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authorraysan5 <[email protected]>2021-10-17 21:02:18 +0200
committerraysan5 <[email protected]>2021-10-17 21:02:18 +0200
commit35e67da08e3d214589968c19b4b2fb31d8e566cc (patch)
tree5054bcea5f6df754f467590101789b17dd9d9944 /examples/shaders/shaders_raymarching.data
parentb2228039039afc05c41edd12103123f2a36c8080 (diff)
downloadraylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.tar.gz
raylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.zip
UPDATED: examples to raylib 4.0
Some new examples added
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+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+uniform vec3 viewEye;
+uniform vec3 viewCenter;
+uniform float runTime;
+uniform vec2 resolution;
+
+// The MIT License
+// Copyright © 2013 Inigo Quilez
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+// A list of useful distance function to simple primitives, and an example on how to
+// do some interesting boolean operations, repetition and displacement.
+//
+// More info here: http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
+
+#define AA 1 // make this 1 is your machine is too slow
+
+//------------------------------------------------------------------
+
+float sdPlane( vec3 p )
+{
+ return p.y;
+}
+
+float sdSphere( vec3 p, float s )
+{
+ return length(p)-s;
+}
+
+float sdBox( vec3 p, vec3 b )
+{
+ vec3 d = abs(p) - b;
+ return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
+}
+
+float sdEllipsoid( in vec3 p, in vec3 r )
+{
+ return (length( p/r ) - 1.0) * min(min(r.x,r.y),r.z);
+}
+
+float udRoundBox( vec3 p, vec3 b, float r )
+{
+ return length(max(abs(p)-b,0.0))-r;
+}
+
+float sdTorus( vec3 p, vec2 t )
+{
+ return length( vec2(length(p.xz)-t.x,p.y) )-t.y;
+}
+
+float sdHexPrism( vec3 p, vec2 h )
+{
+ vec3 q = abs(p);
+#if 0
+ return max(q.z-h.y,max((q.x*0.866025+q.y*0.5),q.y)-h.x);
+#else
+ float d1 = q.z-h.y;
+ float d2 = max((q.x*0.866025+q.y*0.5),q.y)-h.x;
+ return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
+#endif
+}
+
+float sdCapsule( vec3 p, vec3 a, vec3 b, float r )
+{
+ vec3 pa = p-a, ba = b-a;
+ float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
+ return length( pa - ba*h ) - r;
+}
+
+float sdEquilateralTriangle( in vec2 p )
+{
+ const float k = sqrt(3.0);
+ p.x = abs(p.x) - 1.0;
+ p.y = p.y + 1.0/k;
+ if( p.x + k*p.y > 0.0 ) p = vec2( p.x - k*p.y, -k*p.x - p.y )/2.0;
+ p.x += 2.0 - 2.0*clamp( (p.x+2.0)/2.0, 0.0, 1.0 );
+ return -length(p)*sign(p.y);
+}
+
+float sdTriPrism( vec3 p, vec2 h )
+{
+ vec3 q = abs(p);
+ float d1 = q.z-h.y;
+#if 1
+ // distance bound
+ float d2 = max(q.x*0.866025+p.y*0.5,-p.y)-h.x*0.5;
+#else
+ // correct distance
+ h.x *= 0.866025;
+ float d2 = sdEquilateralTriangle(p.xy/h.x)*h.x;
+#endif
+ return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
