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vec3 foregroundColor = vec3(.0841, .5329, .9604);
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vec3 groundColor = vec3(.2, .3, .5);
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vec4 groundSpecular = vec4(.71, .71, .71, 10.);
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uniform float uTime;// TIME, IN SECONDS
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uniform int flags;
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//FLAGS 0-RT, 1-TEX, 2-
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varying vec3 vPos;// -1 < vPos.x < +1
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// -1 < vPos.y < +1
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// vPos.z == 0
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float fl=3.;
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const float pi=3.14159265359;
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const int n_ref=2;
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const int ns=2;
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vec4 Sph[ns];
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uniform sampler2D uSampler[ns];
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vec3 Ambient[ns];
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vec3 Diffuse[ns];
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vec4 Specular[ns];
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struct RT{
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vec3 color;
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float ks;
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// vec3 ptr;
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// vec3 normal;
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} stack[n_ref];
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bool getflag(int flag,int bit){
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float shifted = float(int(float(flag)/ pow(2.,float(bit))));
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return fract(shifted/2.)>0.;
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}
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float clampv(float val,float l,float h){
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return val<l?l:val>h?h:val;
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}
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void main(){
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////////////////////////////////////////////////
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//
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// HERE, FOR YOUR HOMEWORK, YOU CAN WRITE ANY
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// CODE YOU LIKDEFINE A COLOR FOR THIS FRAGMENT.
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// LIGHT DIRECTION AND COLOR
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vec3 LDir=vec3(.5,.5,.5);
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vec3 LCol=vec3(1.,1.,1.);
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// SPHERE
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Sph[0]=vec4(.5*sin(uTime),0.,.5*cos(uTime),.2);
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Sph[1]=vec4(0.,0.,0.,.2);
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// SURFACE REFLECTANCE PROPERTIES
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Ambient[1]=vec3(.1,.05,.05);// r,g,b
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Diffuse[1]=vec3(1.,.5,.5);// r,g,b
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Specular[1]=vec4(1.,.5,.5,10.);// r,g,b,power
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Ambient[0]=vec3(.05,.05,.1);// r,g,b
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Diffuse[0]=vec3(.5,.5,1.);// r,g,b
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Specular[0]=vec4(1.,.5,.5,20.);// r,g,b,power
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// INITIALIZE TO A BACKGROUND COLOR
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vec3 color=vec3(.2, .3, .5);
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// COMPUTE THE RAY ORIGIN AND DIRECTION
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float x=vPos.x;
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float y=vPos.y;
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vec3 V=vec3(0.,0.,fl);
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vec3 W=normalize(vec3(x,y,-fl));
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// RAY TRACE TO ALL OBJECTS IN THE SCENE
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bool rtxoff = getflag(flags, 1);
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int cnt_ref = n_ref;
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for(int j=0;j<n_ref;j++)
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{
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float tMin=10000.;
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int iMin = -1;
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for(int i=0;i<ns;i++){
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// SHIFT COORDINATES, SO THAT SPHERE IS AT (0,0,0)
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vec3 Vp=V-Sph[i].xyz;
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// SOLVE FOR QUADRATIC EQUATION IN t
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float B=dot(W,Vp);
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float C=dot(Vp,Vp)-Sph[i].w*Sph[i].w;
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float D=B*B-C;
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if(D>0.){
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float t=-B-sqrt(D);
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if(t > 0. && t < tMin){
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tMin = t;
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iMin = i;
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}
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}
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}
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// IF RAY HITS SPHERE
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if(iMin >= 0){
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float t = tMin;
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vec3 S=V+t*W;
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for(int i = 0; i < ns; ++ i)
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if(i == iMin)
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{
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//*TEXTURE MAPPING
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vec3 tex_sph=S-Sph[i].xyz;
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float R=Sph[i].w;
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float tex_x=acos(abs(tex_sph.x)/sqrt(R*R-tex_sph.y*tex_sph.y));
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if(tex_sph.x>0.)
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tex_x=pi-tex_x;
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tex_x=R*tex_x;
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tex_x*=1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
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tex_x=tex_x+float(uTime)*R;
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float _2pir=2.*pi*R;
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float quo=float(int(tex_x/_2pir));
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tex_x=clampv((tex_x-quo*_2pir),0.,_2pir)/_2pir;
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vec3 texture_color;
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if(!getflag(flags,0))
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texture_color=texture2D(uSampler[i],vec2(tex_x,((R-tex_sph.y)/(2.*R)))).xyz;
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else texture_color = foregroundColor;
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vec3 N=normalize(S-Sph[i].xyz);
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//*DIRECTIONS ARE NORMALIZED TO GET THE CORRECT PHONG LIGHTING
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vec3 realLDir=normalize(LDir-S);
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color=(
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Ambient[i]
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+Diffuse[i]*max(0.,dot(N,realLDir))*LCol
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)*texture_color
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;
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// + SPECULAR COMPONENT GOES HERE
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if(rtxoff || j == n_ref - 1)
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color += float(j) * Specular[i].xyz*pow(max(0.,dot(2.*dot(N,realLDir)*N-realLDir,-W)),Specular[i].w);
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stack[j] = RT(color, 0.15);
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V = S;
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W = -normalize(2. * dot(N, W) * N - W);
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break;
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}
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}
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else {
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// TO SIMIPIFY THINGS UP, I'LL ASSUME THAT EVERYTHING
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// IS INSIDE THE BOUNDING BOX [(-1,-1,-1), (1,1,1)]
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// AND THERE'S A INFINITE FLOOR [y = -1]
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float t = -(.2+V.y)/W.y;
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float sx = V.x + t* W.x, sz = V.z + t * W.z;
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if(t >= 0.&&abs(sx)<1.5 && abs(sz+.6)<3.)
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{
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vec3 S = vec3(sx, -.2, sz);
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vec3 realLDir=normalize(LDir - S);
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color=(
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0.5
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+0.5*max(0.,realLDir.y)*LCol
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)*groundColor
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;
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// + SPECULAR COMPONENT GOES HERE
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if(rtxoff || j == n_ref - 1)
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color += float(j)*groundSpecular.xyz*
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pow(max(0., dot(vec3(-realLDir.x, realLDir.y,-realLDir.z),-W)),groundSpecular.w);
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stack[j] = RT(color, 0.1);
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V = S;
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W = vec3(W.x, -W.y, W.z);
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}
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else{
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if(j > 0)
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{
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stack[j] = RT(vec3(12.,12.,12.)*pow(max(0.,dot(W, normalize(LDir - V))), 10.), 0.);
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cnt_ref = j + 1;
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}
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else
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cnt_ref = j;
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break;
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}
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}
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// RTX off
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if(rtxoff)
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break;
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}
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if(rtxoff)
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color = stack[0].color;
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else
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{
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color = vec3(0,0,0);
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float currks = 1.;
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for(int i = 0; i < n_ref; ++i)
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{
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if(i >= cnt_ref)
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{
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color += currks * stack[i - 1].color;
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break;
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}
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color += currks *(1.-stack[i].ks) * stack[i].color;
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currks *= stack[i].ks;
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}
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if(n_ref == cnt_ref)
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color += currks * stack[n_ref - 1].color;
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}
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// APPLY GAMMA CORRECTION AND SET THE PIXEL COLOR.
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gl_FragColor=vec4(sqrt(color),1.);
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}
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