Created
August 7, 2018 21:29
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Shadertoy diffuse with shadow
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const float EPSILON = 0.0001; | |
// ----- Primitives | |
float sdSphere(vec3 o, float r) | |
{ | |
return length(o) - r; | |
} | |
float sdBox( vec3 p, vec3 b ) | |
{ | |
vec3 d = abs(p) - b; | |
return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0)); | |
} | |
float sdPlane( vec3 p, vec4 n ) | |
{ | |
return dot(p,n.xyz) + n.w; | |
} | |
// ------ Operations | |
float map(vec3 p) | |
{ | |
float result = 100000.; | |
result = min(result, sdBox(p + vec3(0, -1 ,0), vec3(1, 1, 2))); | |
result = min(result, sdSphere(p + vec3(-2, -0.1 ,0), 1.)); | |
result = min(result, sdPlane(p + vec3(0, 1 ,0), vec4(0, 1, 0, 0))); | |
return result; | |
} | |
vec3 raydir(float fov, vec2 resolution, vec2 fragCoord) | |
{ | |
return normalize(vec3(fragCoord.x - resolution.x / 2., | |
fragCoord.y - resolution.y / 2., | |
-resolution.y / tan(radians(fov) / 2.0))); | |
} | |
vec3 normal( in vec3 pos ) | |
{ | |
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005; | |
return normalize( e.xyy*map( pos + e.xyy ) + | |
e.yyx*map( pos + e.yyx ) + | |
e.yxy*map( pos + e.yxy ) + | |
e.xxx*map( pos + e.xxx ) ); | |
} | |
float shadow( vec3 ro, vec3 rd, float mint, float maxt ) | |
{ | |
for( float t = mint; t < maxt; ) | |
{ | |
float h = map(ro + rd * t); | |
if( h < EPSILON ) | |
{ | |
return 0.0; | |
} | |
t += h; | |
} | |
return 1.0; | |
} | |
vec4 calcLight(vec3 eye, vec3 p, vec3 dir) | |
{ | |
vec3 lightPos = vec3(5. * sin(iTime), | |
5., | |
-3. * cos(iTime)); | |
vec3 lightRadiance = vec3(.5, .5, .5) * 2.; | |
vec3 N = normal(p); | |
vec3 L = normalize(lightPos - p); | |
vec3 V = normalize(eye - p); | |
vec3 R = normalize(reflect(-L, N)); | |
vec3 ref = reflect( dir, N ); | |
float dotLN = dot(L, N); | |
float dotRV = dot(R, V); | |
vec3 Kd = vec3(0.4, 0.5, 0.9); | |
vec3 Ks = vec3(0.4, 0.5, 0.9); | |
vec3 Ka = vec3(0.2, 0.2, 0.2); | |
float shininess = 10.; | |
vec3 color = vec3(0); | |
float s = shadow(p, lightPos, 0.02, 2.5); | |
//return vec4(s); | |
if (dotLN < 0.0) | |
{ | |
return vec4(color, 1.0); | |
} | |
if (dotRV < 0.0) | |
{ | |
color += lightRadiance * (Kd * dotLN); | |
color = pow( color, vec3(0.4545) ); | |
return vec4(color, 1.0) * s; | |
} | |
color += lightRadiance * (Kd * dotLN + Ks * pow(dotRV, shininess)); | |
color = pow( color, vec3(0.4545)); | |
return vec4(color, 1.0) * s; | |
} | |
mat3 setCamera( in vec3 ro, in vec3 ta, float cr ) | |
{ | |
vec3 cw = normalize(ta-ro); | |
vec3 cp = vec3(sin(cr), cos(cr),0.0); | |
vec3 cu = normalize( cross(cw,cp) ); | |
vec3 cv = normalize( cross(cu,cw) ); | |
return mat3( cu, cv, cw ); | |
} | |
float castRay( in vec3 ro, in vec3 rd ) | |
{ | |
float tmin = 1.0; | |
float tmax = 20.0; | |
float t = tmin; | |
for( int i=0; i<64; i++ ) | |
{ | |
float precis = 0.0004*t; | |
float res = map( ro + rd * t ); | |
if( res<precis || t>tmax ) break; | |
t += res; | |
} | |
return t; | |
} | |
vec4 render(vec2 resolution, vec2 fragCoord) | |
{ | |
vec2 point = (-iResolution.xy + 2.0 * fragCoord) / iResolution.y; | |
vec3 ro = vec3(4.0, 1.0, 4.0); | |
vec3 dir = raydir(45., resolution, fragCoord); | |
vec3 at = vec3(0,0,0); | |
mat3 ca = setCamera( ro, at, 0.0 ); | |
vec3 rd = ca * normalize( vec3(point.xy, 2.0) ); | |
float depth = 0.; | |
vec4 backColor = vec4(0.4, 0.5, 0.6, 1.); | |
float res = castRay(ro, rd); | |
vec3 pos = ro + res * rd; | |
vec3 lightPos = normalize( vec3(-0.4 * sin(iTime), | |
0.7, | |
-0.6 * cos(iTime)) ); | |
vec3 lightRadiance = vec3(.5, .5, .5) * 2.; | |
vec3 N = normal(pos); | |
vec3 L = normalize(lightPos - pos); | |
vec3 V = normalize(ro - pos); | |
vec3 R = normalize(reflect(-L, N)); | |
vec3 ref = reflect( dir, N ); | |
float dotLN = dot(L, N); | |
float dotRV = dot(R, V); | |
vec3 Kd = vec3(0.4, 0.5, 0.9); | |
vec3 Ks = vec3(0.4, 0.5, 0.9); | |
vec3 Ka = vec3(0.2, 0.2, 0.2); | |
float shininess = 10.; | |
vec3 color = vec3(0); | |
float dif = clamp( dot( N, lightPos ), 0.0, 1.0 ); | |
dif *= shadow( pos, lightPos, 0.02, 2.5 ); | |
return vec4(vec3(dif), 1.0); | |
} | |
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
{ | |
fragColor = render(iResolution.xy, fragCoord); | |
} |
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