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| author | Akshay Nair <phenax5@gmail.com> | 2026-09-11 17:25:39 +0530 |
|---|---|---|
| committer | Akshay Nair <phenax5@gmail.com> | 2026-09-11 17:25:39 +0530 |
| commit | f4ec01f09dbe4b731bee44e12d2c1f93268ca705 (patch) | |
| tree | 7ed1d824edb31ddcd45072920d4f9ee353844918 /src/main/resources | |
| parent | 41246c0567f4c48ec5788a291386e377241e0eed (diff) | |
| download | art-playground-openrndr-f4ec01f09dbe4b731bee44e12d2c1f93268ca705.tar.gz art-playground-openrndr-f4ec01f09dbe4b731bee44e12d2c1f93268ca705.zip | |
Overdid the raymarch experiment
Diffstat (limited to '')
| -rw-r--r-- | src/main/resources/shaders/modules/sdf.cs | 12 | ||||
| -rw-r--r-- | src/main/resources/shaders/modules/utils.cs | 4 | ||||
| -rw-r--r-- | src/main/resources/shaders/play_shader.cs | 204 |
3 files changed, 182 insertions, 38 deletions
diff --git a/src/main/resources/shaders/modules/sdf.cs b/src/main/resources/shaders/modules/sdf.cs new file mode 100644 index 0000000..8121b18 --- /dev/null +++ b/src/main/resources/shaders/modules/sdf.cs @@ -0,0 +1,12 @@ +float sdf_circle(in vec3 p, in float radius) { + return length(p) - radius; +} + +float sdf_plane(in vec3 p, in vec3 normal, in float offset) { + return dot(p, normal) + offset; +} + +float sdf_box(in vec3 p, in vec3 dimens, in float rounding) { + vec3 q = abs(p) - dimens + rounding; + return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0) - rounding; +} diff --git a/src/main/resources/shaders/modules/utils.cs b/src/main/resources/shaders/modules/utils.cs new file mode 100644 index 0000000..1616e8c --- /dev/null +++ b/src/main/resources/shaders/modules/utils.cs @@ -0,0 +1,4 @@ +float smin(float a, float b, float k) { + float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0); + return mix(b, a, h) - k * h * (1.0 - h); +} diff --git a/src/main/resources/shaders/play_shader.cs b/src/main/resources/shaders/play_shader.cs index d3cd4f5..c92e8b6 100644 --- a/src/main/resources/shaders/play_shader.cs +++ b/src/main/resources/shaders/play_shader.cs @@ -1,75 +1,203 @@ #version 430 layout(local_size_x = 1, local_size_y = 1) in; +#include <sdf> +#include <utils> + uniform float seconds = 0; -layout(rgba8) uniform writeonly image2D outputImg; +layout(rgba8) uniform readonly image2D noise_texture; +layout(rgba8) uniform writeonly image2D output_image; +uniform vec3 camera_position = vec3(0, 1, 0); +uniform vec3 uv_direction = vec3(0); +uniform vec3 primary_light_position = vec3(1, 2, 1); -#define MAX_ITERATIONS 500 +#define MAX_RAYMARCH_ITERATIONS 500 #define MAX_DISTANCE 100.0 -#define SURF_DIST 0.01 +#define SURFACE_DIST 0.01 + +// Noise Related Functions +float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } +vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } +vec4 perm(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); } +float noise(vec3 p) { + vec3 a = floor(p); + vec3 d = p - a; + d = d * d * (3.0 - 2.0 * d); + vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); + vec4 k1 = perm(b.xyxy); + vec4 k2 = perm(k1.xyxy + b.zzww); + vec4 c = k2 + a.zzzz; + vec4 k3 = perm(c); + vec4 k4 = perm(c + 1.0); + vec4 o1 = fract(k3 * (1.0 / 41.0)); + vec4 o2 = fract(k4 * (1.0 / 41.0)); + vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); + vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); + return o4.y * d.y + o4.x * (1.0 - d.y); +} +float PHI = 1.61803398874989484820459; // Φ = Golden Ratio +float gold_noise(in vec2 xy, in float seed) { + return fract(tan(distance(xy * PHI, xy) * seed) * xy.x); +} +float random(vec3 scale, float seed) { + return fract(sin(dot(gl_GlobalInvocationID.xyz + seed, scale)) * 43758.5453 + + seed); +} -float sdfCircle(in vec3 p, in vec3 origin, in float radius) { - return length(p - origin) - radius; +// Fractal Brownian Noise +float fbm(vec3 x, int octaves) { + float v = 0.0; + float a = 0.5; + vec3 shift = vec3(100); + for (int i = 0; i < octaves; ++i) { + v += a * noise(x); + x = x * 2.0 + shift; + a *= 0.5; + } + return v; } -float smin(float a, float b, float k) { - float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0); - return mix(b, a, h) - k * h * (1.0 - h); +float random(vec2 st) { + return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); } -float scene(in vec3 p) { - float c1 = sdfCircle(p, vec3(0, 