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<path class="st2" d="M573.1,36.84h-0.82V35.3h0.82c1,0,1,0.57,1,0.76C574.1,36.25,574.1,36.84,573.1,36.84 M575.19,36.06
|
|
||||||
c0-1.14-0.8-1.86-2.09-1.86h-1.91v5.18h1.09v-1.44h0.82c0.05,0,0.1,0,0.15,0l1.05,1.45h1.36l-1.29-1.76
|
|
||||||
C574.9,37.29,575.19,36.74,575.19,36.06 M573.21,40.68c-2,0-3.63-1.63-3.63-3.64s1.63-3.63,3.63-3.63s3.63,1.63,3.63,3.63
|
|
||||||
S575.21,40.68,573.21,40.68 M573.21,32.82c-2.33,0-4.23,1.89-4.23,4.23s1.9,4.23,4.23,4.23s4.23-1.9,4.23-4.23
|
|
||||||
S575.54,32.82,573.21,32.82"/>
|
|
||||||
<path class="st2" d="M341.65,118.07h30.51c1.3,0,2.41-0.46,3.32-1.37c0.92-0.91,1.38-2.02,1.38-3.31v-12.72
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|
||||||
c0-1.29-0.46-2.42-1.38-3.38c-0.91-0.96-2.03-1.44-3.32-1.44h-30.51V118.07z M323.72,172.75v-93.5h56.03
|
|
||||||
c4.33,0,8.01,1.53,11.04,4.59c3.03,3.05,4.55,6.75,4.55,11.08v24.09c0,4.33-1.52,8.02-4.55,11.08c-3.04,3.05-6.72,4.59-11.05,4.59
|
|
||||||
h-1.14l22.89,38.08h-19.54l-23.12-38.08h-17.17v38.08"/>
|
|
||||||
<path class="st2" d="M408.39,95.58V79.25h71.75v16.33h-26.77v77.17h-18.21V95.58"/>
|
|
||||||
<path class="st2" d="M484.82,172.75l30.99-47.19l-29.18-46.45h21.95l18.47,29.52l18.81-29.52h20.15l-29.52,44.44l31.12,49.2h-21.89
|
|
||||||
l-20.35-31.93l-20.55,31.93"/>
|
|
||||||
<path class="st2" d="M221.13,167.89v-1.14h0.73c0.4,0,0.95,0.03,0.95,0.52c0,0.53-0.28,0.62-0.75,0.62H221.13 M221.13,168.7h0.49
|
|
||||||
l1.14,2h1.25l-1.26-2.09c0.65-0.05,1.19-0.36,1.19-1.23c0-1.09-0.75-1.45-2.03-1.45h-1.84v4.77h1.06V168.7 M226.49,168.33
|
|
||||||
c0-2.8-2.17-4.42-4.59-4.42c-2.44,0-4.61,1.62-4.61,4.42c0,2.8,2.18,4.43,4.61,4.43C224.32,172.75,226.49,171.12,226.49,168.33
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|
||||||
M225.16,168.33c0,2.04-1.5,3.41-3.27,3.41v-0.01c-1.82,0.01-3.29-1.36-3.29-3.39c0-2.04,1.47-3.4,3.29-3.4
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|
||||||
C223.67,164.93,225.16,166.29,225.16,168.33"/>
|
|
||||||
<path class="st2" d="M110.83,137.83l0,33.49h9.46v-33.49H110.83z M36.43,137.78v33.54h9.54v-25.46l7.39,0
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|
||||||
c2.45,0,4.2,0.61,5.37,1.87c1.5,1.59,2.11,4.17,2.11,8.87v14.73h9.25v-18.53c0-13.22-8.43-15.01-16.68-15.01H36.43z M126.06,137.83
|
|
||||||
v33.49h15.34c8.17,0,10.84-1.36,13.73-4.41c2.04-2.14,3.36-6.84,3.36-11.97c0-4.71-1.11-8.91-3.06-11.52
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|
||||||
c-3.5-4.68-8.55-5.59-16.09-5.59H126.06z M135.44,145.12h4.06c5.9,0,9.71,2.65,9.71,9.52c0,6.88-3.81,9.53-9.71,9.53h-4.06V145.12z
|
|
||||||
M97.2,137.83l-7.89,26.54l-7.56-26.54l-10.21,0l10.8,33.49h13.63l10.89-33.49H97.2z M162.88,171.32h9.46v-33.48l-9.46,0V171.32z
|
|
||||||
M189.4,137.84l-13.21,33.46h9.33l2.09-5.91h15.63l1.97,5.91h10.12l-13.3-33.47L189.4,137.84z M195.54,143.95l5.73,15.68h-11.64"/>
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|
||||||
<path class="st2" d="M61.86,71.16c0,0,12.17-17.96,36.47-19.81v-6.52c-26.91,2.16-50.22,24.96-50.22,24.96s13.2,38.16,50.22,41.65
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|
||||||
v-6.93C71.16,101.09,61.86,71.16,61.86,71.16"/>
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|
||||||
<path class="st2" d="M98.33,90.74v6.34c-20.53-3.66-26.23-25-26.23-25s9.86-10.92,26.23-12.69v6.96c-0.01,0-0.02,0-0.03,0
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|
||||||
c-8.59-1.03-15.3,7-15.3,7S86.75,86.86,98.33,90.74"/>
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|
||||||
<path class="st2" d="M98.33,32.81v12.02c0.79-0.06,1.58-0.11,2.38-0.14c30.6-1.03,50.54,25.1,50.54,25.1s-22.9,27.84-46.75,27.84
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|
||||||
c-2.19,0-4.23-0.21-6.16-0.54v7.43c1.64,0.21,3.35,0.33,5.13,0.33c22.2,0,38.25-11.34,53.8-24.75c2.58,2.07,13.13,7.09,15.3,9.28
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||||||
c-14.78,12.38-49.23,22.35-68.75,22.35c-1.88,0-3.69-0.11-5.47-0.29v10.44h84.38V32.81"/>
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||||||
<path class="st2" d="M98.33,59.39v-8.05c0.78-0.05,1.57-0.1,2.38-0.12c22-0.69,36.44,18.91,36.44,18.91s-15.59,21.65-32.31,21.65
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|
||||||
c-2.41,0-4.56-0.38-6.5-1.04V66.35c8.57,1.04,10.29,4.82,15.44,13.4l11.46-9.66c0,0-8.36-10.96-22.46-10.96
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||||||
C101.23,59.12,99.76,59.23,98.33,59.39"/>
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|
||||||
</g>
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|
||||||
<g>
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|
||||||
<path class="st3" d="M768.65,113.4c0,32.02-19.46,48.99-43.19,48.99c-24.56,0-41.81-19.04-41.81-47.2
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||||||
c0-29.53,18.35-48.85,43.19-48.85C752.22,66.34,768.65,85.8,768.65,113.4z M696.47,114.92c0,19.87,10.76,37.67,29.67,37.67
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||||||
c19.04,0,29.81-17.53,29.81-38.64c0-18.49-9.66-37.81-29.67-37.81C706.41,76.14,696.47,94.49,696.47,114.92z"/>
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|
||||||
<path class="st3" d="M784.24,160.87V67.86h13.11l29.81,47.06c6.9,10.9,12.28,20.7,16.7,30.22l0.28-0.14
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|
