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-rw-r--r--src/main/resources/shaders/play_shader.glsl140
1 files changed, 140 insertions, 0 deletions
diff --git a/src/main/resources/shaders/play_shader.glsl b/src/main/resources/shaders/play_shader.glsl
new file mode 100644
index 0000000..0737bed
--- /dev/null
+++ b/src/main/resources/shaders/play_shader.glsl
@@ -0,0 +1,140 @@
+#version 430
+layout(local_size_x = 1, local_size_y = 1) in;
+
+#include <sdf>
+#include <utils>
+#include <noise>
+
+uniform float seconds = 0;
+layout(rgba8) uniform readonly image2D cloud_noise_texture;
+// layout(rgba8) uniform readonly image2D terrain_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
+
+// 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 + 10.0) / 2.0);
+ 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);
+}
+
+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);
+}
+
+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));
+}
+
+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(cloud_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);
+ col = col * 1.1 + 0.01;
+ col *= contrast;
+ if (oid != OID_TERRAIN) {
+ 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 += 12.0 * spe * vec3(1.00, 0.70, 0.5);
+ }
+ // col *= max(0.1, exp(-0.00005 * depth * depth * depth));
+ }
+
+ imageStore(output_image, ivec2(gl_GlobalInvocationID.xy),
+ vec4(clamp(col, 0., 1.), 1));
+}