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| author | Akshay Nair <phenax5@gmail.com> | 2026-09-12 22:09:57 +0530 |
|---|---|---|
| committer | Akshay Nair <phenax5@gmail.com> | 2026-09-12 22:10:00 +0530 |
| commit | 42b66232530f933b184d446a7461e2e9f8d42bce (patch) | |
| tree | 907c2e68d6c79e8ce1a32a432785101ff49bfa19 /src/main/resources/shaders/play_shader.cs | |
| parent | f4ec01f09dbe4b731bee44e12d2c1f93268ca705 (diff) | |
| download | art-playground-openrndr-42b66232530f933b184d446a7461e2e9f8d42bce.tar.gz art-playground-openrndr-42b66232530f933b184d446a7461e2e9f8d42bce.zip | |
Fix recording + refactor play shader
Diffstat (limited to 'src/main/resources/shaders/play_shader.cs')
| -rw-r--r-- | src/main/resources/shaders/play_shader.cs | 26 |
1 files changed, 14 insertions, 12 deletions
diff --git a/src/main/resources/shaders/play_shader.cs b/src/main/resources/shaders/play_shader.cs index c92e8b6..ec19900 100644 --- a/src/main/resources/shaders/play_shader.cs +++ b/src/main/resources/shaders/play_shader.cs @@ -90,10 +90,10 @@ vec2 scene(in vec3 p) { float c1 = sdf_circle(p - vec3(0, 1, 2.4), 0.2); float c2 = sdf_circle(p - vec3(-0.6, 1, 3), 0.3); float box = sdf_box(p - vec3(1, 0.5, 3), vec3(0.5, 0.18, 0.2), 0.07); - float terrain_noise = - 3.0 * noise(p / 20.0) + noise(p / 4.0) + noise(p * 5) / 30.0; + float terrain_noise = 6.0 * noise(p / 20.0) + 0.2 * noise((p + 200.0) / 2.0) + + 0.005 * noise((p - 50.0) * 20.0); float terrain = - sdf_plane(p + vec3(0.0, terrain_noise, 0.0), vec3(0.0, 1.0, 0.0), 0.0); + sdf_plane(p + vec3(0.0, terrain_noise, 0.0), vec3(0., 1., 0.), 0.0); float light_indicator = sdf_circle(p - primary_light_position + vec3(0.1, 0.1, -0.4), 0.01); float dist = min(min(min(min(c1, c2), terrain), box), light_indicator); @@ -135,17 +135,17 @@ float shadow_scene(in vec3 ray_origin, in vec3 ray_direction, in float light_intensity) { float dist = 0.; float res = 1.; - float ph = 1e10; + float prev_gap = 1e10; for (int i = 0; i < 50 && dist < MAX_DISTANCE; i++) { vec3 p = ray_origin + dist * ray_direction; vec2 obj = scene(p); float gap = obj.x; if (obj.y < 0.) // Debug objects dont cast shadows continue; - float y = gap * gap / (2.0 * ph); - float d = sqrt(gap * gap - y * y); - res = min(res, light_intensity * d / max(0.0, dist - y)); - ph = gap; + float y = gap * gap / (10000.0 * prev_gap); + float d = sqrt(abs(gap * gap - y * y)); + res = min(res, light_intensity * d / max(0., dist - y)); + prev_gap = gap; dist += gap; if (res < 0.0001) @@ -187,15 +187,17 @@ void main() { } if (depth < MAX_DISTANCE && oid > 0.) { - float illumination = shadow_scene(p, light_dir, 24.0); - float contrast = clamp(dot(normal, light_dir), 0, 1.) * illumination; + float contrast = 1.; + contrast *= clamp(dot(normal, light_dir), 0, 1.); + contrast *= shadow_scene(p, light_dir, 24.0); float spe = pow(clamp(dot(normal, hal), 0.0, 1.0), 16.0) * contrast * (0.04 + 0.96 * pow(clamp(1.0 + dot(hal, uv_direction), 0.0, 1.0), 5.0)); col = col * 1.1 + 0.01; - col += 12.0 * spe * vec3(1.00, 0.70, 0.5); + if (oid != OID_TERRAIN) + col += 12.0 * spe * vec3(1.00, 0.70, 0.5); col *= contrast; - // col *= max(0.2, exp(-0.00005 * depth * depth * depth)); + // col *= max(0.1, exp(-0.00005 * depth * depth * depth)); } imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), |
