#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)); }