106 lines
2.4 KiB
GLSL
106 lines
2.4 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 proj;
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mat4 inv_view;
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mat4 inv_proj;
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vec4 cam_pos;
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float time;
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int post_mode;
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vec2 atlas_adjust;
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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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vec3 p = point - cam_pos.xyz;
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const float speed = 1.0 + exp(sin(time));
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float t = speed * time;
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const int N = 5;
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float d = 1.0/EPS_DIST;
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float orbit_radius = 0.4;
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float radius = 0.03;
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for(int i = 0; i < N; i++) {
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float phase = ((3.14159 * 2.0) / float(N)) * float(i);
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d = min(d, length(p - orbit_radius*vec3(sin(t + phase), 0.0, cos(t + phase))) - radius);
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}
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return d;
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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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if (h < EPS_DIST) {
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totaldist += h;
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return vec4(point, totaldist);
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}
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totaldist += h;
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if (totaldist > max_depth)
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break;
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point += h * ray;
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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_proj * 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 linearize_depth(vec2 uv) {
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float d = texture(depth_tex, uv).r;
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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_proj * 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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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(1.0);//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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}
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