||||||
c-1.1-12.42-1.38-23.74-1.38-38.23V67.86h11.32v93.01h-12.14l-29.53-47.2c-6.49-10.35-12.7-20.98-17.39-31.05l-0.41,0.14
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|
||||||
c0.69,11.73,0.97,22.91,0.97,38.36v39.74H784.24z"/>
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|
||||||
</g>
|
|
||||||
<g>
|
|
||||||
</g>
|
|
||||||
<g>
|
|
||||||
</g>
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|
||||||
<g>
|
|
||||||
</g>
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|
||||||
<g>
|
|
||||||
</g>
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|
||||||
<g>
|
|
||||||
</g>
|
|
||||||
<g>
|
|
||||||
</g>
|
|
||||||
<g>
|
|
||||||
</g>
|
|
||||||
<g>
|
|
||||||
</g>
|
|
||||||
<g>
|
|
||||||
</g>
|
|
||||||
<g>
|
|
||||||
</g>
|
|
||||||
<g>
|
|
||||||
</g>
|
|
||||||
<g>
|
|
||||||
</g>
|
|
||||||
<g>
|
|
||||||
</g>
|
|
||||||
<g>
|
|
||||||
</g>
|
|
||||||
<g>
|
|
||||||
</g>
|
|
||||||
</svg>
|
|
||||||
|
Before Width: | Height: | Size: 6.7 KiB |
@@ -1,206 +0,0 @@
|
|||||||
|
|
||||||
//////////////////////////////////////////////////////////////////////////////////////////
|
|
||||||
//
|
|
||||||
// THIS IS THE SUPPORT LIBRARY. YOU PROBABLY DON'T WANT TO CHANGE ANYTHING HERE JUST YET.
|
|
||||||
//
|
|
||||||
//////////////////////////////////////////////////////////////////////////////////////////
|
|
||||||
|
|
||||||
let fragmentShaderHeader = ['' // WHATEVER CODE WE WANT TO PREDEFINE FOR FRAGMENT SHADERS
|
|
||||||
, 'precision highp float;'
|
|
||||||
, 'float noise(vec3 point) { float r = 0.; for (int i=0;i<16;i++) {'
|
|
||||||
, ' vec3 D, p = point + mod(vec3(i,i/4,i/8) , vec3(4.0,2.0,2.0)) +'
|
|
||||||
, ' 1.7*sin(vec3(i,5*i,8*i)), C=floor(p), P=p-C-.5, A=abs(P);'
|
|
||||||
, ' C += mod(C.x+C.y+C.z,2.) * step(max(A.yzx,A.zxy),A) * sign(P);'
|
|
||||||
, ' D=34.*sin(987.*float(i)+876.*C+76.*C.yzx+765.*C.zxy);P=p-C-.5;'
|
|
||||||
, ' r+=sin(6.3*dot(P,fract(D)-.5))*pow(max(0.,1.-2.*dot(P,P)),4.);'
|
|
||||||
, '} return .5 * sin(r); }'
|
|
||||||
].join('\n');
|
|
||||||
let ns = 5, cns = 3;
|
|
||||||
fragmentShaderHeader+= 'const int ns = ' + ns + ';\n';
|
|
||||||
let fragmentShaderDefs = 'const int cns = ' + cns + ';\n';
|
|
||||||
let nfsh = fragmentShaderHeader.split('\n').length + 1; // NUMBER OF LINES OF CODE IN fragmentShaderHeader
|
|
||||||
|
|
||||||
let isFirefox = navigator.userAgent.indexOf('Firefox') > 0; // IS THIS THE FIREFOX BROWSER?
|
|
||||||
let errorMsg = '';
|
|
||||||
//
|
|
||||||
// Initialize a texture and load an image.
|
|
||||||
// When the image finished loading copy it into the texture.