+}
+
+float sdCylinder( vec3 p, vec2 h )
+{
+ vec2 d = abs(vec2(length(p.xz),p.y)) - h;
+ return min(max(d.x,d.y),0.0) + length(max(d,0.0));
+}
+
+float sdCone( in vec3 p, in vec3 c )
+{
+ vec2 q = vec2( length(p.xz), p.y );
+ float d1 = -q.y-c.z;
+ float d2 = max( dot(q,c.xy), q.y);
+ return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
+}
+
+float sdConeSection( in vec3 p, in float h, in float r1, in float r2 )
+{
+ float d1 = -p.y - h;
+ float q = p.y - h;
+ float si = 0.5*(r1-r2)/h;
+ float d2 = max( sqrt( dot(p.xz,p.xz)*(1.0-si*si)) + q*si - r2, q );
+ return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
+}
+
+float sdPryamid4(vec3 p, vec3 h ) // h = { cos a, sin a, height }
+{
+ // Tetrahedron = Octahedron - Cube
+ float box = sdBox( p - vec3(0,-2.0*h.z,0), vec3(2.0*h.z) );
+
+ float d = 0.0;
+ d = max( d, abs( dot(p, vec3( -h.x, h.y, 0 )) ));
+ d = max( d, abs( dot(p, vec3( h.x, h.y, 0 )) ));
+ d = max( d, abs( dot(p, vec3( 0, h.y, h.x )) ));
+ d = max( d, abs( dot(p, vec3( 0, h.y,-h.x )) ));
+ float octa = d - h.z;
+ return max(-box,octa); // Subtraction
+ }
+
+float length2( vec2 p )
+{
+ return sqrt( p.x*p.x + p.y*p.y );
+}
+
+float length6( vec2 p )
+{
+ p = p*p*p; p = p*p;
+ return pow( p.x + p.y, 1.0/6.0 );
+}
+
+float length8( vec2 p )
+{
+ p = p*p; p = p*p; p = p*p;
+ return pow( p.x + p.y, 1.0/8.0 );
+}
+
+float sdTorus82( vec3 p, vec2 t )
+{
+ vec2 q = vec2(length2(p.xz)-t.x,p.y);
+ return length8(q)-t.y;
+}
+
+float sdTorus88( vec3 p, vec2 t )
+{
+ vec2 q = vec2(length8(p.xz)-t.x,p.y);
+ return length8(q)-t.y;
+}
+
+float sdCylinder6( vec3 p, vec2 h )
+{
+ return max( length6(p.xz)-h.x, abs(p.y)-h.y );
+}
+
+//------------------------------------------------------------------
+
+float opS( float d1, float d2 )
+{
+ return max(-d2,d1);
+}
+
+vec2 opU( vec2 d1, vec2 d2 )
+{
+ return (d1.x<d2.x) ? d1 : d2;
+}
+
+vec3 opRep( vec3 p, vec3 c )
+{
+ return mod(p,c)-0.5*c;
+}
+
+vec3 opTwist( vec3 p )
+{
+ float c = cos(10.0*p.y+10.0);
+ float s = sin(10.0*p.y+10.0);
+ mat2 m = mat2(c,-s,s,c);
+ return vec3(m*p.xz,p.y);
+}
+
+//------------------------------------------------------------------
+
+vec2 map( in vec3 pos )
+{
+ vec2 res = opU( vec2( sdPlane( pos), 1.0 ),
+ vec2( sdSphere( pos-vec3( 0.0,0.25, 0.0), 0.25 ), 46.9 ) );
+ res = opU( res, vec2( sdBox( pos-vec3( 1.0,0.25, 0.0), vec3(0.25) ), 3.0 ) );
+ res = opU( res, vec2( udRoundBox( pos-vec3( 1.0,0.25, 1.0), vec3(0.15), 0.1 ), 41.0 ) );
+ res = opU( res, vec2( sdTorus( pos-vec3( 0.0,0.25, 1.0), vec2(0.20,0.05) ), 25.0 ) );
+ res = opU( res, vec2( sdCapsule( pos,vec3(-1.3,0.10,-0.1), vec3(-0.8,0.50,0.2), 0.1 ), 31.9 ) );
+ res = opU( res, vec2( sdTriPrism( pos-vec3(-1.0,0.25,-1.0), vec2(0.25,0.05) ),43.5 ) );
+ res = opU( res, vec2( sdCylinder( pos-vec3( 1.0,0.30,-1.0), vec2(0.1,0.2) ), 8.0 ) );
