|  | @ -0,0 +1,451 @@ | 
														
													
														
															
																|  |  |  |  |  | // 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 | 
														
													
														
															
																|  |  |  |  |  |  | 
														
													
														
															
																|  |  |  |  |  | #version 120 | 
														
													
														
															
																|  |  |  |  |  |  | 
														
													
														
															
																|  |  |  |  |  | // Input vertex attributes (from vertex shader) | 
														
													
														
															
																|  |  |  |  |  | varying vec2 fragTexCoord; | 
														
													
														
															
																|  |  |  |  |  |  | 
														
													
														
															
																|  |  |  |  |  | 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 if 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 ); | 
														
													
														
															
																|  |  |  |  |  | } |