bool isect_sphere(in vec3 ro, in vec3 rd, in vec3 pos, float rad, out HitPoint hit);
+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(-20, 20, 30);
+
void main()
{
vec3 rdir = normalize(v_rdir);
vec3 shade(in vec3 ro, in vec3 rd, in HitPoint hit)
{
- return (hit.norm * 0.5 + 0.5) * hit.mtl.diffuse;
+ 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
return mix(vec3(0.8, 0.3, 0.2), vec3(0.2, 0.3, 0.8), smoothstep(-0.1, 0.1, dir.y));
}
-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);
-
bool isect_scene(in vec3 ro, in vec3 rd, out HitPoint hit_res)
{
HitPoint hit, nearest;
return true;
}
+#define FLOOR_OFFS vec3(2.0, 0.0, 0.0)
+
bool isect_floor(in vec3 ro, in vec3 rd, float rad, out HitPoint hit)
{
- if(!isect_plane(ro, rd, vec4(0.0, 1.0, 0.0, -1.0), hit)) {
+ if(!isect_plane(ro - FLOOR_OFFS, rd, vec4(0.0, 1.0, 0.0, -1.0), hit)) {
return false;
}
float d = max(abs(hit.pos.x), abs(hit.pos.z));
if(d >= rad) return false;
+ hit.pos += FLOOR_OFFS;
return true;
}
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;