142 lines
2.8 KiB
GLSL
142 lines
2.8 KiB
GLSL
varying vec3 wpos;
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uniform vec3 eyePos;
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uniform sampler2D tex;
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uniform vec3 light1;
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uniform vec3 light2;
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uniform vec3 light3;
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uniform vec3 light4;
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vec3 getEnvColor(vec3 pos, vec2 coord)
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{
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vec3 color = texture2D(tex, coord * 0.05).xyz;
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vec3 light1_dist = pos * 0.1 - vec3(-0.5,-0.5,-0.5);
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vec3 light2_dist = pos * 0.1 - vec3(+0.5,+0.5,-0.5);
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vec3 light3_dist = pos * 0.1 - vec3(-0.5,+0.5,+0.5);
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vec3 light4_dist = pos * 0.1 - vec3(+0.5,-0.5,+0.5);
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vec3 clight1 = light1 * vec3(max(0.0, 1.25 - 1.0 * dot(light1_dist, light1_dist)));
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vec3 clight2 = light2 * vec3(max(0.0, 1.25 - 1.0 * dot(light2_dist, light2_dist)));
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vec3 clight3 = light3 * vec3(max(0.0, 1.25 - 1.0 * dot(light3_dist, light3_dist)));
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vec3 clight4 = light4 * vec3(max(0.0, 1.25 - 1.0 * dot(light4_dist, light4_dist)));
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return color + clight1 + clight2 + clight3 + clight4;
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}
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float exp3(float x)
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{
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float y = max(-1.15365, x);
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return 1.0 + y * (1.0 + y * (0.5 + y * 0.33333333));
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}
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vec3 rayColor(vec3 startPos, vec3 startDir)
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{
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vec3 total = vec3(0.0);
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vec3 p = startPos;
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vec3 dir = startDir;
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vec3 blend = vec3(0.5);
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vec3 dpos;
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vec3 color = vec3(0.0);
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vec3 ray;
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vec3 nml;
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vec2 coord;
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vec3 newdir;
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vec3 sample;
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for (int i = 0; i < 3; ++i)
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{
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ray = 50.0 * dir;
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nml = vec3(0.0);
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coord = vec2(0.0);
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dpos = p + ray;
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if (abs(dpos.x) > 10.0)
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{
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if (dpos.x > 10.0)
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{
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ray *= ((9.99 - p.x) / ray.x);
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nml = vec3(-1.0,0.0,0.0);
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dpos = ray + p;
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coord = dpos.yz;
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color = getEnvColor(dpos, coord);
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}
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else
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{
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ray *= ((-9.99 - p.x) / ray.x);
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nml = vec3(1.0,0.0,0.0);
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dpos = ray + p;
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coord = dpos.yz * vec2(-1.0,1.0);
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color = getEnvColor(dpos, coord);
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}
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}
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if (abs(dpos.y) > 10.0)
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{
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if (dpos.y > 10.0)
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{
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ray *= ((9.99 - p.y) / ray.y);
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nml = vec3(0.0,-1.0,0.0);
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dpos = ray + p;
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coord = dpos.xz * vec2(-1.0,1.0);
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color = getEnvColor(dpos, coord);
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}
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else
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{
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ray *= ((-9.99 - p.y) / ray.y);
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nml = vec3(0.0,1.0,0.0);
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dpos = ray + p;
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coord = dpos.xz;
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color = getEnvColor(dpos, coord);
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}
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}
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if (abs(dpos.z) > 10.0)
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{
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if (dpos.z > 10.0)
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{
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ray *= ((9.99 - p.z) / ray.z);
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nml = vec3(0.0,0.0,-1.0);
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dpos = ray + p;
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coord = dpos.xy * vec2(-1.0,1.0);
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color = getEnvColor(dpos, coord);
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}
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else
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{
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ray *= ((-9.99 - p.z) / ray.z);
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nml = vec3(0.0,0.0,1.0);
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dpos = ray + p;
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coord = dpos.xy;
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color = getEnvColor(dpos, coord);
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}
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}
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sample = color * vec3(exp3(-length(ray) * 0.04));
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total += sample * blend;
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blend *= sample;
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newdir = reflect(dir, nml);
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p = dpos;
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dir = newdir;
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}
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return total;
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}
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void main()
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{
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vec3 env = rayColor(eyePos, normalize(wpos - eyePos));
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gl_FragColor = gl_Color * vec4(env, 1.0);
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} |