#extension GL_OES_standard_derivatives : enable //Inigo Quilez //Oh where would I be without you. #define MAX_SHAPES 16 #define MAX_OP 32 varying vec2 v_vTexcoord; varying vec4 v_vColour; const float EPSILON = 1e-5; const float PI = 3.14159265358979323846; 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.; const float TEXTURE_TX = 1. / SUBTEXTURE_SIZE; uniform sampler2D texture0; uniform sampler2D texture1; uniform sampler2D texture2; uniform sampler2D texture3; uniform int MAX_MARCHING_STEPS; uniform int operations[MAX_OP]; uniform float opArgument[MAX_OP]; uniform int opLength; /////////////////////////////////////////////////////////////////// uniform int shapeAmount; 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] ; uniform int tileActive[MAX_SHAPES] ; uniform vec3 tileSize[MAX_SHAPES] ; uniform vec3 tileAmount[MAX_SHAPES] ; uniform vec3 tileShiftPos[MAX_SHAPES] ; uniform vec3 tileShiftRot[MAX_SHAPES] ; uniform float tileShiftSca[MAX_SHAPES] ; uniform vec4 diffuseColor[MAX_SHAPES] ; uniform float reflective[MAX_SHAPES] ; uniform int volumetric[MAX_SHAPES] ; uniform float volumeDensity[MAX_SHAPES] ; uniform int useTexture[MAX_SHAPES] ; uniform int textureFilter[MAX_SHAPES] ; uniform float textureScale[MAX_SHAPES] ; uniform float triplanar[MAX_SHAPES] ; /////////////////////////////////////////////////////////////////// uniform vec3 camRotation; uniform float camScale; uniform float camRatio; uniform int ortho; uniform float fov; uniform float orthoScale; uniform vec2 viewRange; uniform float depthInt; uniform int drawBg; uniform vec4 background; uniform float ambientIntns; uniform vec3 lightPosition; uniform int useEnv; uniform int envFilter; uniform int drawGrid; uniform float gridStep; uniform float gridScale; uniform float axisBlend; float influences[MAX_SHAPES]; #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 random (in vec3 st) { return fract(sin(dot(st + vec3(1.0534, 0.453, 1.678), vec3(12.9898, 78.233, 63.1076))) * 43758.5453123); } 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)); } 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 textureIndex, vec2 coord, int interpolation) { if(coord.x < 0. || coord.y < 0. || coord.x > 1. || coord.y > 1.) return vec4(0.); float i = float(textureIndex); 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 cl = vec2(col, row); vec2 sm = (cl + coord) * TEXTURE_T; if(interpolation == 0) { if(txIndex == 0.) return texture2D(texture0, sm); else if(txIndex == 1.) return texture2D(texture1, sm); else if(txIndex == 2.) return texture2D(texture2, sm); else return texture2D(texture3, sm); } else if(interpolation == 1) { vec2 fr = fract(coord * SUBTEXTURE_SIZE); vec2 sm1 = (cl + clamp(coord + vec2(TEXTURE_TX, 0.), 0., 1.)) * TEXTURE_T; vec2 sm2 = (cl + clamp(coord + vec2( 0., TEXTURE_TX), 0., 1.)) * TEXTURE_T; vec2 sm3 = (cl + clamp(coord + vec2(TEXTURE_TX, TEXTURE_TX), 0., 1.)) * TEXTURE_T; if(txIndex == 0.) return mix(mix(texture2D(texture0, sm ), texture2D(texture0, sm1), fr.x), mix(texture2D(texture0, sm2), texture2D(texture0, sm3), fr.x), fr.y); else if(txIndex == 1.) return mix(mix(texture2D(texture1, sm ), texture2D(texture1, sm1), fr.x), mix(texture2D(texture1, sm2), texture2D(texture1, sm3), fr.x), fr.y); else if(txIndex == 2.) return mix(mix(texture2D(texture2, sm ), texture2D(texture2, sm1), fr.x), mix(texture2D(texture2, sm2), texture2D(texture2, sm3), fr.x), fr.y); else return mix(mix(texture2D(texture3, sm ), texture2D(texture3, sm1), fr.x), mix(texture2D(texture3, sm2), texture2D(texture3, sm3), fr.x), fr.y); } return vec4(0.); } vec2 equirectangularUv(vec3 dir) { vec3 n = normalize(dir); return vec2((atan(n.x, n.z) / (PI * 2.)) + 0.5, 1. - acos(n.y) / PI); } 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; } #endregion #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); } float sdPie( in vec2 p, in float angle, in float r ) { vec2 c = vec2(sin(angle), cos(angle)); p.x = abs(p.x); float l = length(p) - r; float m = length(p - c * clamp(dot(p, c), 0.0, r)); // c=sin/cos of aperture return max(l, m * sign(c.y * p.x - c.x * p.y)); } #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)); } ////////////////////////////////////////////////////////////////////////////////////////////// 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) ); } 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(vec3 amp, vec3 shift, vec3 inten, vec3 p) { p.x += sin(p.y * amp.y + shift.x * PI * 2.) * inten.x + sin(p.z * amp.z + shift.x * PI * 2.) * inten.x; p.y += sin(p.x * amp.x + shift.y * PI * 2.) * inten.y + sin(p.z * amp.z + shift.y * PI * 2.) * inten.y; p.z += sin(p.y * amp.y + shift.z * PI * 2.) * inten.z + sin(p.x * amp.x + shift.z * PI * 2.) * inten.z; return p; } vec3 twist(float amo, int axis, vec3 p) { float c = cos(amo * p[axis]); float s = sin(amo * p[axis]); mat2 m = mat2(c, -s, s, c); if(axis == 0) { vec2 q = m * p.yz; return vec3(p.x, q); } else if(axis == 1) { vec2 q = m * p.xz; return vec3(q.x, p.y, q.y); } else if(axis == 2) { vec2 q = m * p.xy; return vec3(q, p.z); } return p; } #endregion #region ////============ Combine ============= vec2 smin( float a, float b, float k ) { float h = 1.0 - min( abs(a - b) / (4.0 * k), 1.0 ); float w = h * h; float m = w * 0.5; float s = w * k; return (a < b) ? vec2(a - s, m) : vec2(b - s, 1.0 - m); } 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); } #endregion #region ////=========== View Mod ============ vec3 tilePosition(vec3 amount, vec3 size, vec3 p) { if(amount == vec3(0.)) return p - size * round(p / size); return p - size * clamp(round(p / size), -amount, amount); } vec3 tileIndex(vec3 amount, vec3 size, vec3 p) { if(amount == vec3(0.)) return size * round(p / size); return size * clamp(round(p / size), -amount, amount); } #endregion #region ////=========== Texturing ============ vec4 boxmap( in int textureIndex, in vec3 p, in vec3 n, in float k, int interpolation ) { // project+fetch vec4 x = sampleTexture( textureIndex, fract(p.yz), interpolation ); vec4 y = sampleTexture( textureIndex, fract(p.zx), interpolation ); vec4 z = sampleTexture( textureIndex, fract(p.xy), interpolation ); // 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); } vec4 viewGrid(vec2 pos, float scale) { vec2 coord = pos * scale; // use the scale variable to set the distance between the lines vec2 derivative = fwidth(coord); vec2 grid = abs(fract(coord - 0.5) - 0.5) / derivative; float line = min(grid.x, grid.y); float minimumy = min(derivative.y, 1.); float minimumx = min(derivative.x, 1.); vec4 color = vec4(.3, .3, .3, 1. - min(line, 1.)); // y axis if(pos.x > -1. * minimumx / scale && pos.x < 1. * minimumx / scale) color.y = 0.3 + axisBlend * 0.7; // x axis if(pos.y > -1. * minimumy / scale && pos.y < 1. * minimumy / scale) color.x = 0.3 + axisBlend * 0.7; return color; } #endregion ////========= Ray Marching ========== float sceneSDF(int index, vec3 p) { float d; mat3 rx = rotateX(rotation[index].x); mat3 ry = rotateY(rotation[index].y); mat3 rz = rotateZ(rotation[index].z); mat3 rotMatrix = rx * ry * rz; mat3 irotMatrix = inverse(rotMatrix); float sca = objectScale[index]; p -= position[index]; p = irotMatrix * p; p /= sca; p = wave(waveAmp[index], waveShift[index], waveInt[index], p); if(tileActive[index] == 1) { vec3 tindex = tileIndex(tileAmount[index], tileSize[index], p); vec3 tpos = tileShiftPos[index] * (random(tindex + vec3(1., 0., 0.)) * 2. - 1.); vec3 trot = tileShiftRot[index] * (random(tindex + vec3(0., 1., 0.)) * 2. - 1.); float tsca = 1. + tileShiftSca[index] * (random(tindex + vec3(0., 0., 1.)) * 2. - 1.); tindex += tpos; p = p - tindex; mat3 trx = rotateX(trot.x); mat3 try = rotateY(trot.y); mat3 trz = rotateZ(trot.z); mat3 trotMatrix = rx * ry * rz; mat3 tirotMatrix = inverse(trotMatrix); sca *= tsca; p /= tsca; p = tirotMatrix * p; } p = twist(twistAmount[index], twistAxis[index], p); vec4 el = vec4(0.); if(elongate[index] != vec3(0.)) { el = opElongate(p, elongate[index]); p = el.xyz; } 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])); 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]); 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])); else if(shp == 307) d = opExtrusion( p, thickness[index], sdPie(p.xy, angle[index], radius[index])); else if(shp == 400) d = sdOctahedron( p, sizeUni[index]); else if(shp == 401) d = sdPyramid( p, sizeUni[index]); if(elongate[index] != vec3(0.)) { d += el.w; } d -= rounded[index]; d *= sca; return d; } float operateSceneSDF(vec3 p, out vec3 blendIndx) { blendIndx = vec3(0., 0., 1.); if(operations[0] == -1) { influences[0] = 1.; return sceneSDF(0, p); } float depth[MAX_OP]; int index[MAX_OP]; float d1, d2, mrg; int o1, o2; int top = 0; int opr = 0; for(int i = 0; i < opLength; i++) { opr = operations[i]; mrg = opArgument[i]; if(opr < 100) { depth[top] = sceneSDF(opr, p); index[top] = opr; top++; } else if(top >= 2) { top--; d1 = depth[top]; o1 = index[top]; top--; d2 = depth[top]; o2 = index[top]; if(opr == 100) { if(d1 < d2) { depth[top] = d1; index[top] = o1; blendIndx.x = float(o1); influences[o1] = 1.; influences[o2] = 0.; } else { depth[top] = d2; index[top] = o2; blendIndx.x = float(o2); influences[o1] = 0.; influences[o2] = 1.; } } else if(opr == 101) { vec2 m = smin(d1, d2, mrg); blendIndx.x = float(o1); blendIndx.y = float(o2); blendIndx.z = m.y; influences[o1] = 1. - m.y; influences[o2] = m.y; depth[top] = m.x; index[top] = d1 < d2? o1 : o2; } else if(opr == 102) { float m = opSmoothSubtraction(d1, d2, mrg); blendIndx.x = float(o2); influences[o1] = 0.; influences[o2] = 1.; depth[top] = m; index[top] = o2; } else if(opr == 103) { float m = opSmoothIntersection(d1, d2, mrg); blendIndx.x = float(o1); influences[o1] = 1.; influences[o2] = 0.; depth[top] = m; index[top] = o1; } top++; } else //error, not enough values break; } return depth[0]; } vec3 normal(vec3 p) { vec3 b; vec2 e = vec2(1.0, -1.0) * 0.0001; return normalize( e.xyy * operateSceneSDF( p + e.xyy, b ) + e.yyx * operateSceneSDF( p + e.yyx, b ) + e.yxy * operateSceneSDF( p + e.yxy, b ) + e.xxx * operateSceneSDF( p + e.xxx, b ) ); } float march(vec3 camera, vec3 direction, out vec3 blendIndx) { if(shapeAmount == 0) return viewRange.y; float depth = viewRange.x; for (int i = 0; i < MAX_MARCHING_STEPS; i++) { float dist = operateSceneSDF(camera + depth * direction, blendIndx); if (dist < EPSILON) return depth; depth += dist; if (depth >= viewRange.y) return viewRange.y; } return viewRange.y; } float marchLinear(vec3 camera, vec3 direction, out vec3 blendIndx) { float st = 1. / float(MAX_MARCHING_STEPS); for (int i = 0; i <= MAX_MARCHING_STEPS; i++) { float depth = mix(viewRange.x, viewRange.y, float(i) * st); vec3 pos = camera + depth * direction; float hit = operateSceneSDF(pos, blendIndx); if (hit <= 0.) return depth; } return viewRange.y; } float marchDensity(vec3 camera, vec3 direction) { float maxx = float(MAX_MARCHING_STEPS); float st = 1. / maxx; float density = 0.; float dens, stp; vec3 blendIndx; for (float i = 0.; i <= maxx; i++) { float depth = mix(viewRange.x, viewRange.y, i * st); vec3 pos = camera + depth * direction; float hit = operateSceneSDF(pos, blendIndx); if (hit <= 0.) { dens = volumeDensity[int(floor(blendIndx.x))]; stp = dens == 0. ? 