#version 450 core layout (set = 0, binding = 0) uniform Matrices { vec3 cam_pos; float time; vec4 viewport; vec3 cam_dir; }; layout (location = 0) in vec2 pos; layout (location = 0) out vec4 fragColor; float sphere(vec3 p, vec3 center, float r) { return length(p-center) - r; } float sdf(vec3 pos) { return sphere(pos, vec3(0.0, 0.0, 0.0), 3.0); } float raycast(vec3 dir) { float t = 0.0; for(int i = 0; i < 64; i++) { float dt = sdf(cam_pos + dir * t); if(dt < 0.0001*t) return float(i) / 64.0; else if(dt > 200.0) return 1.0; t += dt; } return 1.0; } vec3 raygen() { vec3 forward = cam_dir; vec3 right = normalize(cross(forward, vec3(0.0, 1.0, 0.0))); vec3 up = normalize(cross(right, forward)); return normalize(pos.x * right + pos.y * up + forward * 2.0); } void main() { vec3 dir = raygen(); float d = raycast(dir); fragColor = vec4(d); }