#version 450 core #define MAX_STEPS 64 const vec2 eps = vec2(0.001, 0.0); layout (set = 0, binding = 1) uniform sampler2D tex; layout (set = 0, binding = 0) uniform Matrices { vec3 cam_pos; float time; vec4 viewport; vec3 cam_dir; uint n_objects; }; /* enum Shape { SPHERE, BOX, PLANE, }; */ #define SPHERE 0 #define BOX 1 #define PLANE 2 struct Object { vec4 center; vec4 dimensions; uint id; uint shape; }; layout (set = 0, binding = 2) readonly buffer Objects { Object objects[]; }; layout (location = 0) in vec2 pos; layout (location = 0) out vec4 fragColor; /* joins two parts of a scene */ float op_union(float v1, float v2) { return min(v1, v2); } /* subtracts sdf from scene */ float op_subtract(float v1, float v2) { return max(v1, -v2); } float sphere(vec3 p, vec3 c, float r) { return length(p-c) - r; } float box(vec3 p, vec3 c, vec3 r) { p -= c; vec3 q = abs(p) - r; return length(max(q,0.0)) + min(max(q.x, max(q.y,q.z)), 0.0); } float plane(vec3 p, vec3 norm, float d) { return dot(p, norm) + d; } float obj_to_sdf(vec3 p, uint n) { switch(objects[n].shape) { case SPHERE: return sphere(p, objects[n].center.xyz, objects[n].dimensions.x); break; case BOX: return box(p, objects[n].center.xyz, objects[n].dimensions.xyz); break; } } float map(vec2 p) { return sin(p.x)*sin(p.y); } float terrain(vec3 p) { /* render terrain with bumps */ return box(p, vec3(0.0), vec3(100.0, 0.1, 100.0)) - abs(map(p.xz)); } float sdf(vec3 pos) { /*float d = 100000000.0; for(uint i = 0; i < n_objects; i++) { d = op_union(d, obj_to_sdf(pos, i)); }*/ /*float dsphere = sphere(pos, vec3(0.0, 3.0*sin(time)-10.0, 0.0), 1.0); float dbox = box(pos, vec3(0.0, -10.0, 0.0), vec3(10.0, 1.0, 10.0)); float dpellet = sphere(pos, vec3(0.0, 10.0*sin(time) - 10.0, 0.0), 0.1); float d = op_union(op_subtract(dbox, dsphere), dpellet);*/ return terrain(pos); } float raycast(vec3 dir) { float t = 0.0; for(int i = 0; i < MAX_STEPS; i++) { float dt = sdf(cam_pos + dir * t); if(dt < 0.0001*t) return float(i)/MAX_STEPS; else if(dt > 200.0) return -1.0; t += dt; } return -1.0; } vec3 norm(vec3 pos) { return normalize( vec3( sdf(pos+eps.xyy), sdf(pos+eps.yxy), sdf(pos+eps.yyx) ) - sdf(pos) ); } 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); if(d < 0.0) fragColor = vec4(0.0); else fragColor = vec4(abs(norm(d*dir+cam_pos)).r); }