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| #define MAX_ITERATIONS 10 #define MIN_DISTANCE 0.01f #define PI 3.14159265358979f
float rand(float co) { return fract(sin(co*(91.3458)) * 47453.5453); }
struct Material { vec3 emission; float intensity; };
struct NearestData { float dist; Material material; };
float union_sdf(float d1, float d2) { return min(d1, d2); }
float subtract_sdf(float d1, float d2) { return max(d1, -d2); }
float sunion_sdf(float d1, float d2, float k) {
float h = clamp( 0.5 + 0.5*(d2-d1)/k, 0.0, 1.0 ); return mix( d2, d1, h ) - k*h*(1.0-h); }
float circle_sdf(vec2 point, vec2 pos, float radius) { return length(point - pos) - radius; }
float box_sdf(vec2 point, vec2 center, vec2 size) { center = point - center; vec2 r = abs(center) - size; return min(max(r.x, r.y),0.) + length(max(r,vec2(0,0))); }
float segment_sdf(vec2 pos, vec2 a, vec2 b) { vec2 v = pos - a; vec2 u = b - a; float t = max(min(dot(v, u) / dot(u, u), 1.0f), 0.0f); vec2 d = v - u * t; return length(d); }
void test_sample(inout NearestData nearest, Material material, float sample_distance) { if (sample_distance < nearest.dist) { nearest.dist = sample_distance; nearest.material = material; } }
void sample_sdf(vec2 point, out NearestData nearest) { Material black_material; Material white_material; white_material.emission = vec3(1.0f); white_material.intensity = 1.5f; Material green_material; green_material.emission = normalize(vec3(0.4, 0.6, 0.2)); green_material.intensity = 1.20f; Material purple_material; purple_material.emission = normalize(vec3(.6, 0.4, 0.8)); purple_material.intensity = 1.0f; vec2 a = vec2(1.2, -0.75); vec2 b = vec2(1.3, -0.5); vec2 c = vec2(1.4, -0.7); test_sample(nearest, white_material, segment_sdf(point, a, b)); test_sample(nearest, white_material, segment_sdf(point, b, c)); test_sample(nearest, white_material, segment_sdf(point, c, a)); test_sample(nearest, purple_material, box_sdf(point, vec2(1.4, 0.3), vec2(0.10f))); test_sample(nearest, black_material, box_sdf(point, vec2(1.2, 0.3), vec2(0.050f))); for (float i = 0.0f; i < 3.0f; i++) { test_sample(nearest, white_material, box_sdf(point, vec2(0, -i * 0.1f), vec2(0.0050f))); } test_sample(nearest, green_material, circle_sdf(point, vec2(-0.3, -0.3), 0.2f)); test_sample(nearest, black_material, circle_sdf(point, vec2(-1, 0.6), 0.6f)); test_sample(nearest, black_material, box_sdf(point, vec2(0.75, 0), vec2(0.5, 0.01))); vec2 moon_pos = vec2(-0.8, -0.6); float moon_radius = 0.3f; float moon_distance = subtract_sdf(circle_sdf(point, moon_pos, moon_radius), circle_sdf(point, moon_pos + vec2(moon_radius * 0.5, 0), moon_radius)); test_sample(nearest, green_material, moon_distance); vec2 box_pos = vec2(0.8, 0.3); float box_size = 0.2; float cut_size = 0.35f; float main_cube_sd = box_sdf(point, box_pos, vec2(box_size)); float cut_horizontal_sd = box_sdf(point, box_pos - vec2(box_size * 0.5, 0), vec2(box_size * 2.0f, box_size * cut_size)); float cut_vertical_sd = box_sdf(point, box_pos - vec2(0.0f, box_size * 0.5), vec2(box_size * cut_size, box_size * 2.0f)); float cut_sphere_sd = circle_sdf(point, box_pos, 0.2f); float k = .015f; float cut_sd = sunion_sdf(cut_horizontal_sd, sunion_sdf(cut_vertical_sd, cut_sphere_sd, k), k); float subtraction_box_sd = subtract_sdf(main_cube_sd, cut_sd);
test_sample(nearest, purple_material, subtraction_box_sd); }
void ray_march(vec2 pos, vec2 direction, out vec3 color) { color = vec3(0);
for (int i = 0; i < MAX_ITERATIONS; i++) { NearestData nearest; nearest.dist = 10e2; sample_sdf(pos, nearest); if (nearest.dist < MIN_DISTANCE) { color = nearest.material.emission * nearest.material.intensity; return; } pos += direction * nearest.dist; } }
void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord / iResolution.xy; vec2 pos = 2.0f * (uv - 0.5f); pos.x *= iResolution.x / iResolution.y; float pixel_size = 1.0f / iResolution.x; float pixels_offset = 2.0f; float random_value = rand(iTime + pos.x * pos.y); float random_angle = 2.0f * PI * rand(random_value); vec2 offset = random_value * pixels_offset * pixel_size * vec2(cos(random_angle), sin(random_angle)); pos += offset; vec3 accumulated_color = vec3(0); float samples = 4.0f; for (float i = 0.0f; i < samples; i++) { float angle = 2.0f * PI * (i + rand(pos.x * pos.y + iTime + i)) / samples; vec2 direction = vec2(cos(angle), sin(angle)); vec3 sample_color; ray_march(pos, direction, sample_color); accumulated_color += sample_color; } vec3 color = accumulated_color / samples; fragColor = vec4(color, 1.0) + texture(iChannel0, uv); }
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