC = sampleTexture(0, envUV);
bg = endC;
}
vec4 result = drawBg == 1? bg : vec4(0.);
float d;
vec3 c, n;
if(operations[0] == -1)
result = blend(result, scene(0, d, c, n));
else
result = blend(result, operate());
//////////////////////////////////////////////////
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gl_FragColor = result;
}