2016-07-29 06:10:55 +00:00
|
|
|
#version 450
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
|
|
{
|
2016-09-28 21:18:46 +00:00
|
|
|
mat4 MVP;
|
|
|
|
vec4 OutputSize;
|
|
|
|
vec4 OriginalSize;
|
|
|
|
vec4 SourceSize;
|
|
|
|
uint FrameCount;
|
2016-07-29 06:10:55 +00:00
|
|
|
} global;
|
|
|
|
|
|
|
|
#pragma stage vertex
|
2016-09-28 21:29:47 +00:00
|
|
|
layout(location = 0) in vec4 Position;
|
2016-07-29 06:10:55 +00:00
|
|
|
layout(location = 1) in vec2 TexCoord;
|
|
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
|
|
const vec2 madd = vec2(0.5, 0.5);
|
2016-09-28 21:12:43 +00:00
|
|
|
|
2016-07-29 06:10:55 +00:00
|
|
|
void main()
|
|
|
|
{
|
2016-09-28 21:18:46 +00:00
|
|
|
gl_Position = global.MVP * Position;
|
|
|
|
vTexCoord = gl_Position.xy;
|
2016-07-29 06:10:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#pragma stage fragment
|
2016-09-28 21:29:47 +00:00
|
|
|
layout(location = 0) in vec2 vTexCoord;
|
2016-07-29 06:10:55 +00:00
|
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
|
2016-09-28 21:12:43 +00:00
|
|
|
float time = float(global.FrameCount)*0.0325;
|
2016-07-29 06:10:55 +00:00
|
|
|
vec2 resolution = global.OutputSize.xy;
|
2016-09-28 21:12:43 +00:00
|
|
|
float fade = 0.45;
|
2016-07-29 06:10:55 +00:00
|
|
|
|
2016-09-28 21:12:43 +00:00
|
|
|
const float PI = 3.14159265358979323846;
|
2016-07-29 06:10:55 +00:00
|
|
|
|
2016-09-28 21:12:43 +00:00
|
|
|
float speed = time*0.25;
|
|
|
|
float ground_x = 0.125 - 0.25*cos(PI*speed*0.25);
|
|
|
|
float ground_y = 0.125 + 0.25*sin(PI*speed*0.25);
|
|
|
|
float ground_z = speed*0.125;
|
2016-07-29 06:10:55 +00:00
|
|
|
|
2016-09-28 21:29:47 +00:00
|
|
|
vec2 rotate(vec2 k, float t)
|
2016-09-28 21:12:43 +00:00
|
|
|
{
|
2016-09-28 21:29:47 +00:00
|
|
|
return vec2(cos(t)*k.x - sin(t)*k.y, sin(t)*k.x + cos(t)*k.y);
|
2016-09-28 21:12:43 +00:00
|
|
|
}
|
2016-07-29 06:10:55 +00:00
|
|
|
|
|
|
|
float scene(vec3 p)
|
2016-09-28 21:12:43 +00:00
|
|
|
{
|
2016-09-28 21:18:46 +00:00
|
|
|
float ball_p = 0.25;
|
|
|
|
float ball_w = ball_p*1.0;
|
2016-09-28 21:29:47 +00:00
|
|
|
float ball = length(mod(p.xyz, ball_p) - ball_p*0.5) - ball_w;
|
2016-09-28 21:18:46 +00:00
|
|
|
float hole_w = ball_p*0.55;
|
2016-09-28 21:29:47 +00:00
|
|
|
float hole = length(mod(p.xyz, ball_p) - ball_p*0.5) - hole_w;
|
2016-09-28 21:18:46 +00:00
|
|
|
float pipe_p = 0.015;
|
2016-09-28 21:29:47 +00:00
|
|
|
float pipe_w = pipe_p*0.42; //-0.00375*sync;
|
|
|
|
float pipe_y = length(max(abs(mod(p.xy, pipe_p) - pipe_p*0.5) - pipe_w,0.0));
|
|
|
|
float pipe_z = length(max(abs(mod(p.xz, pipe_p) - pipe_p*0.5) - pipe_w,0.0));
