//Inigo Quilez //Oh where would I be without you. varying vec2 v_vTexcoord; varying vec4 v_vColour; const int MAX_MARCHING_STEPS = 255; const float EPSILON = .0001; uniform int shape; uniform vec3 size; uniform float radius; uniform float thickness; uniform float crop; uniform float angle; uniform float height; uniform vec2 radRange; uniform float sizeUni; uniform vec3 elongate; uniform float rounded; uniform vec3 waveAmp; uniform vec3 waveInt; uniform vec3 waveShift; uniform int twistAxis; uniform float twistAmount; uniform vec3 position; uniform vec3 rotation; uniform float objectScale; uniform int ortho; uniform float fov; uniform float orthoScale; uniform vec2 viewRange; uniform float depthInt; uniform vec3 tileSize; uniform vec4 ambient; uniform float ambientIntns; uniform vec3 lightPosition; #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 =============== Primitives ================ 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; } float sdPlane( vec3 p, vec3 n, float h ) { // n must be normalized 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)); } ////////////////////////////////////////////////////////////////////////////////////////////// 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; } // 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.xsc.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; } 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)) ); } 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; } 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)); } #endregion #region ================= Modify ================== vec4 opElongate( in vec3 p, in vec3 h ) { vec3 q = abs(p)-h; return vec4( max(q,0.0), min(max(q.x,max(q.y,q.z)),0.0) ); } vec3 wave(vec3 p) { p.x += sin(p.y * waveAmp.y + waveShift.x) * waveInt.x + sin(p.z * waveAmp.z + waveShift.x) * waveInt.x; p.y += sin(p.x * waveAmp.x + waveShift.y) * waveInt.y + sin(p.z * waveAmp.z + waveShift.y) * waveInt.y; p.z += sin(p.y * waveAmp.y + waveShift.z) * waveInt.z + sin(p.x * waveAmp.x + waveShift.z) * waveInt.z; return p; } vec3 twist(vec3 p) { float c = cos(twistAmount * p[twistAxis]); float s = sin(twistAmount * p[twistAxis]); mat2 m = mat2(c, -s, s, c); if(twistAxis == 0) { vec2 q = m * p.yz; return vec3(p.x, q); } else if(twistAxis == 1) { vec2 q = m * p.xz; return vec3(q.x, p.y, q.y); } else if(twistAxis == 2) { vec2 q = m * p.xy; return vec3(q, p.z); } return p; } #endregion #region ================ View Mod ================= 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)); } vec3 tilePosition(vec3 p) { vec3 q = p - tileSize * round(p / tileSize); return q; } #endregion float sceneSDF(vec3 p) { float d; mat3 rx = rotateX(rotation.x); mat3 ry = rotateY(rotation.y); mat3 rz = rotateZ(rotation.z); p = inverse(rx * ry * rz) * p; p /= objectScale; p -= position; if(tileSize != vec3(0.)) p = tilePosition(p); p = twist(p); p = wave(p); vec4 el = vec4(0.); if(elongate != vec3(0.)) { el = opElongate(p, elongate); p = el.xyz; } if(shape == 0) d = sdPlane(p, vec3(0., 0., 1.), 0.); else if(shape == 1) d = sdBox(p, size / 2.); else if(shape == 2) d = sdBoxFrame(p, size / 2., thickness); //3 else if(shape == 4) d = sdSphere(p, radius); else if(shape == 5) d = sdEllipsoid(p, size / 2.); else if(shape == 6) d = sdCutSphere(p, radius, crop); else if(shape == 7) d = sdCutHollowSphere(p, radius, crop, thickness); else if(shape == 8) d = sdTorus(p, vec2(radius, thickness)); else if(shape == 9) d = sdCappedTorus(p, angle, radius, thickness); //10 else if(shape == 11) d = sdCappedCylinder(p, height, radius); else if(shape == 12) d = sdCapsule(p, vec3(-height, 0., 0.), vec3(height, 0., 0.), radius); else if(shape == 13) d = sdCone(p, angle, height); else if(shape == 14) d = sdCappedCone(p, height, radRange.x, radRange.y); else if(shape == 15) d = sdRoundCone(p, height, radRange.x, radRange.y); else if(shape == 16) d = sdSolidAngle(p, angle, radius); //17 else if(shape == 18) d = sdOctahedron(p, sizeUni); else if(shape == 19) d = sdPyramid(p, sizeUni); if(elongate != vec3(0.)) { d += el.w; } d -= rounded; d *= objectScale; return d; } vec3 normal(vec3 p) { return normalize(vec3( sceneSDF(vec3(p.x + EPSILON, p.y, p.z)) - sceneSDF(vec3(p.x - EPSILON, p.y, p.z)), sceneSDF(vec3(p.x, p.y + EPSILON, p.z)) - sceneSDF(vec3(p.x, p.y - EPSILON, p.z)), sceneSDF(vec3(p.x, p.y, p.z + EPSILON)) - sceneSDF(vec3(p.x, p.y, p.z - EPSILON)) )); } float march(vec3 camera, vec3 direction) { float depth = viewRange.x; for (int i = 0; i < MAX_MARCHING_STEPS; i++) { float dist = sceneSDF(camera + depth * direction); if (dist < EPSILON) return depth; depth += dist; if (depth >= viewRange.y) return viewRange.y; } return viewRange.y; } void main() { vec3 eye, dir; if(ortho == 1) { dir = vec3(0., 0., 1.); eye = vec3((v_vTexcoord - .5) * 2. * orthoScale, viewRange.x); } else { float z = 1. / tan(radians(fov) / 2.); dir = normalize(vec3((v_vTexcoord - .5) * 2., -z)); eye = vec3(0., 0., 5.); } float dist = march(eye, dir); if(dist > viewRange.y - EPSILON) { gl_FragColor = vec4(0., 0., 0., 1.); return; } vec3 c = ambient.rgb; float distNorm = 1. - (dist - viewRange.x) / (viewRange.y - viewRange.x); distNorm = smoothstep(.0, .3, distNorm) + .2; c *= mix(vec3(1.), vec3(distNorm), depthInt); vec3 coll = eye + dir * dist; vec3 norm = normal(coll); vec3 light = normalize(lightPosition); float lamo = dot(norm, light) + ambientIntns; c *= lamo; gl_FragColor = vec4(c, 1.); }