|
|
||||||
//
|
|
||||||
function getBlob(data) {
|
|
||||||
let bytes = new Array(data.length);
|
|
||||||
for (let i = 0; i < data.length; i++) {
|
|
||||||
bytes[i] = data.charCodeAt(i);
|
|
||||||
}
|
|
||||||
return new Blob([new Uint8Array(bytes)]);
|
|
||||||
}
|
|
||||||
let texture = [], gl, program;
|
|
||||||
let textures = [];
|
|
||||||
let lock = false;
|
|
||||||
function loadTexture(gl, url, i) {
|
|
||||||
const level = 0;
|
|
||||||
const internalFormat = gl.RGBA;
|
|
||||||
const width = 1;
|
|
||||||
const height = 1;
|
|
||||||
const border = 0;
|
|
||||||
const srcFormat = gl.RGBA;
|
|
||||||
const srcType = gl.UNSIGNED_BYTE;
|
|
||||||
if (texture[i] == null)
|
|
||||||
{
|
|
||||||
texture[i] = gl.createTexture();
|
|
||||||
const pixel = new Uint8Array([0, 0, 255, 255]); // opaque blue
|
|
||||||
gl.activeTexture(gl.TEXTURE0+i);
|
|
||||||
gl.bindTexture(gl.TEXTURE_2D, texture[i]);
|
|
||||||
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
|
|
||||||
width, height, border, srcFormat, srcType,
|
|
||||||
pixel);
|
|
||||||
}
|
|
||||||
// Because images have to be downloaded over the internet
|
|
||||||
// they might take a moment until they are ready.
|
|
||||||
// Until then put a single pixel in the texture so we can
|
|
||||||
// use it immediately. When the image has finished downloading
|
|
||||||
// we'll update the texture with the contents of the image.
|
|
||||||
|
|
||||||
const image = new Image();
|
|
||||||
image.onload = function () {
|
|
||||||
gl.activeTexture(gl.TEXTURE0+i);
|
|
||||||
gl.bindTexture(gl.TEXTURE_2D, texture[i]);
|
|
||||||
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
|
|
||||||
srcFormat, srcType, image);
|
|
||||||
|
|
||||||
// WebGL1 has different requirements for power of 2 images
|
|
||||||
// vs non power of 2 images so check if the image is a
|
|
||||||
// power of 2 in both dimensions.
|
|
||||||
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
|
|
||||||
// Yes, it's a power of 2. Generate mips.
|
|
||||||
gl.generateMipmap(gl.TEXTURE_2D);
|
|
||||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
|
|
||||||
} else {
|
|
||||||
// No, it's not a power of 2. Turn off mips and set
|
|
||||||
// wrapping to clamp to edge
|
|
||||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
||||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
||||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
||||||
}
|
|
||||||
};
|
|
||||||
image.src = url;
|
|
||||||
}
|
|
||||||
|
|
||||||
function isPowerOf2(value) {
|
|
||||||
return (value & (value - 1)) == 0;
|
|
||||||
}
|
|
||||||
function gl_start(canvas, vertexShader, fragmentShader) { // START WEBGL RUNNING IN A CANVAS
|
|
||||||
|
|
||||||
setTimeout(function () {
|
|
||||||
try {
|
|
||||||
canvas.gl = canvas.getContext('experimental-webgl'); // Make sure WebGl is supported. IT WOULD BE GREAT TO USE WEBGL2 INSTEAD.
|
|
||||||
} catch (e) { throw 'Sorry, your browser does not support WebGL.'; }
|
|
||||||
|
|
||||||
canvas.setShaders = function (vertexShader, fragmentShader) { // Add the vertex and fragment shaders:
|
|
||||||
|
|
||||||
gl = this.gl;
|
|
||||||
program = gl.createProgram(); // Create the WebGL program.
|
|
||||||
|
|
||||||
function addshader(type, src) { // Create and attach a WebGL shader.