+ res = opU( res, vec2( sdCone( pos-vec3( 0.0,0.50,-1.0), vec3(0.8,0.6,0.3) ), 55.0 ) );
+ res = opU( res, vec2( sdTorus82( pos-vec3( 0.0,0.25, 2.0), vec2(0.20,0.05) ),50.0 ) );
+ res = opU( res, vec2( sdTorus88( pos-vec3(-1.0,0.25, 2.0), vec2(0.20,0.05) ),43.0 ) );
+ res = opU( res, vec2( sdCylinder6( pos-vec3( 1.0,0.30, 2.0), vec2(0.1,0.2) ), 12.0 ) );
+ res = opU( res, vec2( sdHexPrism( pos-vec3(-1.0,0.20, 1.0), vec2(0.25,0.05) ),17.0 ) );
+ res = opU( res, vec2( sdPryamid4( pos-vec3(-1.0,0.15,-2.0), vec3(0.8,0.6,0.25) ),37.0 ) );
+ res = opU( res, vec2( opS( udRoundBox( pos-vec3(-2.0,0.2, 1.0), vec3(0.15),0.05),
+ sdSphere( pos-vec3(-2.0,0.2, 1.0), 0.25)), 13.0 ) );
+ res = opU( res, vec2( opS( sdTorus82( pos-vec3(-2.0,0.2, 0.0), vec2(0.20,0.1)),
+ sdCylinder( opRep( vec3(atan(pos.x+2.0,pos.z)/6.2831, pos.y, 0.02+0.5*length(pos-vec3(-2.0,0.2, 0.0))), vec3(0.05,1.0,0.05)), vec2(0.02,0.6))), 51.0 ) );
+ res = opU( res, vec2( 0.5*sdSphere( pos-vec3(-2.0,0.25,-1.0), 0.2 ) + 0.03*sin(50.0*pos.x)*sin(50.0*pos.y)*sin(50.0*pos.z), 65.0 ) );
+ res = opU( res, vec2( 0.5*sdTorus( opTwist(pos-vec3(-2.0,0.25, 2.0)),vec2(0.20,0.05)), 46.7 ) );
+ res = opU( res, vec2( sdConeSection( pos-vec3( 0.0,0.35,-2.0), 0.15, 0.2, 0.1 ), 13.67 ) );
+ res = opU( res, vec2( sdEllipsoid( pos-vec3( 1.0,0.35,-2.0), vec3(0.15, 0.2, 0.05) ), 43.17 ) );
+
+ return res;
+}
+
+vec2 castRay( in vec3 ro, in vec3 rd )
+{
+ float tmin = 0.2;
+ float tmax = 30.0;
+
+#if 1
+ // bounding volume
+ float tp1 = (0.0-ro.y)/rd.y; if( tp1>0.0 ) tmax = min( tmax, tp1 );
+ float tp2 = (1.6-ro.y)/rd.y; if( tp2>0.0 ) { if( ro.y>1.6 ) tmin = max( tmin, tp2 );
+ else tmax = min( tmax, tp2 ); }
+#endif
+
+ float t = tmin;
+ float m = -1.0;
+ for( int i=0; i<64; i++ )
+ {
+ float precis = 0.0005*t;
+ vec2 res = map( ro+rd*t );
+ if( res.x<precis || t>tmax ) break;
+ t += res.x;
+ m = res.y;
+ }
+
+ if( t>tmax ) m=-1.0;
+ return vec2( t, m );
+}
+
+
+float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
+{
+ float res = 1.0;
+ float t = mint;
+ for( int i=0; i<16; i++ )
+ {
+ float h = map( ro + rd*t ).x;
+ res = min( res, 8.0*h/t );
+ t += clamp( h, 0.02, 0.10 );
+ if( h<0.001 || t>tmax ) break;
+ }
+ return clamp( res, 0.0, 1.0 );
+}
+
+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 );
+ /*
+ vec3 eps = vec3( 0.0005, 0.0, 0.0 );
+ vec3 nor = vec3(
+ map(pos+eps.xyy).x - map(pos-eps.xyy).x,
+ map(pos+eps.yxy).x - map(pos-eps.yxy).x,
+ map(pos+eps.yyx).x - map(pos-eps.yyx).x );
+ return normalize(nor);
+ */
+}
+
+float calcAO( in vec3 pos, in vec3 nor )
+{
+ float occ = 0.0;
+ float sca = 1.0;
+ for( int i=0; i<5; i++ )
+ {
+ float hr = 0.01 + 0.12*float(i)/4.0;
+ vec3 aopos = nor * hr + pos;
+ float dd = map( aopos ).x;
+ occ += -(dd-hr)*sca;
+ sca *= 0.95;
+ }
+ return clamp( 1.0 - 3.0*occ, 0.0, 1.0 );
+}
+
