struct Material { vec3 diffuse, specular; float shin; }; struct HitPoint { float dist; vec3 pos, norm; vec2 surfpos; Material mtl; }; varying vec3 v_rorg, v_rdir; vec3 shade(in vec3 ro, in vec3 rd, in HitPoint hit); vec3 backdrop(in vec3 dir); bool isect_scene(in vec3 ro, in vec3 rd, out HitPoint hit); bool isect_floor(in vec3 ro, in vec3 rd, in vec2 sz, out HitPoint hit); bool isect_plane(in vec3 ro, in vec3 rd, in vec4 plane, out HitPoint hit); bool isect_sphere(in vec3 ro, in vec3 rd, in vec3 pos, float rad, out HitPoint hit); vec3 tex_chess(in vec3 col1, in vec3 col2, in vec2 spos); const Material mtl_sph = Material(vec3(1.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0), 80.0); const Material mtl_floor = Material(vec3(0.5, 0.5, 0.5), vec3(0.0, 0.0, 0.0), 1.0); const vec3 light_pos = vec3(-10, 50, 30); void main() { vec3 rdir = normalize(v_rdir); gl_FragColor.rgb = backdrop(rdir); HitPoint hit; if(isect_scene(v_rorg, rdir, hit)) { gl_FragColor.rgb = shade(v_rorg, rdir, hit); } else { gl_FragColor.rgb = backdrop(rdir); } gl_FragColor.a = 1.0; } vec3 shade(in vec3 ro, in vec3 rd, in HitPoint hit) { HitPoint shadow_hit; vec3 ldir = light_pos - hit.pos; vec3 col = vec3(0.03, 0.03, 0.03); // ambient if(!isect_scene(hit.pos + hit.norm * 0.01, ldir, shadow_hit) || shadow_hit.dist > 1.0) { vec3 l = normalize(ldir); vec3 v = normalize(-rd); vec3 h = normalize(v + l); float ndotl = max(dot(hit.norm, l), 0.0); float ndoth = max(dot(hit.norm, h), 0.0); col += hit.mtl.diffuse * ndotl + hit.mtl.specular * pow(ndoth, hit.mtl.shin); } return col; } #define M_PI 3.1415926 #define M_2PI (M_PI * 2.0) vec3 backdrop(in vec3 dir) { return mix(vec3(0.8, 0.3, 0.2), vec3(0.2, 0.3, 0.8), smoothstep(-0.1, 0.1, dir.y)); } #define FLOOR_OFFS vec3(3.0, 0.0, 0.0) #define FLOOR_SIZE vec2(5.5, 15.0) bool isect_scene(in vec3 ro, in vec3 rd, out HitPoint hit_res) { HitPoint hit, nearest; nearest.dist = 10000.0; if(isect_sphere(ro, rd, vec3(1.0, 0.0, 0.0), 1.0, hit)) { nearest = hit; nearest.mtl = mtl_sph; } 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); } if(nearest.dist >= 10000.0) { return false; } hit_res = nearest; return true; } bool isect_floor(in vec3 ro, in vec3 rd, in vec2 sz, out HitPoint hit) { if(!isect_plane(ro - FLOOR_OFFS, rd, vec4(0.0, 1.0, 0.0, -1.8), hit)) { return false; } if(abs(hit.pos.x) >= sz.x || abs(hit.pos.z) >= sz.y) { return false; } hit.pos += FLOOR_OFFS; hit.surfpos /= sz * 2.0; return true; } bool isect_plane(in vec3 ro, in vec3 rd, in vec4 plane, out HitPoint hit) { float ndotrd = dot(rd, plane.xyz); if(abs(ndotrd) < 1e-6) { return false; } vec3 pp = plane.xyz * plane.w; vec3 pdir = pp - ro; float t = dot(pdir, plane.xyz) / ndotrd; if(t < 1e-6) { return false; } hit.dist = t; hit.pos = ro + rd * t; hit.norm = plane.xyz; hit.surfpos = hit.pos.xz; /* XXX */ return true; } bool isect_sphere(in vec3 ro, in vec3 rd, in vec3 pos, float rad, out HitPoint hit) { float a = dot(rd, rd); float b = dot(rd * 2.0, (ro - pos)); float c = dot(ro, ro) + dot(pos, pos) - 2.0 * dot(ro, pos) - rad * rad; float d = b * b - 4.0 * a * c; if(d < 1e-6) { return false; } float t0 = (-b + sqrt(d)) / (2.0 * a); float t1 = (-b - sqrt(d)) / (2.0 * a); if(t0 < 0.0) t0 = t1; if(t1 < 0.0) t1 = t0; float t = min(t0, t1); if(t < 1e-6) { return false; } hit.dist = t; hit.pos = ro + rd * t; hit.norm = normalize(hit.pos - pos); hit.surfpos.x = atan(hit.norm.z, hit.norm.x); hit.surfpos.y = acos(hit.norm.y); return true; } 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 xor = (foo * bar) * 0.5 + 0.5; return mix(col1, col2, xor); }