|
|
||||||
function spacer(color, width, height) {
|
|
||||||
return '<table bgcolor=' + color +
|
|
||||||
' width=' + width +
|
|
||||||
' height=' + height + '><tr><td> </td></tr></table>';
|
|
||||||
}
|
|
||||||
errorMessage.innerHTML = '<br>';
|
|
||||||
// errorMarker.innerHTML = spacer('white', 1, 1) + '<font size=1 color=white>\u25B6</font>';
|
|
||||||
let shader = gl.createShader(type);
|
|
||||||
gl.shaderSource(shader, src);
|
|
||||||
gl.compileShader(shader);
|
|
||||||
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
|
||||||
let msg = gl.getShaderInfoLog(shader);
|
|
||||||
console.log('Cannot compile shader:\n\n' + msg);
|
|
||||||
|
|
||||||
let a = msg.substring(6, msg.length);
|
|
||||||
let line = 0;
|
|
||||||
if (a.substring(0, 3) == ' 0:') {
|
|
||||||
a = a.substring(3, a.length);
|
|
||||||
line = parseInt(a) - nfsh;
|
|
||||||
|
|
||||||
editor.session.setAnnotations([{
|
|
||||||
row: line,
|
|
||||||
column: 0,
|
|
||||||
text: msg,
|
|
||||||
type: "error"
|
|
||||||
}]);
|
|
||||||
}
|
|
||||||
let j = a.indexOf(':');
|
|
||||||
a = 'line ' + (line+1) + a.substring(j, a.length);
|
|
||||||
if ((j = a.indexOf('\n')) > 0)
|
|
||||||
a = a.substring(0, j);
|
|
||||||
errorMessage.innerHTML = a;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
editor.session.clearAnnotations();
|
|
||||||
gl.attachShader(program, shader);
|
|
||||||
};
|
|
||||||
|
|
||||||
addshader(gl.VERTEX_SHADER, vertexShader); // Add the vertex and fragment shaders.
|
|
||||||
addshader(gl.FRAGMENT_SHADER, fragmentShaderHeader +fragmentShaderDefs+ fragmentShader);
|
|
||||||
|
|
||||||
gl.linkProgram(program); // Link the program, report any errors.
|
|
||||||
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
|
|
||||||
console.log('Could not link the shader program!');
|
|
||||||
gl.useProgram(program);
|
|
||||||
gl.program = program;
|
|
||||||
for(let i = 0; i < ns; ++i){
|
|
||||||
loadTexture(gl, './'+(i+1)+'.jpg', i); //Texture loading.
|
|
||||||
textures[i] = i;
|
|
||||||
}
|
|
||||||
gl.uniform1iv(gl.getUniformLocation(program, 'uSampler'), textures);
|
|
||||||
let cx = Math.cos(mousedx), cy = Math.cos(mousedy), sx = Math.sin(mousedx), sy = Math.sin(mousedy);
|
|
||||||
setUniform('Matrix3fv', 'transformation', false, [cx, sy*sx, sx*cy, 0, cy, -sy, -sx, cx*sy, cx*cy]);
|
|
||||||
let attribs = [
|
|
||||||
.05,.05,.1, .5,.5,1., 1.,.5,.5,20., 0., .0, 1.3,
|
|
||||||
.1,.05,.05, 1.,.5,.5, 1.,.5,.5,10., .2,0.8,1.3,
|
|
||||||
.1,.05,.05, .71,.71,.71, .71,.71,.71,10., 0.3,.0,1.5,
|
|
||||||
.1,.1,.1, .71,.71,.71, .71,.71,.71,10., 0.05,0., 1.
|
|
||||||
]
|
|
||||||
var offset = 0;
|
|
||||||
for(let i = 0; i < ns-1; i++){
|
|
||||||
setUniform('3fv', 'Ambient['+i+']', attribs.slice(offset, offset += 3));
|
|
||||||
setUniform('3fv', 'Diffuse['+i+']', attribs.slice(offset, offset += 3));
|
|
||||||
setUniform('4fv', 'Specular['+i+']', attribs.slice(offset, offset += 4));
|
|
||||||
setUniform('1fv', 'ks['+i+']', attribs.slice(offset, offset += 1));
|
|
||||||
setUniform('1fv', 'kr['+i+']', attribs.slice(offset, offset += 1));
|
|
||||||
setUniform('1fv', 'kf['+i+']', attribs.slice(offset, offset += 1));
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); // Create a square as a triangle strip
|
|
||||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( // consisting of two triangles.
