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40 lines
899 B
GLSL
40 lines
899 B
GLSL
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precision mediump float;
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uniform float time;
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uniform vec2 resolution;
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float sdSphere (vec3 p, float r) { return length(p) - r; }
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float map (vec3 pos) {
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float scene = 1000.;
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scene = min(scene, sdSphere(pos, 1.));
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return scene;
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}
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vec3 lookAt (vec3 eye, vec3 at, vec2 uv) {
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vec3 forward = normalize(at - eye);
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vec3 right = normalize(cross(forward, vec3(0,1,0)));
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vec3 up = normalize(cross(right, forward));
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return normalize(forward + right * uv.x + up * uv.y);
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}
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void main () {
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vec2 uv = (gl_FragCoord.xy-.5*resolution.xy)/resolution.y;
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vec3 eye = vec3(0,1,-3);
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vec3 ray = lookAt(eye, vec3(0), uv);
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vec3 pos = eye;
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float shade = 0.;
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for (float i = 0.; i <= 1.; i += 1./30.) {
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float dist = map(pos);
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if (dist < .001) {
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shade = 1.-i;
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break;
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}
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pos += dist * ray;
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}
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vec3 color = vec3(1.);
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color *= shade;
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gl_FragColor = vec4(color, 1);
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}
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