#version 450 layout(location = 0) in vec2 uv; layout(location = 0) out vec4 out_color; layout(set = 2, binding = 0) uniform sampler2D screen; layout(set = 2, binding = 1) uniform sampler2D depth_tex; layout(std140, set = 3, binding = 0) uniform UniformBlock { mat4 model; mat4 view; mat4 projection; mat4 inv_view; mat4 inv_projection; vec4 time_padded; vec4 cam_pos; }; float road(float x) { return cos(x); } vec3 backup(vec2 uv) { float time = time_padded.x; float x_scale = time * 12.0; float y_scale = uv.x; uv.x *= x_scale; uv.y *= 2.0; uv.y -= 1.0; uv.y /= 0.75; uv.y /= y_scale; float y = road(uv.x); float dist = length(uv.y - y); vec3 col = vec3(cos(time / 10.0)) - vec3(exp(-dist), cos(dist), sin(dist)); return (0.005 * (1.2 + abs(cos(time)))) / col; } const int MAX_MARCH_STEPS = 64; const float EPS_DIST = 1e-6; float sdf(vec3 point) { float time = time_padded.x; float size = 8.0 + (3.0* sin(time)); vec3 s1_local = mod(point, vec3(size)) - vec3(size/2.0); float s1 = length(s1_local) - 0.3; return s1; } vec3 getnormal(vec3 p) { float e = EPS_DIST; return normalize(vec3( sdf(p + vec3(e, 0.0, 0.0)) - sdf(p - vec3(e, 0.0, 0.0)), sdf(p + vec3(0.0, e, 0.0)) - sdf(p - vec3(0.0, e, 0.0)), sdf(p + vec3(0.0, 0.0, e)) - sdf(p - vec3(0.0, 0.0, e)) )); } vec4 march(vec3 point, vec3 ray, float max_depth) { float totaldist = 0.0; int i; for (i = 0; i < MAX_MARCH_STEPS && totaldist < max_depth; i += 1) { float h = sdf(point); point += h * ray; if (h + totaldist > max_depth) break; if (h < EPS_DIST) { return vec4(point, totaldist + h); } totaldist += h; } return vec4(-1.0); } vec3 camray() { vec2 ndc = uv * 2.0 - 1.0; ndc.y = -ndc.y; vec4 view_pos = inv_projection * vec4(ndc, 1.0, 1.0); view_pos /= view_pos.w; return normalize((inv_view * vec4(normalize(view_pos.xyz), 0.0)).xyz); } vec4 kernel(float max_depth) { max_depth = (max_depth > 0.0)? max_depth : 1000.0; vec3 cam_ray = camray(); return march(cam_pos.xyz, cam_ray, max_depth); } float t(float x, float y) { return length(texture(screen, vec2(x, y)).xyz); } float linearize_depth(vec2 uv) { float d = texture(depth_tex, uv).r; if (d >= 1.0) return 1000.0; // nothing written vec4 ndc = vec4((uv * 2.0 - 1.0), d * 2.0 - 1.0, 1.0); vec4 view_pos = inv_projection * ndc; view_pos /= view_pos.w; return -view_pos.z; // view space, positive distance } void main() { vec2 bg = (projection * view * vec4(uv, 1.0, 1.0)).xy; vec3 b = backup(bg); float max_depth = linearize_depth(uv); vec4 hit = kernel(max_depth); if (hit.w > 0.0) { out_color = vec4(getnormal(hit.xyz), 1.0); } else { out_color = texture(screen, uv); } }