|
|
||||||
[-1, 1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0]), gl.STATIC_DRAW);
|
|
||||||
|
|
||||||
let aPos = gl.getAttribLocation(program, 'aPos'); // Set aPos attribute for each vertex.
|
|
||||||
gl.enableVertexAttribArray(aPos);
|
|
||||||
gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 0, 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
canvas.setShaders(vertexShader, fragmentShader); // Initialize everything,
|
|
||||||
setInterval(function () { // Start the animation loop.
|
|
||||||
gl = canvas.gl;
|
|
||||||
if (gl.startTime === undefined) // First time through,
|
|
||||||
gl.startTime = Date.now(); // record the start time.
|
|
||||||
animate(gl);
|
|
||||||
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); // Render the square.
|
|
||||||
}, 30);
|
|
||||||
|
|
||||||
}, 100); // Wait 100 milliseconds after page has loaded before starting WebGL.
|
|
||||||
}
|
|
||||||
|
|
||||||
// THE animate() CALLBACK FUNCTION CAN BE REDEFINED IN index.html.
|
|
||||||
|
|
||||||
function animate() { }
|
|
||||||
|
|
||||||
function setUniform(type, name, a, b, c, d, e, f) {
|
|
||||||
if(gl)
|
|
||||||
{
|
|
||||||
let loc = gl.getUniformLocation(gl.program, name);
|
|
||||||
(gl['uniform' + type])(loc, a, b, c, d, e, f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
-252
@@ -1,252 +0,0 @@
|
|||||||
|
|
||||||
#define _DEBUG_BREAK {gl_FragColor=vec4(1,0,0,1); return;}
|
|
||||||
#define REFRACTION normalize(eta*W + (eta*c1 - sqrt(1.-eta*eta*(1.-c1*c1)))*N)
|
|
||||||
vec3 foregroundColor = vec3(.0841, .5329, .9604);
|
|
||||||
vec3 groundColor = vec3(.2, .3, .5);
|
|
||||||
vec4 groundSpecular = vec4(.71, .71, .71, 10.);
|
|
||||||
uniform float uTime;// TIME, IN SECONDS
|
|
||||||
uniform int f_tex, f_rt, f_moved;
|
|
||||||
uniform float dFL; //DELTA on FOCAL LENGTH
|
|
||||||
uniform mat3 transformation, invTr;
|
|
||||||
uniform vec3 Ambient[ns], Diffuse[ns];
|
|
||||||
uniform vec4 Specular[ns];
|
|
||||||
uniform float ks[ns], kr[ns], kf[ns];
|
|
||||||
uniform vec4 Sph[ns];
|
|
||||||
uniform sampler2D uSampler[ns];
|
|
||||||
|
|
||||||
const float kf_air = 1.000293;
|
|
||||||
varying vec3 vPos;
|
|
||||||
float fl=3.;//ORIGINAL FOCAL LENGTH
|
|
||||||
const float pi=3.14159265359;
|
|
||||||
const float _2pi=2.*pi;
|
|
||||||
|
|
||||||
/***********PLEASE DO INCREASE n_ref(RT DEPTH) FOR BETTER RESULTS************/
|
|
||||||
/*---->*/const int n_ref=31; //2^n-1 because each hit now spawn at most 2 rays.
