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nanosoc_matrix_ip.flist

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    frag.glsl 2.23 KiB
    //  global fragment shader
    
    #version 450
    #include "include.glsl"
    
    layout(constant_id=0)const uint RES_X=1920;
    layout(constant_id=1)const uint RES_Y=1080;
    
    #ifdef implicit
    
    layout(location=0)in VertexInput
    {
        vec4 position;
    }vertexInput;
    
    #else
    
    layout(location=0)in vec3 tri_normal;
    
    #endif
    
    layout(location=0)out vec4 f_color;
    
    const float EPSILON=.0001;
    const uint MAX_STEPS=50;
    
    /// SHARED CODE ///
    vec3 shading(vec3 normal)
    {
        vec3 accum=vec3(0.,0.,0.);
        
        for(int i=0;i<light_uniforms.light_count;i++)
        {
            accum+=light_uniforms.col[i].xyz*((dot(normalize(normal),light_uniforms.pos[i].xyz)*.5)+.5);
        }
        
        return accum;
    }
    
    /// IMPLICIT CODE ///
    #ifdef implicit
    
    #define NEARPLANE 0.
    #define FARPLANE length(vec3(10))
    
    #include "interpreter.glsl"
    
    vec3 getNormal(vec3 p,float dens){
        vec3 n;
        n.x=scene(vec3(p.x+EPSILON,p.y,p.z),false).x;
        n.y=scene(vec3(p.x,p.y+EPSILON,p.z),false).x;
        n.z=scene(vec3(p.x,p.y,p.z+EPSILON),false).x;
        return normalize(n-(scene(p,false).x));
    }
    
    vec2 spheretracing(vec3 ori,vec3 dir,out vec3 p){
        vec2 td=vec2(NEARPLANE,1.);
        p=ori;
        for(int i=0;i<MAX_STEPS&&td.y>EPSILON&&td.x<FARPLANE;i++){
            td.y=scene(p,false).x;
            td.x+=(td.y)*.9;
            p=ori+dir*td.x;
        }
        return td;
    }
    
    //Implicit Surface Entrypoint
    void main(){
        default_mask();
        vec3 raypos=vertexInput.position.xyz;
        vec2 iResolution=vec2(RES_X,RES_Y);
        vec2 iuv=(gl_FragCoord.xy+gl_SamplePosition)/iResolution.xy*2.-1.;
        vec2 uv=iuv;
        uv.x*=iResolution.x/iResolution.y;
        vec3 p;
        vec3 raydir=normalize(raypos-camera_uniforms.campos);
        raypos-=vec3(5);
        //scene(raypos,false);
        //f_color=vec4(scene(raypos,false),1.);
        ///return;
        
        vec2 td=spheretracing(raypos,raydir,p);
        vec3 n=getNormal(p,td.y);
        if(td.y<EPSILON)
        {
            f_color=vec4(1.);
            f_color=vec4(shading(n),1.);
            
            vec4 tpoint=camera_uniforms.proj*camera_uniforms.view*vec4(p,1);
            gl_FragDepth=(tpoint.z/tpoint.w);
            //gl_FragDepth=gl_DepthRange.diff*(((tpoint.z/tpoint.w)+1.)*.5)+gl_DepthRange.near;
        }
        else
        {
            discard;
        }
    }
    
    #else
    /// TRIANGLE CODE ///
    
    //Mesh Surface Entrypoint
    void main(){
        f_color=vec4(shading(tri_normal),1.);
    }
    
    #endif