48 lines
885 B
GLSL
48 lines
885 B
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 sphere(vec3 p, vec3 center, float r) {
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return length(p-center) - 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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}
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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 float(i) / 64.0;
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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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fragColor = vec4(d);
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} |