You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
Graphics/shader.frag

125 lines
3.5 KiB

uniform float uTime;// TIME, IN SECONDS
uniform int flags;
//FLAGS 0-RT, 1-TEX, 2-
varying vec3 vPos;// -1 < vPos.x < +1
// -1 < vPos.y < +1
// vPos.z == 0
float fl=3.;
const float pi=3.14159265359;
const int n_ref=10;
const int ns=2;
vec4 Sph[ns];
uniform sampler2D uSampler[ns];
vec3 Ambient[ns];
vec3 Diffuse[ns];
vec4 Specular[ns];
bool getflag(int flag,int bit){
float shifted = float(int(float(flag)/ pow(2.,float(bit))));
return fract(shifted/2.)>0.;
}
float clampv(float val,float l,float h){
return val<l?l:val>h?h:val;
}
void main(){
////////////////////////////////////////////////
//
// HERE, FOR YOUR HOMEWORK, YOU CAN WRITE ANY
// CODE YOU LIKDEFINE A COLOR FOR THIS FRAGMENT.
// LIGHT DIRECTION AND COLOR
vec3 LDir=vec3(.5,.5,.5);
vec3 LCol=vec3(1.,1.,1.);
// SPHERE
Sph[0]=vec4(.5*sin(uTime),0.,.5*cos(uTime),.2);
Sph[1]=vec4(0.,0.,0.,.2);
// SURFACE REFLECTANCE PROPERTIES
Ambient[0]=vec3(.1,.05,.05);// r,g,b
Diffuse[0]=vec3(1.,.5,.5);// r,g,b
Specular[0]=vec4(1.,.5,.5,10.);// r,g,b,power
Ambient[1]=vec3(.05,.05,.1);// r,g,b
Diffuse[1]=vec3(.5,.5,1.);// r,g,b
Specular[1]=vec4(1.,.5,.5,20.);// r,g,b,power
// INITIALIZE TO A BACKGROUND COLOR
vec3 color=vec3(.2, .3, .5);
// COMPUTE THE RAY ORIGIN AND DIRECTION
float x=vPos.x;
float y=vPos.y;
vec3 V=vec3(0.,0.,fl);
vec3 W=normalize(vec3(x,y,-fl));
// RAY TRACE TO ALL OBJECTS IN THE SCENE
for(int j=0;j<n_ref;j++)
{
float tMin=10000.;
int iMin = -1;
for(int i=0;i<ns;i++){
// SHIFT COORDINATES, SO THAT SPHERE IS AT (0,0,0)
vec3 Vp=V-Sph[i].xyz;
// SOLVE FOR QUADRATIC EQUATION IN t
float B=dot(W,Vp);
float C=dot(Vp,Vp)-Sph[i].w*Sph[i].w;
float D=B*B-C;
if(D>0.){
float t=-B-sqrt(D);
if(t > 0. && t < tMin){
tMin = t;
iMin = i;
}
}
}
// IF RAY HITS SPHERE
float t = tMin;
vec3 S=V+t*W;
for(int i = 0; i < ns; ++ i)
if(i == iMin)
{
//*TEXTURE MAPPING
vec3 tex_sph=S-Sph[i].xyz;
float R=Sph[i].w;
float tex_x=acos(abs(tex_sph.x)/sqrt(R*R-tex_sph.y*tex_sph.y));
if(tex_sph.x>0.)
tex_x=pi-tex_x;
tex_x=R*tex_x;
tex_x*=1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
tex_x=tex_x+float(uTime)*R;
float _2pir=2.*pi*R;
float quo=float(int(tex_x/_2pir));
tex_x=clampv((tex_x-quo*_2pir),0.,_2pir)/_2pir;
vec3 texture_color;
if(!getflag(flags,0))
texture_color=texture2D(uSampler[i],vec2(tex_x,((R-tex_sph.y)/(2.*R)))).xyz;
vec3 N=normalize(S-Sph[i].xyz);
vec3 VDir=normalize(V-Sph[i].xyz);
//*DIRECTIONS ARE NORMALIZED TO GET THE CORRECT PHONG LIGHTING
vec3 realLDir=normalize(LDir-S);
color=(
Ambient[i]
+Diffuse[i]*max(0.,dot(N,realLDir))*LCol
)*texture_color
// + SPECULAR COMPONENT GOES HERE
+Specular[i].xyz*pow(max(0.,dot(2.*dot(N,realLDir)*N-realLDir,VDir)),Specular[i].w)
;
break;
}
if(getflag(flags, 1))
break;
}
// APPLY GAMMA CORRECTION AND SET THE PIXEL COLOR.
gl_FragColor=vec4(sqrt(color),1.);
}