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

60 lines
921 B
GLSL

varying vec3 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 iso_tore(vec3 p, vec3 center, float r1, float r2)
{
p -= center;
float xx = sqrt(p.x * p.x + p.z * p.z) - r1;
float dist = sqrt(xx * xx + p.y * p.y) - r2;
return mix(dist, dist, 0.9);
}
float scene(vec3 p)
{
float d = iso_tore(p, vec3(0,0,15), 2.0, 0.5);
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))
));
}
void main()
{
float g,d = 0.0;
vec3 p = vec3(0);
vec3 ndir = normalize(dir);
for(int i = 0; i < 64; i++)
{
d = scene(p);
p = p + d * ndir;
}
if(d > 1.0)
{
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
return;
}
vec3 n = getN(p);
gl_FragColor = vec4(n, 1.0);
}