diff options
| author | Ray <[email protected]> | 2023-03-13 23:35:06 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2023-03-13 23:35:06 +0100 |
| commit | 6d5082f8d6f28a4aa8a308f5df4679eb06f5cbff (patch) | |
| tree | 588836c2b37b98763439014c5d85803173649052 /examples/shaders/shaders_hybrid_render.data | |
| parent | 8fccc4f304f844e6f063385153dc9c5ce4526edc (diff) | |
| download | raylib.com-6d5082f8d6f28a4aa8a308f5df4679eb06f5cbff.tar.gz raylib.com-6d5082f8d6f28a4aa8a308f5df4679eb06f5cbff.zip | |
ADDED: New examples and compiled for raylib 4.5
Diffstat (limited to 'examples/shaders/shaders_hybrid_render.data')
| -rw-r--r-- | examples/shaders/shaders_hybrid_render.data | 303 |
1 files changed, 303 insertions, 0 deletions
diff --git a/examples/shaders/shaders_hybrid_render.data b/examples/shaders/shaders_hybrid_render.data new file mode 100644 index 0000000..f0729e0 --- /dev/null +++ b/examples/shaders/shaders_hybrid_render.data @@ -0,0 +1,303 @@ +#version 100 +#extension GL_EXT_frag_depth : enable // Extension required for writing depth +precision mediump float; // Precision required for OpenGL ES2 (WebGL) + +varying vec2 fragTexCoord; +varying vec4 fragColor; + +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +void main() +{ + vec4 texelColor = texture2D(texture0, fragTexCoord); + gl_FragColor = texelColor*colDiffuse*fragColor; + gl_FragDepthEXT = gl_FragCoord.z; +}#version 100 +#extension GL_EXT_frag_depth : enable //Extension required for writing depth +#extension GL_OES_standard_derivatives : enable //Extension used for fwidth() +precision mediump float; // Precision required for OpenGL ES2 (WebGL) + + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// Custom Input Uniform +uniform vec3 camPos; +uniform vec3 camDir; +uniform vec2 screenCenter; + +#define ZERO 0 + +// https://learnopengl.com/Advanced-OpenGL/Depth-testing +float CalcDepth(in vec3 rd, in float Idist){ + float local_z = dot(normalize(camDir),rd)*Idist; + return (1.0/(local_z) - 1.0/0.01)/(1.0/1000.0 -1.0/0.01); +} + +// https://iquilezles.org/articles/distfunctions/ +float sdHorseshoe( in vec3 p, in vec2 c, in float r, in float le, vec2 w ) +{ + p.x = abs(p.x); + float l = length(p.xy); + p.xy = mat2(-c.x, c.y, + c.y, c.x)*p.xy; + p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x), + (p.x>0.0)?p.y:l ); + p.xy = vec2(p.x,abs(p.y-r))-vec2(le,0.0); + + vec2 q = vec2(length(max(p.xy,0.0)) + min(0.0,max(p.x,p.y)),p.z); + vec2 d = abs(q) - w; + return min(max(d.x,d.y),0.0) + length(max(d,0.0)); +} + +// r = sphere's radius +// h = cutting's plane's position +// t = thickness +float sdSixWayCutHollowSphere( vec3 p, float r, float h, float t ) +{ + // Six way symetry Transformation + vec3 ap = abs(p); + if(ap.x < max(ap.y, ap.z)){ + if(ap.y < ap.z) ap.xz = ap.zx; + else ap.xy = ap.yx; + } + + vec2 q = vec2( length(ap.yz), ap.x ); + + float w = sqrt(r*r-h*h); + + return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) : + abs(length(q)-r) ) - t; +} + +// https://iquilezles.org/articles/boxfunctions +vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad ) +{ + vec3 m = 1.0/rd; + vec3 n = m*ro; + vec3 k = abs(m)*rad; + vec3 t1 = -n - k; + vec3 t2 = -n + k; + return vec2( max( max( t1.x, t1.y ), t1.z ), + min( min( t2.x, t2.y ), t2.z ) ); +} + +vec2 opU( vec2 d1, vec2 d2 ) +{ + return (d1.x<d2.x) ? d1 : d2; +} + +vec2 map( in vec3 pos ){ + vec2 res = vec2( sdHorseshoe( pos-vec3(-1.0,0.08, 1.0), vec2(cos(1.3),sin(1.3)), 0.2, 0.3, vec2(0.03,0.5) ), 11.5 ) ; + res = opU(res, vec2( sdSixWayCutHollowSphere( pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5 ), 4.5 )) ; + return res; +} + +// https://www.shadertoy.com/view/Xds3zN +vec2 raycast( in vec3 ro, in vec3 rd ){ + vec2 res = vec2(-1.0,-1.0); + + float tmin = 1.0; + float tmax = 20.0; + + // raytrace floor plane + float tp1 = (-ro.y)/rd.y; + if( tp1>0.0 ) + { + tmax = min( tmax, tp1 ); + res = vec2( tp1, 1.0 ); + } + + float t = tmin; + for( int i=0; i<70 ; i++ ) + { + if(t>tmax) break; + vec2 h = map( ro+rd*t ); + if( abs(h.x)<(0.0001*t) ) + { + res = vec2(t,h.y); + break; + } + t += h.x; + } + + return res; +} + + +// https://iquilezles.org/articles/rmshadows +float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax ) +{ + // bounding