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Diffstat (limited to 'src/main/resources/shaders/play_shader.cs')
-rw-r--r--src/main/resources/shaders/play_shader.cs205
1 files changed, 0 insertions, 205 deletions
diff --git a/src/main/resources/shaders/play_shader.cs b/src/main/resources/shaders/play_shader.cs
deleted file mode 100644
index ec19900..0000000
--- a/src/main/resources/shaders/play_shader.cs
+++ /dev/null
@@ -1,205 +0,0 @@
-#version 430
-layout(local_size_x = 1, local_size_y = 1) in;
-
-#include <sdf>
-#include <utils>
-
-uniform float seconds = 0;
-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_RAYMARCH_ITERATIONS 500
-#define MAX_DISTANCE 100.0
-#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);
-}
-
-// 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 random(vec2 st) {
- return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
-}
-
-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 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 = 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., 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);
- 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_RAYMARCH_ITERATIONS && dist < MAX_DISTANCE; i++) {
- vec3 p = ray_origin + dist * ray_direction;
- vec2 obj = scene(p);
- float gap = obj.x;
- dist += gap;
- if (gap <= SURFACE_DIST)
- return vec2(dist, obj.y);
- }
- 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).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 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 / (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)
- break;
- }
- res = clamp(res, 0.08, 1.0);
-
- return res * res * (3.0 - 2.0 * res);
-}
-
-void main() {
- 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 uv_direction = normalize(vec3(uv.x, uv.y, 1));
-
- vec3 light_pos = primary_light_position;
-
- 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_dir = normalize(light_pos - p);
- vec3 hal = normalize(light_dir - uv_direction);
-
- 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.));
- }
-
- if (depth < MAX_DISTANCE && oid > 0.) {
- 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;
- if (oid != OID_TERRAIN)
- col += 12.0 * spe * vec3(1.00, 0.70, 0.5);
- col *= contrast;
- // col *= max(0.1, exp(-0.00005 * depth * depth * depth));
- }
-
- imageStore(output_image, ivec2(gl_GlobalInvocationID.xy),
- vec4(clamp(col, 0., 1.), 1));
-}