#define GREY(x) vec3(x, x, x)
-const Material mtl_sph = Material(GREY(0.1), GREY(1.0), 80.0, 0.8, 0.0, 0.0);
-const Material mtl_glass = Material(GREY(0.0), GREY(0.99), 80.0, 0.99, 0.99, 1.52);
-const Material mtl_air = Material(GREY(0.0), GREY(0.99), 80.0, 0.99, 0.99, 1.0);
+const Material mtl_sph = Material(vec3(0.05, 0.15, 0.08), GREY(0.8), 80.0, 0.8, 0.0, 0.0);
+const Material mtl_glass = Material(GREY(0.02), GREY(0.8), 80.0, 0.99, 0.99, 1.52);
+const Material mtl_air = Material(GREY(0.0), GREY(0.8), 80.0, 0.99, 0.99, 1.0);
const Material mtl_floor = Material(GREY(0.5), GREY(0.0), 1.0, 0.0, 0.0, 0.0);
const vec3 light_pos = vec3(-10, 50, 30);
color += shade(ray.org, ray.dir, hit) * ray.energy;
return true;
}
- color += backdrop(ray.dir);
+ color += backdrop(ray.dir) * ray.energy;
return false;
}
float entering = step(0.0, dot(-stack[top].ray.dir, hit.norm));
vec3 norm = faceforward(hit.norm, stack[top].ray.dir, hit.norm);
- float fr = hack_fresnel(-stack[top].ray.dir, norm, vec3(5.0, 4.0, 0.01));
+ float fr = hack_fresnel(-stack[top].ray.dir, norm, vec3(5.0, 2.0, 0.01));
// fr = 1 everywhere when ior < 0.5 to avoid affecting the metal sphere
fr = min(1.0, (1.0 - step(0.5, hit.mtl.ior)) + fr);
if(op == 0) {
// reflection
float energy = stack[top].ray.energy * hit.mtl.refl * fr;
- if(hit.mtl.refr > 1e-4) {
- energy += fr * 0.01;
- }
if(energy > 1e-4) {
int next = top + 1;
stack[next].op = 0;
vec3 norm = faceforward(hit.norm, rd, hit.norm);
vec3 ldir = light_pos - hit.pos;
- vec3 amb = hit.mtl.diffuse * 0.02;
+ vec3 amb = hit.mtl.diffuse * 0.01;
isect_scene(hit.pos + norm * 0.01, ldir, shadow_hit);
vec3 backdrop(in vec3 dir)
{
- return vec3(0.1, 0.15, 1.0);
+ return vec3(0.02, 0.38, 0.6) * 0.9;
}
-#define FLOOR_OFFS vec3(3.0, 0.0, 0.0)
-#define FLOOR_SIZE vec2(5.5, 15.0)
+#define FLOOR_OFFS vec3(3.0, 0.0, -9.0)
+#define FLOOR_SIZE vec2(5.5, 12.0)
+#define REFL_POS vec3(1.36, -0.5, 0.0)
#define GLASS_POS vec3(0.0, 0.2, 1.2)
bool isect_scene(in vec3 ro, in vec3 rd, out HitPoint hit_res)
nearest.dist = 10000.0;
- if(isect_sphere(ro, rd, vec3(1.5, -0.5, 0.0), 0.85, hit)) {
+ if(isect_sphere(ro, rd, REFL_POS, 0.85, hit)) {
nearest = hit;
nearest.mtl = mtl_sph;
if(hit.dist < 1.0) {
nearest.mtl = mtl_glass;
}
if(hit.dist < 1.0) {
- opacity *= mtl_glass.refr;
+ opacity *= mtl_glass.refr * 0.25; // XXX hack quarter the refr, fresnel would reduce it drastically
}
}
if(isect_floor(ro, rd, FLOOR_SIZE, hit) && hit.dist < nearest.dist) {
nearest = hit;
nearest.mtl = mtl_floor;
- nearest.mtl.diffuse = tex_chess(vec3(1.0, 0.0, 0.0), vec3(1.0, 1.0, 0.0), hit.surfpos);
+ nearest.mtl.diffuse = tex_chess(vec3(0.25, 0.01, 0.01), vec3(0.3, 0.3, 0.1), hit.surfpos);
}
- if(nearest.dist >= 10000.0) {
+ if(nearest.dist >= 9999.0) {
hit_res.shadow = 1.0;
return false;
}
vec3 tex_chess(in vec3 col1, in vec3 col2, in vec2 spos)
{
float foo = step(0.5, mod(spos.x * 8.0, 1.0)) * 2.0 - 1.0;
- float bar = step(0.5, mod(spos.y * 24.0, 1.0)) * 2.0 - 1.0;
+ float bar = step(0.5, mod(spos.y * 12.0, 1.0)) * 2.0 - 1.0;
float xor = (foo * bar) * 0.5 + 0.5;