+// http://iquilezles.org/www/articles/checkerfiltering/checkerfiltering.htm
+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;
+}
+
+vec3 render( in vec3 ro, in vec3 rd )
+{
+ vec3 col = vec3(0.7, 0.9, 1.0) +rd.y*0.8;
+ vec2 res = castRay(ro,rd);
+ float t = res.x;
+ float m = res.y;
+ if( m>-0.5 )
+ {
+ vec3 pos = ro + t*rd;
+ vec3 nor = calcNormal( pos );
+ vec3 ref = reflect( rd, nor );
+
+ // material
+ col = 0.45 + 0.35*sin( vec3(0.05,0.08,0.10)*(m-1.0) );
+ if( m<1.5 )
+ {
+
+ float f = checkersGradBox( 5.0*pos.xz );
+ col = 0.3 + f*vec3(0.1);
+ }
+
+ // lighting
+ float occ = calcAO( pos, nor );
+ vec3 lig = normalize( vec3(cos(-0.4 * runTime), sin(0.7 * runTime), -0.6) );
+ vec3 hal = normalize( lig-rd );
+ float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 );
+ float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
+ float bac = clamp( dot( nor, normalize(vec3(-lig.x,0.0,-lig.z))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
+ float dom = smoothstep( -0.1, 0.1, ref.y );
+ float fre = pow( clamp(1.0+dot(nor,rd),0.0,1.0), 2.0 );
+
+ dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
+ dom *= calcSoftshadow( pos, ref, 0.02, 2.5 );
+
+ float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0)*
+ dif *
+ (0.04 + 0.96*pow( clamp(1.0+dot(hal,rd),0.0,1.0), 5.0 ));
+
+ vec3 lin = vec3(0.0);
+ lin += 1.30*dif*vec3(1.00,0.80,0.55);
+ lin += 0.40*amb*vec3(0.40,0.60,1.00)*occ;
+ lin += 0.50*dom*vec3(0.40,0.60,1.00)*occ;
+ lin += 0.50*bac*vec3(0.25,0.25,0.25)*occ;
+ lin += 0.25*fre*vec3(1.00,1.00,1.00)*occ;
+ col = col*lin;
+ col += 10.00*spe*vec3(1.00,0.90,0.70);
+
+ col = mix( col, vec3(0.8,0.9,1.0), 1.0-exp( -0.0002*t*t*t ) );
+ }
+
+ return vec3( clamp(col,0.0,1.0) );
+}
+
+mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
+{
+ vec3 cw = normalize(ta-ro);
+ vec3 cp = vec3(sin(cr), cos(cr),0.0);
+ vec3 cu = normalize( cross(cw,cp) );
+ vec3 cv = normalize( cross(cu,cw) );
+ return mat3( cu, cv, cw );
+}
+
+void main()
+{
+ vec3 tot = vec3(0.0);
+#if AA>1
+ for( int m=0; m<AA; m++ )
+ for( int n=0; n<AA; n++ )
+ {
+ // pixel coordinates
+ vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;
+ vec2 p = (-resolution.xy + 2.0*(gl_FragCoord.xy+o))/resolution.y;
+#else
+ vec2 p = (-resolution.xy + 2.0*gl_FragCoord.xy)/resolution.y;
+#endif
+
+ // RAY: Camera is provided from raylib
+ //vec3 ro = vec3( -0.5+3.5*cos(0.1*time + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 4.0*sin(0.1*time + 6.0*mo.x) );
+
+ vec3 ro = viewEye;
+ vec3 ta = viewCenter;
+
+ // camera-to-world transformation
+ mat3 ca = setCamera( ro, ta, 0.0 );
+ // ray direction
+ vec3 rd = ca * normalize( vec3(p.xy,2.0) );
+
+ // render
+ vec3 col = render( ro, rd );
+
+ // gamma
+ col = pow( col, vec3(0.4545) );
+
+ tot += col;
+#if AA>1
+ }
+ tot /= float(AA*AA);
+#endif
+
+ gl_FragColor = vec4( tot, 1.0 );
+}