198 lines
6 KiB
GLSL
198 lines
6 KiB
GLSL
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#version 450
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#ifdef GL_ES
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precision mediump float;
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#endif
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in vec3 initialRay;
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in vec2 texCoord;
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out vec4 fragColor;
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uniform vec3 eye;
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//uniform float textureWeight;
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uniform float timeSinceStart;
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//uniform sampler2D stexture;
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uniform float glossiness;
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//vec3 roomCubeMin = vec3(0.0, 0.0, 0.0);
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//vec3 roomCubeMax = vec3(1.0, 1.0, 1.0);
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vec3 origin;
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vec3 ray;
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vec3 colorMask = vec3(1.0);
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vec3 accumulatedColor = vec3(0.0);
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uniform vec3 light;
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uniform vec3 cubeCenter0;
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uniform vec3 cubeSize0;
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uniform vec3 cubeColor0;
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vec2 intersectCube(vec3 origin, vec3 ray, vec3 cubeCenter, vec3 cubeSize) {
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vec3 cubeMin = cubeCenter - cubeSize;
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vec3 cubeMax = cubeCenter + cubeSize;
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vec3 tMin = (cubeMin - origin) / ray;
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vec3 tMax = (cubeMax - origin) / ray;
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vec3 t1 = min(tMin, tMax);
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vec3 t2 = max(tMin, tMax);
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float tNear = max(max(t1.x, t1.y), t1.z);
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float tFar = min(min(t2.x, t2.y), t2.z);
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return vec2(tNear, tFar);
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}
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vec3 normalForCube(vec3 hit, vec3 cubeCenter, vec3 cubeSize) {
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vec3 cubeMin = cubeCenter - cubeSize;
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vec3 cubeMax = cubeCenter + cubeSize;
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if (hit.x < cubeMin.x + 0.0001) return vec3(-1.0, 0.0, 0.0);
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else if (hit.x > cubeMax.x - 0.0001) return vec3(1.0, 0.0, 0.0);
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else if (hit.y < cubeMin.y + 0.0001) return vec3(0.0, -1.0, 0.0);
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else if (hit.y > cubeMax.y - 0.0001) return vec3(0.0, 1.0, 0.0);
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else if (hit.z < cubeMin.z + 0.0001) return vec3(0.0, 0.0, -1.0);
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//else return vec3(0.0, 0.0, 1.0);
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return vec3(0.0, 0.0, 1.0);
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}
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float intersectSphere(vec3 origin, vec3 ray, vec3 sphereCenter, float sphereRadius) {
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vec3 toSphere = origin - sphereCenter;
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float a = dot(ray, ray);
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float b = 2.0 * dot(toSphere, ray);
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float c = dot(toSphere, toSphere) - sphereRadius*sphereRadius;
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float discriminant = b*b - 4.0*a*c;
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if (discriminant > 0.0) {
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float t = (-b - sqrt(discriminant)) / (2.0 * a);
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if (t > 0.0) return t;
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}
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return 10000.0;
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}
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vec3 normalForSphere(vec3 hit, vec3 sphereCenter, float sphereRadius) {
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return (hit - sphereCenter) / sphereRadius;
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}
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float random(vec3 scale, float seed) {
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// return fract(sin(dot(texCoord.xyx + seed, scale)) * 43758.5453 + seed);
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float d = 43758.5453;
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float dt = dot(texCoord.xyx + seed,scale);
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float sn = mod(dt,3.1415926);
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return fract(sin(sn) * d);
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}
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vec3 cosineWeightedDirection(float seed, vec3 normal) {
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float u = random(vec3(12.9898, 78.233, 151.7182), seed);
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float v = random(vec3(63.7264, 10.873, 623.6736), seed);
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float r = sqrt(u);
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float angle = 6.283185307179586 * v;
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// compute basis from normal
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vec3 sdir, tdir;
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if (abs(normal.x) < 0.5) {
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sdir = cross(normal, vec3(1.0, 0.0, 0.0));
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}
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else {
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sdir = cross(normal, vec3(0.0, 1.0, 0.0));
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}
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tdir = cross(normal, sdir);
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return r*cos(angle)*sdir + r*sin(angle)*tdir + sqrt(1.0-u)*normal;
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}
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vec3 uniformlyRandomDirection(float seed) {