|
|
||||||
/**BUT BE CAUTIOUS IF YOU DON'T HAVE A DECENT GRAPHICS CARD (below GTX 950M)**/
|
|
||||||
|
|
||||||
const int max_stack = (n_ref+1)/4;
|
|
||||||
|
|
||||||
vec3 scolor = vec3(0,0,0); //Actually 2^n_ref
|
|
||||||
struct Ray{
|
|
||||||
vec3 V;
|
|
||||||
vec3 W;
|
|
||||||
float kf, cumulativeK;
|
|
||||||
} stack1[max_stack], stack2[max_stack];
|
|
||||||
bool modulo2(int n){
|
|
||||||
return n-2*(n/2) == 1;
|
|
||||||
}
|
|
||||||
vec2 getTextCoord(vec3 tex_sph, float R){
|
|
||||||
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*=1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
|
|
||||||
tex_x=tex_x+float(uTime);
|
|
||||||
float quo=float(int(tex_x/_2pi));
|
|
||||||
tex_x=tex_x/_2pi - quo;
|
|
||||||
return vec2(tex_x,((R-tex_sph.y)/(2.*R)));
|
|
||||||
}
|
|
||||||
void main(){
|
|
||||||
vec3 LDir=vec3(.5,.5,.5);
|
|
||||||
vec3 LCol=vec3(1.,1.,1.);
|
|
||||||
float currKf = kf_air;
|
|
||||||
vec3 color=vec3(.2, .3, .5);
|
|
||||||
vec3 trPos = transformation*((dFL+fl+1.)/(fl+1.))*vec3(vPos.xy, -1);
|
|
||||||
vec3 V0=transformation*vec3(0.,0.,fl+dFL), V = V0;
|
|
||||||
vec3 W=(trPos-V);
|
|
||||||
bool rtxoff = false, showtexture = true, moved = false;
|
|
||||||
float currentK = 1.;
|
|
||||||
int curr_ptr = 0, curr_top = 0, next_top = 0;
|
|
||||||
bool final = false, stackswap = false;
|
|
||||||
for(int j=0;j<n_ref;j++)
|
|
||||||
{
|
|
||||||
for(int curr = 0; curr < max_stack; ++curr){
|
|
||||||
if(curr == curr_ptr){
|
|
||||||
bool skip = false;
|
|
||||||
if(j > 0){
|
|
||||||
Ray currR;
|
|
||||||
if(stackswap)
|
|
||||||
currR = stack1[curr];
|
|
||||||
else
|
|
||||||
currR = stack2[curr];
|
|
||||||
currKf = currR.kf;
|
|
||||||
currentK = currR.cumulativeK;
|
|
||||||
if(currKf <= 0.001 || currentK <= 0.001)
|
|
||||||
skip = true;
|
|
||||||
V = currR.V;
|
|
||||||
W = currR.W;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
W = normalize(W);
|
|
||||||
if(!skip){
|
|
||||||
float tMin=10000.;
|
|
||||||
int iMin = -1;
|
|
||||||
for(int i=0;i<cns;i++){
|
|
||||||
vec3 Vp=V-Sph[i].xyz;
|
|
||||||
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 >= 0.01 && t < tMin){
|
|
||||||
tMin = t; // This is an optimization, we don't have to do lighting/tex
|
|
||||||
iMin = i; // for objects that are occuluded, which is expensive!
