Files
konabot/konabot/plugins/marchtoy/shaders/frag.glsl
alcoholicgirl b720504e48 bug fixes
2026-04-27 01:26:42 +08:00

100 lines
2.3 KiB
GLSL

#version 330
// compatibility
#define float4x4 mat4x4
#define float4 vec4
#define float3 vec3
#define float2 vec2
const float EPS = 0.001;
const int MAX_ITER = 128;
uniform vec2 u_resolution;
out vec4 fragColor;
struct sdQuery {
float value;
int obj_id;
};
float sdCube(vec3 p, vec3 b) {
p = abs(p) - b;
return length(max(p, 0.0)) + min(max(p.x, max(p.y, p.z)), 0.0);
}
float sdSphere(vec3 p, float r) {
return length(p) - r;
}
float sdCappedCylinder( vec3 p, float r, float h )
{
vec2 d = abs(vec2(length(p.xz),p.y)) - vec2(r,h);
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdVerticalCapsule( vec3 p, float h, float r )
{
p.y -= clamp( p.y, 0.0, h );
return length( p ) - r;
}
float sdTorus( vec3 p, vec2 t )
{
vec2 q = vec2(length(p.xz)-t.x,p.y);
return length(q)-t.y;
}
sdQuery sd(vec3 p) {
sdQuery qry;
qry.value = 100000000.0;
qry.obj_id = -1;
<SDF_BLOCK>
return qry;
}
vec3 nrm(vec3 p) {
vec2 d = vec2(EPS, 0.0);
return normalize(vec3(
sd(p + d.xyy).value - sd(p - d.xyy).value,
sd(p + d.yxy).value - sd(p - d.yxy).value,
sd(p + d.yyx).value - sd(p - d.yyx).value
));
}
vec4 materialColor(int obj_id) {
<COLOR_BLOCK>
return vec4(1.0);
}
vec4 color(vec3 p, int obj_id) {
vec3 normal = nrm(p);
vec3 light_dir = normalize(vec3(0.5, 0.8, -0.6));
float light = 0.2 + 0.8 * max(dot(normal, light_dir), 0.0);
vec4 base = materialColor(obj_id);
return vec4(base.rgb * light, base.a);
}
vec4 march(vec3 p, vec3 r) {
sdQuery qry;
vec4 col = vec4(0.0);
for(int i = 0; i < MAX_ITER; ++i) {
qry = sd(p);
if(qry.value < EPS){
col = color(p, qry.obj_id);
break;
}
p += qry.value * r;
}
return col;
}
void main() {
vec2 uv = 2. * (gl_FragCoord.xy / u_resolution - .5) * vec2(u_resolution.x / u_resolution.y, 1.);
vec3 c_p = vec3(<CAM_POS>);
vec3 c_z = normalize(vec3(<CAM_DIR>));
vec3 world_up = abs(c_z.y) > 0.999 ? vec3(0., 0., 1.) : vec3(0., 1., 0.);
vec3 c_x = normalize(cross(c_z, world_up));
vec3 c_y = normalize(cross(c_x, c_z));
mat3 view = mat3(c_x, c_y, c_z);
vec3 r = normalize(vec3(uv, <CAM_FOCUS>));
fragColor = march(c_p, view * r);
}