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float u = random(vec3(12.9898, 78.233, 151.7182), seed);
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float v = random(vec3(63.7264, 10.873, 623.6736), seed);
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float z = 1.0 - 2.0 * u;
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float r = sqrt(1.0 - z * z);
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float angle = 6.283185307179586 * v;
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return vec3(r * cos(angle), r * sin(angle), z);
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}
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vec3 uniformlyRandomVector(float seed) {
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return uniformlyRandomDirection(seed) * sqrt(random(vec3(36.7539, 50.3658, 306.2759), seed));
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}
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float shadow(vec3 origin, vec3 ray) {
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vec2 tCube0 = intersectCube(origin, ray, cubeCenter0, cubeSize0);
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if (tCube0.x > 0.0 && tCube0.x < 1.0 && tCube0.x < tCube0.y) return 0.0;
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return 1.0;
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}
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int doBounce(float time, vec3 light, int bounce) {
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// compute the intersection with everything
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vec2 tCube0 = intersectCube(origin, ray, cubeCenter0, cubeSize0);
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// find the closest intersection
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float t = 10000.0;
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if (tCube0.x > 0.0 && tCube0.x < tCube0.y && tCube0.x < t) t = tCube0.x;
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// info about hit
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vec3 hit = origin + ray * t;
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vec3 surfaceColor = vec3(0.75);
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float specularHighlight = 0.0;
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vec3 normal;
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if (t == 10000.0) {
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//break;
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return 0;
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}
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else {
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int aa = 0;
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if (aa == 1) {aa = 0;} // hack to discard the first 'else' in 'else if'
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// have to compare intersectStr.x < intersectStr.y otherwise two coplanar
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// cubes will look wrong (one cube will "steal" the hit from the other)
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else if (t == tCube0.x) { if (tCube0.x < tCube0.y) normal = normalForCube(hit, cubeCenter0, cubeSize0); surfaceColor = cubeColor0; }
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ray = cosineWeightedDirection(time + float(bounce), normal);
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}
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// compute diffuse lighting contribution
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vec3 toLight = light - hit;
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//float diffuse = max(0.0, dot(normalize(toLight), normal));
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float diffuse = max(0.0, dot(normalize(toLight), normal)) / dot(toLight,toLight);
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// do light bounce
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colorMask *= surfaceColor;
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//if (bounce > 0) {
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// trace a shadow ray to the light
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float shadowIntensity = shadow(hit + normal * 0.0001, toLight);
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accumulatedColor += colorMask * (0.5 * diffuse * shadowIntensity);
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accumulatedColor += colorMask * specularHighlight * shadowIntensity;
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//}
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// calculate next origin
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origin = hit;
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return 0;
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}
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vec3 calculateColor(float time, vec3 _origin, vec3 _ray, vec3 light) {
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//vec3 colorMask = vec3(1.0);
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//vec3 accumulatedColor = vec3(0.0);
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origin = _origin;
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ray = _ray;
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// main raytracing loop
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//for (int bounce = 0; bounce < 2; bounce++) {
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int a;
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a = doBounce(time, light, 0);
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a = doBounce(time, light, 1);
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a = doBounce(time, light, 2);
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//}
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return accumulatedColor;
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}
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void main() {
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float time = 0.0;//timeSinceStart;
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//timeSinceStart % 46735.275 ) / 1000;
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vec3 col = vec3(0.0);
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const int samples = 1;
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vec3 newLight;
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//for (int i = 0; i < samples; i++) {
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newLight = light + uniformlyRandomVector(time - 53.0) * 0.1;
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col += calculateColor(time, eye, initialRay, newLight);
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time += 0.35;
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//}
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fragColor = vec4(vec3(col / samples), 1.0);
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fragColor.rgb = pow(fragColor.rgb * 0.7, vec3(1.0 / 2.2));
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}
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