volume + float tp = (0.8-ro.y)/rd.y; if( tp>0.0 ) tmax = min( tmax, tp ); + + float res = 1.0; + float t = mint; + for( int i=ZERO; i<24; i++ ) + { + float h = map( ro + rd*t ).x; + float s = clamp(8.0*h/t,0.0,1.0); + res = min( res, s ); + t += clamp( h, 0.01, 0.2 ); + if( res<0.004 || t>tmax ) break; + } + res = clamp( res, 0.0, 1.0 ); + return res*res*(3.0-2.0*res); +} + + +// https://iquilezles.org/articles/normalsSDF +vec3 calcNormal( in vec3 pos ) +{ + vec2 e = vec2(1.0,-1.0)*0.5773*0.0005; + return normalize( e.xyy*map( pos + e.xyy ).x + + e.yyx*map( pos + e.yyx ).x + + e.yxy*map( pos + e.yxy ).x + + e.xxx*map( pos + e.xxx ).x ); +} + +// https://iquilezles.org/articles/nvscene2008/rwwtt.pdf +float calcAO( in vec3 pos, in vec3 nor ) +{ + float occ = 0.0; + float sca = 1.0; + for( int i=ZERO; i<5; i++ ) + { + float h = 0.01 + 0.12*float(i)/4.0; + float d = map( pos + h*nor ).x; + occ += (h-d)*sca; + sca *= 0.95; + if( occ>0.35 ) break; + } + return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ) * (0.5+0.5*nor.y); +} + +// https://iquilezles.org/articles/checkerfiltering +float checkersGradBox( in vec2 p ) +{ + // filter kernel + vec2 w = fwidth(p) + 0.001; + // analytical integral (box filter) + vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w; + // xor pattern + return 0.5 - 0.5*i.x*i.y; +} + +// https://www.shadertoy.com/view/tdS3DG +vec4 render( in vec3 ro, in vec3 rd) +{ + // background + vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3; + + // raycast scene + vec2 res = raycast(ro,rd); + float t = res.x; + float m = res.y; + if( m>-0.5 ) + { + vec3 pos = ro + t*rd; + vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal( pos ); + vec3 ref = reflect( rd, nor ); + + // material + col = 0.2 + 0.2*sin( m*2.0 + vec3(0.0,1.0,2.0) ); + float ks = 1.0; + + if( m<1.5 ) + { + float f = checkersGradBox( 3.0*pos.xz); + col = 0.15 + f*vec3(0.05); + ks = 0.4; + } + + // lighting + float occ = calcAO( pos, nor ); + + vec3 lin = vec3(0.0); + + // sun + { + vec3 lig = normalize( vec3(-0.5, 0.4, -0.6) ); + vec3 hal = normalize( lig-rd ); + float dif = clamp( dot( nor, lig ), 0.0, 1.0 ); + //if( dif>0.0001 ) + dif *= calcSoftshadow( pos, lig, 0.02, 2.5 ); + float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0); + spe *= dif; + spe *= 0.04+0.96*pow(clamp(1.0-dot(hal,lig),0.0,1.0),5.0); + //spe *= 0.04+0.96*pow(clamp(1.0-sqrt(0.5*(1.0-dot(rd,lig))),0.0,1.0),5.0); + lin += col*2.20*dif*vec3(1.30,1.00,0.70); + lin += 5.00*spe*vec3(1.30,1.00,0.70)*ks; + } + // sky + { + float dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 )); + dif *= occ; + float spe = smoothstep( -0.2, 0.2, ref.y ); + spe *= dif; + spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0 ); + //if( spe>0.001 ) + spe *= calcSoftshadow( pos, ref, 0.02, 2.5 ); + lin += col*0.60*dif*vec3(0.40,0.60,1.15); + lin += 2.00*spe*vec3(0.40,0.60,1.30)*ks; + } + // back + { + float dif = clamp( dot( nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0); + dif *= occ; + lin += col*0.55*dif*vec3(0.25,0.25,0.25); + } + // sss + { + float dif = pow(clamp(1.0+dot(nor,rd),0.0,1.0),2.0); + dif *= occ; + lin += col*0.25*dif*vec3(1.00,1.00,1.00); + } + + col = lin; + + col = mix( col, vec3(0.7,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) ); + } + + return vec4(vec3( clamp(col,0.0,1.0) ),t); +} + +vec3 CalcRayDir(vec2 nCoord){ + vec3 horizontal = normalize(cross(camDir,vec3(.0 , 1.0, .0))); + vec3 vertical = normalize(cross(horizontal,camDir)); + return normalize(camDir + horizontal*nCoord.x + vertical*nCoord.y); +} + +mat3 setCamera() +{ + vec3 cw = normalize(camDir); + vec3 cp = vec3(0.0, 1.0 ,0.0); + vec3 cu = normalize( cross(cw,cp) ); + vec3 cv = ( cross(cu,cw) ); + return mat3( cu, cv, cw ); +} + +void main() +{ + vec2 nCoord = (gl_FragCoord.xy - screenCenter.xy)/screenCenter.y; + mat3 ca = setCamera(); + + // focal length + float fl = length(camDir); + vec3 rd = ca * normalize( vec3(nCoord,fl) ); + vec3 color = vec3(nCoord/2.0 + 0.5, 0.0); + float depth = gl_FragCoord.z; + { + vec4 res = render( camPos - vec3(0.0, 0.0, 0.0) , rd ); + color = res.xyz; + depth = CalcDepth(rd,res.w); + } + gl_FragColor = vec4(color , 1.0); + gl_FragDepthEXT = depth; +}
\ No newline at end of file |
