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ilich2011

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May 18th, 2019
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  1. #define MAX_STEPS 100
  2. #define MAX_DIST 100.
  3. #define SURF_DIST .001
  4.  
  5.  
  6. mat2 Rot(float a) {
  7. float s = sin(a);
  8. float c = cos(a);
  9. return mat2(c, -s, s, c);
  10. }
  11.  
  12.  
  13. float sdCylinder(vec3 p, vec3 a, vec3 b, float r) {
  14. vec3 ab = b-a;
  15. vec3 ap = p-a;
  16.  
  17. float t = dot(ab, ap) / dot(ab, ab);
  18.  
  19. vec3 c = a + t*ab;
  20.  
  21. float x = length(p-c)-r;
  22. float y = (abs(t-.5)-.5)*length(ab);
  23. float e = length(max(vec2(x, y), 0.));
  24. float i = min(max(x, y), 0.);
  25.  
  26. return e+i;
  27. }
  28.  
  29. float sdTorus(vec3 p, vec2 r) {
  30. float x = length(p.xz)-r.x;
  31. return length(vec2(x, p.y))-r.y;
  32. }
  33.  
  34. vec3 PlaneNormal(vec3 v0, vec3 v1, vec3 v2)
  35. {
  36. vec3 x = v0 - v1;
  37. vec3 y = v0 - v2;
  38. vec3 n = cross(x, y);
  39. return vec3((n.y < 0.)?-n:n);
  40. }
  41.  
  42. float dot2( in vec3 v ) { return dot(v,v); }
  43. vec4 udTriangle( vec3 p, vec3 a, vec3 b, vec3 c )
  44. {
  45. vec3 ba = b - a; vec3 pa = p - a;
  46. vec3 cb = c - b; vec3 pb = p - b;
  47. vec3 ac = a - c; vec3 pc = p - c;
  48. vec3 nor = cross( ba, ac );
  49.  
  50. return vec4(sqrt(
  51. (sign(dot(cross(ba,nor),pa)) +
  52. sign(dot(cross(cb,nor),pb)) +
  53. sign(dot(cross(ac,nor),pc))<2.0)
  54. ?
  55. min( min(
  56. dot2(ba*clamp(dot(ba,pa)/dot2(ba),0.0,1.0)-pa),
  57. dot2(cb*clamp(dot(cb,pb)/dot2(cb),0.0,1.0)-pb) ),
  58. dot2(ac*clamp(dot(ac,pc)/dot2(ac),0.0,1.0)-pc) )
  59. :
  60. dot(nor,pa)*dot(nor,pa)/dot2(nor)), PlaneNormal(a, b, c));
  61. }
  62.  
  63. vec4 min2( vec4 d1, vec4 d2 )
  64. {
  65. return (d1.x < d2.x) ? d1 : d2;
  66. }
  67.  
  68. vec4 Planes(vec3 p)
  69. {
  70. vec4 p0, p1, p2, p3;
  71. vec3 a1 = vec3(-3, 1., -1);
  72. vec3 a2 = vec3(-3., 3., 0.);
  73. vec3 a3 = vec3(-2., 1., 1.);
  74. vec3 a4 = vec3(-6., 1., 1.);
  75.  
  76. p0 = udTriangle(p, a1, a2, a3);
  77. p1 = udTriangle(p, a1, a2, a4);
  78. p2 = udTriangle(p, a2, a3, a4);
  79. p3 = udTriangle(p, a1, a3, a4);
  80.  
  81. return min2(min2(min2(p0, p1), p2), p3);
  82. }
  83.  
  84. float GetDist(vec3 p)
  85. {
  86. float planeDist = p.y;
  87.  
  88. float td = sdTorus(p-vec3(0,.5,0), vec2(1.5, .4));
  89. float bd = Planes(p).x;
  90. float cyld = sdCylinder(p, vec3(0, .7, -3), vec3(3, .7, -1), .3);
  91.  
  92. float d = min(td, planeDist);
  93. d = min(d, bd);
  94.  
  95. d = min(d, cyld);
  96.  
  97. return d;
  98. }
  99.  
  100. float RayMarch(vec3 ro, vec3 rd) {
  101. float dO=0.;
  102.  
  103. for(int i=0; i<MAX_STEPS; i++) {
  104. vec3 p = ro + rd*dO;
  105. float dS = GetDist(p);
  106. dO += dS;
  107. if(dO>MAX_DIST || dS<SURF_DIST) break;
  108. }
  109.  
  110. return dO;
  111. }
  112.  
  113. vec3 GetNormal(vec3 p) {
  114. float d = GetDist(p);
  115. vec2 e = vec2(.001, 0);
  116.  
  117. vec3 n = d - vec3(
  118. GetDist(p-e.xyy),
  119. GetDist(p-e.yxy),
  120. GetDist(p-e.yyx));
  121. if(Planes(p).x <= .01 && Planes(p).x >= 0.)
  122. {
  123. return normalize(Planes(p).yzw);
  124. }
  125. return normalize(n);
  126. }
  127.  
  128. float GetLight(vec3 p) {
  129. vec3 lightPos = vec3(0, 5, 6);
  130. lightPos.xz += vec2(sin(iTime), cos(iTime))*10.;
  131. vec3 l = normalize(lightPos-p);
  132. vec3 n = GetNormal(p);
  133. float dif = clamp(dot(n, l), 0., 1.);
  134. float d = RayMarch(p+n*SURF_DIST*2., l);
  135. if(d<length(lightPos-p)) dif *= .1;
  136.  
  137. return dif;
  138. }
  139.  
  140.  
  141. vec3 Rot1(vec2 uv, vec3 p, vec3 l, float z) {
  142. vec3 f = normalize(l-p),
  143. r = normalize(cross(vec3(0,1,0), f)),
  144. u = cross(f,r),
  145. c = p+f*z,
  146. i = c + uv.x*r + uv.y*u,
  147. d = normalize(i-p);
  148. return d;
  149. }
  150.  
  151. void mainImage( out vec4 fragColor, in vec2 fragCoord )
  152. {
  153. vec2 uv = (fragCoord-.5*iResolution.xy)/iResolution.y;
  154.  
  155. vec3 col = vec3(0);
  156.  
  157. vec3 ro = vec3(2, 2, -5);
  158. ro.yz *= Rot(.4);
  159. ro.xz *= Rot(iTime*.2);
  160. vec3 rd = Rot1(uv, ro, vec3(0,0,0), .7);
  161. float d = RayMarch(ro, rd);
  162.  
  163. vec3 p = ro + rd * d;
  164.  
  165. float dif = GetLight(p);
  166. col = vec3(dif);
  167.  
  168. fragColor = vec4(col,1.0);
  169. }
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