64 lines
1.2 KiB
GLSL
64 lines
1.2 KiB
GLSL
#version 450 core
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layout (set = 0, binding = 0) uniform Matrices {
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vec3 cam_pos;
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float time;
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vec4 viewport;
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vec3 cam_dir;
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};
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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 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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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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float t = 0.0;
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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 t;
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else if(dt > 200.0)
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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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}
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vec3 raygen() {
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vec3 forward = cam_dir;
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vec3 right = normalize(cross(forward, vec3(0.0, 1.0, 0.0)));
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vec3 up = normalize(cross(right, forward));
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return normalize(pos.x * right + pos.y * up + forward * 2.0);
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}
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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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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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} |