basic phong illumination
parent
188b53d731
commit
b0b0a9e421
|
@ -1,7 +1,5 @@
|
|||
#version 330 core
|
||||
|
||||
in vec2 fragcoord;
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time;
|
||||
uniform float u_deltatime;
|
||||
|
@ -9,6 +7,9 @@ uniform vec3 u_camorigin;
|
|||
uniform vec3 u_camdir;
|
||||
uniform vec3 u_camup;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
// START OF SDFs
|
||||
float sdfSphere(in vec3 point, in vec3 center, float r)
|
||||
{
|
||||
return length(point - center) - r;
|
||||
|
@ -24,10 +25,10 @@ float opUnion( float d1, float d2 ) { return min(d1,d2); }
|
|||
float sdfScene(in vec3 p){
|
||||
return opUnion(opUnion( sdfSphere(p, vec3(0.0), 1), sdfBox(p, vec3(2.0, 0.0, 0.0), vec3(0.8))), sdfBox(p, vec3(-5.0, 0.0, 0.0), vec3(2.0, 1.0, 0.5)));
|
||||
}
|
||||
|
||||
// END OF SDFs
|
||||
|
||||
vec3 sceneNormal(in vec3 p){
|
||||
vec3 smallstep = vec3(0.0001, 0.0, 0.0);
|
||||
vec3 smallstep = vec3(0.00001, 0.0, 0.0);
|
||||
|
||||
float gradient_x = sdfScene(p.xyz + smallstep.xyy) - sdfScene(p.xyz - smallstep.xyy);
|
||||
float gradient_y = sdfScene(p.xyz + smallstep.yxy) - sdfScene(p.xyz - smallstep.yxy);
|
||||
|
@ -36,23 +37,54 @@ vec3 sceneNormal(in vec3 p){
|
|||
return normalize(vec3(gradient_x, gradient_y, gradient_z));
|
||||
}
|
||||
|
||||
// START OF LIGHTNING
|
||||
float ambientStrength = 0.15;
|
||||
float specularStrength = 0.5;
|
||||
vec3 lightColor = vec3(1.0);
|
||||
vec3 ambient = lightColor * ambientStrength;
|
||||
vec3 lightPos = vec3(5.0);
|
||||
vec3 lightDir;
|
||||
// END OF LIGHTNING
|
||||
|
||||
vec3 ray_march(in vec3 ro, in vec3 rd)
|
||||
{
|
||||
float total_dist = 0.0;
|
||||
vec3 pos;
|
||||
|
||||
for(int i = 0; i < 35; i++){
|
||||
// incrementally travel following the ray
|
||||
pos = ro + rd * total_dist;
|
||||
|
||||
// calculate distance from scene
|
||||
float dist = sdfScene(pos);
|
||||
|
||||
|
||||
// if close to the scene, color the pixel as needed
|
||||
if(dist <= 0.001){
|
||||
return (sceneNormal(pos) * 0.5 + 0.5);
|
||||
// Basic Phong illumination
|
||||
// diffuse
|
||||
lightDir = normalize(lightPos - pos);
|
||||
float diff = max(dot(sceneNormal(pos), lightDir), 0.0);
|
||||
vec3 diffuse = diff * lightColor;
|
||||
|
||||
// specular
|
||||
vec3 viewDir = normalize(u_camorigin - pos);
|
||||
vec3 reflectDir = reflect(-lightDir, sceneNormal(pos));
|
||||
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
|
||||
vec3 specular = specularStrength * spec * lightColor;
|
||||
|
||||
return (ambient + diffuse + specular) * vec3(1.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
// increment distance by the highest possible value (sphere marching)
|
||||
total_dist += dist;
|
||||
if(total_dist > 4000) break;
|
||||
|
||||
// if too far out, bail out
|
||||
if(total_dist > 1000) break;
|
||||
|
||||
}
|
||||
|
||||
// no hit, return background color
|
||||
return vec3(0.0);
|
||||
}
|
||||
|
||||
|
@ -72,5 +104,5 @@ void main()
|
|||
vec3 rd = normalize(uv.x * camright + uv.y * camup + u_camdir * fPersp);
|
||||
|
||||
vec3 shaded_color = ray_march(u_camorigin, rd);
|
||||
gl_FragColor = vec4(shaded_color, 1.0);
|
||||
FragColor = vec4(shaded_color, 1.0);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue