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