Added box (very exciting)
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@ -10,12 +10,24 @@ layout (set = 0, binding = 0) uniform Matrices {
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layout (location = 0) in vec2 pos;
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layout (location = 0) out vec4 fragColor;
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float sphere(vec3 p, vec3 center, float r) {
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return length(p-center) - r;
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float opUnion(float v1, float v2) {
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return min(v1, v2);
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}
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float box(vec3 p, vec3 c, vec3 r) {
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p -= c;
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vec3 q = abs(p) - r;
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return length(max(q,0.0)) + min(max(q.x, max(q.y,q.z)), 0.0);
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}
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float sphere(vec3 p, vec3 c, float r) {
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return length(p-c) - r;
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}
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float sdf(vec3 pos) {
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return sphere(pos, vec3(0.0, 0.0, 0.0), 3.0);
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float d = sphere(pos, vec3(0.0, 0.0, 0.0), 3.0);
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d = opUnion(d, box(pos, vec3(0.0, -10.0, 0.0), vec3(10.0, 1.0, 10.0)));
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return d;
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}
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float raycast(vec3 dir) {
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@ -23,13 +35,13 @@ float raycast(vec3 dir) {
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for(int i = 0; i < 64; i++) {
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float dt = sdf(cam_pos + dir * t);
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if(dt < 0.0001*t)
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return float(i) / 64.0;
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return t;
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else if(dt > 200.0)
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return 1.0;
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return -1.0;
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t += dt;
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}
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return 1.0;
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return -1.0;
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}
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vec3 raygen() {
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@ -43,6 +55,10 @@ vec3 raygen() {
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void main() {
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vec3 dir = raygen();
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float d = raycast(dir);
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vec3 point = cam_pos + dir * d;
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fragColor = vec4(d);
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if(d < 0.0)
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fragColor = vec4(0.0);
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else
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fragColor = vec4(mod(point.y, 1.0));
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}
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assets/shaders/test
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assets/shaders/test
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