|
2016-09-28 21:12:43 +00:00
|
|
|
|
2016-09-28 21:29:47 +00:00
|
|
|
return max(max(ball, -hole), max(pipe_y, max(pipe_y, pipe_z)));
|
2016-09-28 21:12:43 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
vec3 getNormal(vec3 pos)
|
|
|
|
{
|
2016-09-28 21:18:46 +00:00
|
|
|
vec3 e = vec3(0.0, 0.0001, 0.0);
|
2016-09-28 21:12:43 +00:00
|
|
|
|
2016-09-28 21:29:47 +00:00
|
|
|
return normalize(vec3(scene(pos + e.yxx) - scene(pos - e.yxx),
|
|
|
|
scene(pos + e.xyx) - scene(pos - e.xyx),
|
|
|
|
scene(pos + e.xxy) - scene(pos - e.xxy)));
|
2016-09-28 21:12:43 +00:00
|
|
|
}
|
2016-07-29 06:10:55 +00:00
|
|
|
|
2016-09-28 21:29:47 +00:00
|
|
|
float render_scene(vec3 ray_origin, vec3 ray_dir, float t)
|
2016-07-29 06:10:55 +00:00
|
|
|
{
|
2016-09-28 21:29:47 +00:00
|
|
|
const int ray_n = 96;
|
|
|
|
for (int i = 0; i < ray_n; i++)
|
2016-09-28 21:18:46 +00:00
|
|
|
{
|
2016-09-28 21:29:47 +00:00
|
|
|
float k = scene(ray_origin + ray_dir*t);
|
|
|
|
t += k*fade;
|
2016-09-28 21:18:46 +00:00
|
|
|
}
|
|
|
|
return t;
|
2016-07-29 06:10:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void main(void)
|
2016-09-28 21:12:43 +00:00
|
|
|
{
|
2016-09-28 21:18:46 +00:00
|
|
|
vec2 FragCoord = vTexCoord.xy*global.OutputSize.xy;
|
|
|
|
FragCoord.y = -FragCoord.y;
|
2016-07-29 06:10:55 +00:00
|
|
|
|
2016-09-28 21:18:46 +00:00
|
|
|
vec2 position = (FragCoord.xy/resolution.xy);
|
2016-09-28 21:29:47 +00:00
|
|
|
vec2 p = -1.0 + 2.0*position;
|
2016-09-28 21:18:46 +00:00
|
|
|
|
|
|
|
//set up camera
|
|
|
|
float speed = time*0.5;
|
2016-09-28 21:29:47 +00:00
|
|
|
vec3 dir = normalize(vec3(p*vec2(1.0, 1.0), 1.));
|
|
|
|
dir.yz = rotate(dir.yz,PI*1.0*sin(speed*0.25)); // rotation x
|
|
|
|
dir.zx = rotate(dir.zx,PI*1.0*cos(speed*0.25)); // rotation y
|
|
|
|
dir.xy = rotate(dir.xy, -speed*0.5); // rotation z
|
|
|
|
vec3 ray = vec3(ground_x, ground_y, ground_z);
|
2016-09-28 21:18:46 +00:00
|
|
|
|
|
|
|
//the raymarch
|
|
|
|
float t = 0.0;
|
2016-09-28 21:29:47 +00:00
|
|
|
t = render_scene(ray, dir, t);
|
2016-09-28 21:18:46 +00:00
|
|
|
vec3 hit = ray + dir*t;
|
|
|
|
t += hit.x;
|
|
|
|
|
|
|
|
//get normal for reflection
|
|
|
|
vec3 n = getNormal(hit);
|
|
|
|
|
|
|
|
//render reflection
|
|
|
|
dir = reflect(dir, n);
|
|
|
|
dir = normalize(refract(dir, n, .82));
|
|
|
|
t = render_scene(ray, dir, t);
|
2016-09-28 21:29:47 +00:00
|
|
|
float c = (n.x*1.0 + n.y + n.z)*0.5;
|
2016-09-28 21:18:46 +00:00
|
|
|
vec3 color = vec3(0., c*t*0.125*p.x + t*0.1, c*t*0.);
|
|
|
|
color *= 2.412;
|
|
|
|
|
|
|
|
FragColor = vec4(color, 1.0);
|
2016-09-28 21:12:43 +00:00
|
|
|
}
|