43 lines
668 B
GLSL

#version 450 core
layout (set = 0, binding = 0) uniform Matrices {
mat4 view;
vec2 viewport;
float time;
};
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 dir;
layout (location = 0) out vec4 fragColor;
float sphere(vec3 p, vec3 center, float r) {
return length(p) - r;
}
float sdf(vec3 pos) {
return sphere(pos, vec3(0.0, 0.0, 10.0), 3.0);
}
float raycast() {
float t = 0.0;
for(int i = 0; i < 64; i++) {
float dt = sdf(pos + dir * t);
if(dt < 0.0001*t)
return t;
else if(dt > 200.0)
return -1;
t += dt;
}
return -1;
}
void main() {
float d = raycast();
vec3 col = vec3(1.0-d*0.075);
fragColor = vec4(col, 1.0);
}