From 707c8896cef6bff291f5d2f3339cf9bf46ee2242 Mon Sep 17 00:00:00 2001 From: Akshay Nair Date: Mon, 14 Sep 2026 11:46:56 +0530 Subject: Refactor stuff --- src/main/resources/shaders/play_shader.cs | 205 ------------------------------ 1 file changed, 205 deletions(-) delete mode 100644 src/main/resources/shaders/play_shader.cs (limited to 'src/main/resources/shaders/play_shader.cs') 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 -#include - -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)); -} -- cgit v1.3.1