0. : pow(2., 10. * dens - 10.); density += stp; } } return density; } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// vec4 scene() { mat3 rx = rotateX(camRotation.x); mat3 ry = rotateY(camRotation.y); mat3 rz = rotateZ(camRotation.z); mat3 camRotMatrix = rx * ry * rz; mat3 camIrotMatrix = inverse(camRotMatrix); vec3 dir, eye; vec2 cps = (v_vTexcoord - .5) * 2.; cps.x *= camRatio; if(ortho == 0) { float dz = 1. / tan(radians(fov) / 2.); dir = vec3(cps, -dz); eye = vec3(0., 0., 5.); } else if(ortho == 1) { dir = vec3(0., 0., -1.); eye = vec3(cps * orthoScale, 5.); } dir = normalize(camIrotMatrix * dir); eye = camIrotMatrix * eye; eye /= camScale; if(volumetric[0] == 1) { float _dens = clamp(marchDensity(eye, dir), 0., 1.); return diffuseColor[0] * _dens; } vec3 blendIndx; float depth = march(eye, dir, blendIndx); int idx0 = int(floor(blendIndx.x)); int idx1 = int(floor(blendIndx.y)); float rat = blendIndx.z; vec3 coll = eye + dir * depth; vec3 norm = normal(coll); vec4 grid = vec4(0.); if(drawGrid == 1 && (shapeAmount == 0 || sign(eye.y) != sign(coll.y))) { vec3 gp = eye + dir * depth * (abs(eye.y) / (abs(coll.y) + abs(eye.y))); grid = viewGrid( gp.xz, gridStep ); grid.a *= clamp(1. - length(gp.xz) * gridScale, 0., 1.) * 0.75; } if(shapeAmount == 0 || depth > viewRange.y - EPSILON) // Not hitting anything. return drawGrid == 1? grid : vec4(0.); /////////////////////////////////////////////////////////// float totalInfluences = 0.; for(int i = 0; i < shapeAmount; i++) totalInfluences += influences[i]; vec3 c = vec3(0.); float refl = 0.; if(totalInfluences > 0.) { for(int i = 0; i < shapeAmount; i++) { if(influences[i] == 0.) continue; rx = rotateX(rotation[i].x); ry = rotateY(rotation[i].y); rz = rotateZ(rotation[i].z); mat3 rotMatrix = rx * ry * rz; mat3 irotMatrix = inverse(rotMatrix); vec3 _c = diffuseColor[i].rgb; if(useTexture[i] == 1) { int indx = int(TEXTURE_S) + i; vec3 pos = irotMatrix * (coll - position[i]) * textureScale[i]; vec3 nor = irotMatrix * norm; _c = boxmap(indx, pos, nor, triplanar[i], textureFilter[i]).rgb; _c *= diffuseColor[i].rgb; } c += _c * (influences[i] / totalInfluences); refl += reflective[i] * (influences[i] / totalInfluences); } } vec3 ref = reflect(dir, norm); vec3 bgClr = background.rgb; // if(useEnv == 1) { // vec4 refC = sampleTexture(0, equirectangularUv(norm), 0); // bgClr *= refC.rgb; // } /////////////////////////////////////////////////////////// float distNorm = (depth - viewRange.x) / (viewRange.y - viewRange.x); distNorm = 1. - distNorm; distNorm = smoothstep(.0, .3, distNorm); c = mix(c * bgClr, c, mix(1., distNorm, depthInt)); /////////////////////////////////////////////////////////// if(useEnv == 1) { vec4 refC = sampleTexture(0, equirectangularUv(ref), envFilter); c = mix(c, c * refC.rgb, refl); } /////////////////////////////////////////////////////////// vec3 light = normalize(lightPosition); float lamo = min(1., max(0., dot(norm, light)) + ambientIntns); c = mix(c * bgClr, c, lamo); /////////////////////////////////////////////////////////// vec4 res = vec4(c, 1.); if(drawGrid == 1 && sign(eye.y) != sign(coll.y)) res = blend(res, grid); return res; } 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)); mat3 rx = rotateX(camRotation.x); mat3 ry = rotateY(camRotation.y); mat3 rz = rotateZ(camRotation.z); mat3 camRotMatrix = rx * ry * rz; mat3 camIrotMatrix = inverse(camRotMatrix); vec3 dir; vec2 cps = (v_vTexcoord - .5) * 2.; cps.x *= camRatio; if(ortho == 0) { float dz = 1. / tan(radians(fov) / 2.); dir = vec3(cps, -dz); } else if(ortho == 1) { dir = vec3(0., 0., -1.); } dir = normalize(camIrotMatrix * dir); vec2 envUV = equirectangularUv(dir); vec4 endC = sampleTexture(0, envUV, envFilter); bg = endC; } vec4 result = drawBg == 1? bg : vec4(0.); result = blend(result, scene()); ////////////////////////////////////////////////// gl_FragColor = result; }