Files
bluflame/hgplus/ShaderMinifier/tests/real/gfx monitor/distancefieldRaytrace.fs
2026-04-18 22:31:51 +02:00

100 lines
2.1 KiB
GLSL

// FragmentProgram
// based on iq/rgba 's seminar
// "Rendering Worlds with Two Triangles with raytracing on the GPU in 4096 bytes"
// at NVSCENE 08
// I have watched this great seminar, I have coded the below test program. ;)
// [http://www.rgba.org/iq/]
varying vec3 org,dir;
float flr(vec3 p, float f)
{
return abs(f - p.y);
}
float sph(vec3 p, vec4 spr)
{
return length(spr.xyz-p) - spr.w;
}
float cly(vec3 p, vec4 cld)
{
return length(vec2(cld.x + 0.5 * sin(p.y + p.z * 2.0), cld.z) - p.xz) - cld.w;
}
float scene(vec3 p)
{
float d = flr(p, -5.0);
d = min(d, flr(p, 5.0));
d = min(d, sph(p, vec4( 0,-2, 15, 1.5)));
d = min(d, sph(p, vec4(-8, 0, 20, 2.0)));
d = min(d, sph(p, vec4(-5, 4, 15, 0.5)));
d = min(d, sph(p, vec4(-1, 3, 15, 2.0)));
d = min(d, sph(p, vec4( 2,-3, 15, 0.5)));
d = min(d, cly(p, vec4(10, 0, 20, 1.0)));
d = min(d, cly(p, vec4( 4, 0, 15, 1.0)));
d = min(d, cly(p, vec4( 0, 0, 20, 1.0)));
d = min(d, cly(p, vec4(-2, 0, 25, 1.0)));
d = min(d, cly(p, vec4(-6, 0, 30, 1.0)));
d = min(d, cly(p, vec4(-12,0, 35, 1.0)));
return d;
}
vec3 getN(vec3 p)
{
float eps = 0.01;
return normalize(vec3(
scene(p+vec3(eps,0,0))-scene(p-vec3(eps,0,0)),
scene(p+vec3(0,eps,0))-scene(p-vec3(0,eps,0)),
scene(p+vec3(0,0,eps))-scene(p-vec3(0,0,eps))
));
}
float AO(vec3 p,vec3 n)
{
float dlt = 0.5;
float oc = 0.0, d = 1.0;
for(int i = 0; i < 6; i++)
{
oc += (float(i) * dlt - scene(p + n * float(i) * dlt)) / d;
d *= 2.0;
}
return 1.0 - oc;
}
void main()
{
float g,d = 0.0;
vec3 p = org;
for(int i = 0; i < 64; i++)
{
d = scene(p);
p = p + d * dir;
}
if(d > 1.0)
{
gl_FragColor = vec4(0,0,0,1);
return;
}
vec3 n = getN(p);
float a = AO(p,n);
vec3 s = vec3(0,0,0);
vec3 lp[3],lc[3];
lp[0] = vec3(-4,0,4);
lp[1] = vec3(2,3,8);
lp[2] = vec3(4,-2,24);
lc[0] = vec3(1.0,0.5,0.4);
lc[1] = vec3(0.4,0.5,1.0);
lc[2] = vec3(0.2,1.0,0.5);
for(int i = 0; i < 3; i++)
{
vec3 l,lv;
lv = lp[i] - p;
l = normalize(lv);
g = length(lv);
g = max(0.0,dot(l,n)) / g * float(10);
s += g * lc[i];
}
float fg = min(1.0,20.0 / length(p - org));
gl_FragColor = vec4(s * a,1) * fg * fg;
}