expo-web/src/client/shaders/baseRaymarching.js

78 lines
1.9 KiB
JavaScript

export default `#define MAX_STEPS 1280
#define MAX_DIST 1280.
#define E 0.00001
#define PI 3.141592
vec3 rotX(vec3 v, float a) {
return vec3(v.x, v.y * cos(a) - v.z * sin(a), v.y * sin(a) + v.z * cos(a));
}
vec3 rotY(vec3 v, float a) {
return vec3(v.x * cos(a) + v.z * sin(a), v.y, v.z * cos(a) - v.x * sin(a));
}
vec3 rotZ(vec3 v, float a) {
return vec3(v.x * cos(a) - v.y * sin(a), v.x * sin(a) + v.y * cos(a), v.z);
}
float sdfSphere(vec3 p, float r) {
return length(p) - r;
}
float scene(vec3 p) {
int index = -1;
float d = 10000.;
float sd1 = sdfSphere(p, 1.);
d = min(sd1, d);
return d;
}
vec2 march(vec3 ro, vec3 rd) {
float dO = 0.;
float mind = 10000.;
float index;
for (int steps = 0; steps < MAX_STEPS; steps++) {
vec3 p = ro + rd * dO;
float dS = scene(p);
if (dS < mind)
mind = dS;
dO += dS;
if (dS < E || dO > MAX_DIST)
break;
}
return vec2(dO, mind);
}
vec3 normal(vec3 p) {
float d = scene(p);
vec2 e = vec2(0.001, 0);
vec3 n = d - vec3(
scene(p - e.xyy),
scene(p - e.yxy),
scene(p - e.yyx));
return (normalize(n));
}
float light(vec3 p, vec3 n) {
vec3 lightPos = vec3(-5. * sin(iTime * 4.), -5. * sin(iTime * 3.), -5. * cos(iTime * 2.));
vec3 l = normalize(lightPos - p);
float dif = clamp(dot(l, n), 0., 1.);
vec2 d = march(p+n*E * 30., l);
if (d.x < length(lightPos - p))
dif *= 0.1;
return (dif);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y);
vec3 ro = vec3(0., 0., -4.);
vec3 rd = normalize(vec3(uv.x, uv.y, 1.));
vec3 col = vec3(0);
vec2 d = march(ro, rd);
vec3 p = ro + rd * d.x;
vec3 n = normal(p);
p += n * E * 10.;
float dif = light(p, n);
col += vec3(dif);
fragColor = vec4(col, 1.0);
}`;