1, 2.4), 0.2); - float c2 = sdfCircle(p, vec3(-0.6, 1, 3), 0.3); - return min(c1, c2); +float noise(vec2 st) { + vec2 i = floor(st); + vec2 f = fract(st); + float a = random(i); + float b = random(i + vec2(1.0, 0.0)); + float c = random(i + vec2(0.0, 1.0)); + float d = random(i + vec2(1.0, 1.0)); + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } -float ray_march_scene(in vec3 ray_origin, in vec3 ray_direction) { +float fbm(vec2 st) { + float value = 0.0; + float amplitude = 0.5; + for (int i = 0; i < 5; i++) { + value += amplitude * noise(st); + st *= 2.0; + amplitude *= 0.5; + } + return value; +} + +// TODO: Enumify +#define OID_TERRAIN 4. + +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 = + sdf_plane(p + vec3(0.0, terrain_noise, 0.0), vec3(0.0, 1.0, 0.0), 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); + float oid = 0.; + if (dist == c1) + oid = 1.; + else if (dist == c2) + oid = 2.; + else if (dist == box) + oid = 3.; + else if (dist == terrain) + oid = OID_TERRAIN; + else if (dist == light_indicator) + oid = -1.; + return vec2(dist, oid); +} + +vec2 ray_march_scene(in vec3 ray_origin, in vec3 ray_direction) { float dist = 0.; - for (int i = 0; i < MAX_ITERATIONS && dist < MAX_DISTANCE; i++) { + for (int i = 0; i < MAX_RAYMARCH_ITERATIONS && dist < MAX_DISTANCE; i++) { vec3 p = ray_origin + dist * ray_direction; - float gap = scene(p); + vec2 obj = scene(p); + float gap = obj.x; dist += gap; - if (gap <= SURF_DIST) - return dist; + if (gap <= SURFACE_DIST) + return vec2(dist, obj.y); } - return dist; + return vec2(dist, 0.0); } vec3 surface_normal_scene(in vec3 p) { vec2 inc = vec2(0.01, 0); - return normalize(vec3(scene(p + inc.xyy) - scene(p - inc.xyy), - scene(p + inc.yxy) - scene(p - inc.yxy), - scene(p + inc.yyx) - scene(p - inc.yyx))); + return normalize(vec3(scene(p + inc.xyy).x - scene(p - inc.xyy).x, + scene(p + inc.yxy).x - scene(p - inc.yxy).x, + scene(p + inc.yyx).x - scene(p - inc.yyx).x)); +} + +float shadow_scene(in vec3 ray_origin, in vec3 ray_direction, + in float light_intensity) { + float dist = 0.; + float res = 1.; + float ph = 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; + dist += gap; + + if (res < 0.0001) + break; + } + res = clamp(res, 0.08, 1.0); + + return res * res * (3.0 - 2.0 * res); } void main() { - vec2 resolution = vec2(imageSize(outputImg).xy); + vec2 resolution = vec2(imageSize(output_image).xy); vec3 uv = vec3((gl_GlobalInvocationID.xy - resolution / 2.0) / resolution, 0); float aspect_ratio = resolution.y / resolution.x; uv /= vec3(aspect_ratio, 1, 1); - vec3 camera_pos = vec3(0, 1, 0); - vec3 camera_direction = normalize(vec3(uv.x, uv.y, 1.)); + vec3 uv_direction = normalize(vec3(uv.x, uv.y, 1)); - vec3 light_pos = vec3(1, 2. * sin(seconds), 1); + vec3 light_pos = primary_light_position; - float depth = ray_march_scene(camera_pos, camera_direction); - vec3 p = camera_pos + camera_direction * depth; + vec2 obj = ray_march_scene(camera_position, uv_direction); + float depth = obj.x; + float oid = obj.y; + vec3 p = camera_position + uv_direction * depth; vec3 normal = surface_normal_scene(p); - vec3 light_vec = normalize(light_pos - p); + vec3 light_dir = normalize(light_pos - p); + vec3 hal = normalize(light_dir - uv_direction); - float contrast = dot(normal, light_vec); - contrast = clamp(contrast, 0.1, 1.); + vec3 col = vec3(0.9, 0.3, 0.4); + if (oid < 0.) // Debug objects + col = vec3(1.0, 0.2, 0.2); + else if (oid == OID_TERRAIN) + col = vec3(0.24, 0.61, 0.08); + else if (oid == 0) { // Sky + vec4 cloud_noise = + imageLoad(noise_texture, ivec2(gl_GlobalInvocationID.xy)); + col = vec3(0.35, 0.6, 0.9); + col = mix(col, cloud_noise.xyz, clamp(0.5, 0., 1.)); + } - vec3 col = vec3(0.15); - if (depth < MAX_DISTANCE) { - float light_ray_dist = - ray_march_scene(p + 10. * normal * SURF_DIST, light_vec); - if (light_ray_dist < length(light_pos - p)) - contrast *= 0.3; - col = vec3(0, 1. - (depth / MAX_DISTANCE), 0.4); + 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 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); col *= contrast; + // col *= max(0.2, exp(-0.00005 * depth * depth * depth)); } - imageStore(outputImg, ivec2(gl_GlobalInvocationID.xy), vec4(col, 1.)); + imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), + vec4(clamp(col, 0., 1.), 1)); } |
