This commit is contained in:
alcoholicgirl
2026-04-28 01:09:17 +08:00
parent 8f1e0b11a0
commit e2fd0809a5

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@ -2,6 +2,7 @@
const float EPS = 0.001; const float EPS = 0.001;
const int MAX_ITER = 128; const int MAX_ITER = 128;
const float INF = 1e10; const float INF = 1e10;
const float PI = 3.14159;
uniform vec2 u_resolution; uniform vec2 u_resolution;
out vec4 fragColor; out vec4 fragColor;
@ -68,17 +69,76 @@ vec3 nrm(vec3 p) {
)); ));
} }
float saturate(float x) {
return clamp(x, 0.0, 1.0);
}
float ggx_distribution(vec3 n, vec3 h, float roughness) {
float alpha = roughness * roughness;
float alpha2 = alpha * alpha;
float NdotH = saturate(dot(n, h));
float denom = NdotH * NdotH * (alpha2 - 1.0) + 1.0;
return alpha2 / max(PI * denom * denom, EPS);
}
float geometry_schlick_ggx(float NdotX, float roughness) {
float r = roughness + 1.0;
float k = r * r / 8.0;
return NdotX / max(NdotX * (1.0 - k) + k, EPS);
}
float geometry_smith(vec3 n, vec3 v, vec3 l, float roughness) {
float NdotV = saturate(dot(n, v));
float NdotL = saturate(dot(n, l));
return geometry_schlick_ggx(NdotV, roughness) * geometry_schlick_ggx(NdotL, roughness);
}
vec3 fresnel_schlick(vec3 f0, float cos_theta) {
return f0 + (1.0 - f0) * pow(1.0 - saturate(cos_theta), 5.0);
}
vec3 tonemap_aces(vec3 c) {
const float a = 2.51;
const float b = 0.03;
const float c1 = 2.43;
const float d = 0.59;
const float e = 0.14;
return clamp((c * (a * c + b)) / (c * (c1 * c + d) + e), 0.0, 1.0);
}
vec4 materialColor(int obj_id) { vec4 materialColor(int obj_id) {
<COLOR_BLOCK> <COLOR_BLOCK>
return vec4(1.0); return vec4(1.0);
} }
vec4 color(vec3 p, int obj_id) { vec4 color(vec3 p, vec3 r, int obj_id) {
vec3 normal = nrm(p); vec3 light_col = vec3(1.0);
vec3 light_dir = normalize(vec3(0.5, 0.8, -0.6)); vec4 albedo = materialColor(obj_id);
float light = 0.2 + 0.8 * max(dot(normal, light_dir), 0.0); vec3 N = nrm(p);
vec4 base = materialColor(obj_id); vec3 V = normalize(-r);
return vec4(base.rgb * light, base.a); vec3 L = normalize(vec3(0.5, 0.8, -0.6));
vec3 H = normalize(V + L);
float roughness = 0.45;
float metallic = 0.02;
float NdotL = saturate(dot(N, L));
float NdotV = saturate(dot(N, V));
float D = ggx_distribution(N, H, roughness);
float G = geometry_smith(N, V, L, roughness);
vec3 F0 = mix(vec3(0.04), albedo.rgb, metallic);
vec3 F = fresnel_schlick(F0, dot(V, H));
vec3 kD = (1.0 - F) * (1.0 - metallic);
vec3 diffuse = kD * albedo.rgb / PI;
vec3 specular = D * G * F / max(4.0 * NdotL * NdotV, EPS);
float hemi = N.y * 0.5 + 0.5;
vec3 sky_ambient = vec3(0.60, 0.72, 0.92);
vec3 ground_ambient = vec3(0.18, 0.16, 0.14);
vec3 ambient = mix(ground_ambient, sky_ambient, hemi) * (diffuse + 0.25 * F0) * 0.35;
vec3 col = ambient + (diffuse + specular) * light_col * NdotL;
col = tonemap_aces(col);
col = pow(col, vec3(1.0 / 2.2));
return vec4(col, 1.0);
} }
vec4 march(vec3 p, vec3 r) { vec4 march(vec3 p, vec3 r) {
@ -87,7 +147,7 @@ vec4 march(vec3 p, vec3 r) {
for(int i = 0; i < MAX_ITER; ++i) { for(int i = 0; i < MAX_ITER; ++i) {
qry = sd(p); qry = sd(p);
if(qry.value < EPS){ if(qry.value < EPS){
col = color(p, qry.obj_id); col = color(p, r, qry.obj_id);
break; break;
} }
p += qry.value * r; p += qry.value * r;