|
|
||||||
}
|
|
||||||
else if (t >= -0.01 && t <0.01){
|
|
||||||
t = -(t + 2.*B);
|
|
||||||
if(t > 0.01 && t < tMin){
|
|
||||||
tMin = t;
|
|
||||||
iMin = i;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if(iMin >= 0){
|
|
||||||
float t = tMin;
|
|
||||||
vec3 S=V+t*W;
|
|
||||||
for(int i = 0; i < cns; ++ i)
|
|
||||||
if(i == iMin)
|
|
||||||
{
|
|
||||||
vec3 texture_color;
|
|
||||||
if(showtexture)
|
|
||||||
{
|
|
||||||
vec3 tex_sph = (S-Sph[i].xyz);
|
|
||||||
if(moved)
|
|
||||||
;//tex_sph=invTr*tex_sph; too expensive
|
|
||||||
texture_color=texture2D(uSampler[i],getTextCoord(tex_sph, Sph[i].w)).xyz;
|
|
||||||
}
|
|
||||||
else texture_color = foregroundColor;
|
|
||||||
|
|
||||||
vec3 N=normalize(S-Sph[i].xyz);
|
|
||||||
vec3 realLDir=normalize(LDir-S);
|
|
||||||
float c1 =dot(N, W);
|
|
||||||
if(c1<0.){
|
|
||||||
color=(Ambient[i]+Diffuse[i]*max(0.,dot(N,realLDir))*LCol)*texture_color;
|
|
||||||
if(rtxoff || final) //if it's the last hit
|
|
||||||
{
|
|
||||||
color += Specular[i].xyz*pow(max(0.,
|
|
||||||
dot(-2.*c1*N-realLDir,realLDir)),Specular[i].w);
|
|
||||||
scolor += color * currentK;
|
|
||||||
}
|
|
||||||
else{
|
|
||||||
c1 = -c1;
|
|
||||||
float eta =currKf/kf[i];
|
|
||||||
float nextks = currentK * ks[i], nextkr = currentK * kr[i];
|
|
||||||
bool refl = nextks > 0.001, refr = nextkr > 0.001;
|
|
||||||
if(refl || refr)
|
|
||||||
for(int k = 0; k < max_stack; ++k)
|
|
||||||
if(k == next_top){
|
|
||||||
if(stackswap){
|
|
||||||
if(refl)
|
|
||||||
{
|
|
||||||
stack2[k] = Ray(S, 2. * c1 * N + W, currKf, nextks); //reflection
|
|
||||||
currentK -= nextks;
|
|
||||||
next_top ++;
|
|
||||||
}
|
|
||||||
if(refr)
|
|
||||||
{
|
|
||||||
if(refl)
|
|
||||||
stack2[k+1] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
|
|
||||||
else
|
|
||||||
stack2[k] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
|
|
||||||
currentK -= nextkr;
|
|
||||||
next_top ++;
|
|
||||||
}
|
|
||||||
}else{
|
|
||||||
if(refl)
|
|
||||||
{ //remember, c1 = -NW now
|
|
||||||
stack1[k] = Ray(S, 2. * c1 * N + W, currKf, nextks); //reflection
|
|
||||||
currentK -= nextks;
|
|
||||||
next_top ++;
|
|
||||||
}
|
|
||||||
if(refr)
|
|
||||||
{
|
|
||||||
if(refl)
|
|
||||||
stack1[k+1] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
|
|
||||||
else
|
|
||||||
stack1[k] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
|
|
||||||
currentK -= nextkr;
|
|
||||||
next_top ++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
scolor += currentK * color;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else{
|
|
||||||
float eta = currKf/kf_air;
|
|
||||||
N = -N; //inside the sphere, normal is inward!
|
|
||||||
float c2 = (1.-eta*eta*(1.-c1*c1));
|
|
||||||
for(int k = 0; k < max_stack; ++k)
|
|
||||||
if(k == next_top){
|
|
||||||
if(stackswap)
|
|
||||||
{
|
|
||||||
stack2[k+1] = Ray(S, -2. * c1 * N + W, currKf, currentK*ks[i]); //reflection inside
|
|
||||||
if(c2 >= 0.)
|
|
||||||
stack2[k] = Ray(S, normalize(eta*W + (eta*c1 - sqrt(c2))*N), kf_air, currentK*kr[i]); //refraction
|
|
||||||
else //on the edge, the light won't bend anymore and will keep perpendicular to normal
|
|
||||||
stack2[k] = Ray(S, normalize((W + c1*N)/sqrt(1.-c1*c1)), kf_air, currentK*kr[i]); //refraction
|
|
||||||
}else{
|
|
||||||
stack1[k+1] = Ray(S, -2. * c1 * N + W, currKf, currentK*ks[i]); //reflection inside
|
|
||||||
if(c2 >= 0.)
|
|
||||||
stack1[k] = Ray(S, normalize(eta*W + (eta*c1 - sqrt(c2))*N), kf_air, currentK*kr[i]); //refraction
|
|
||||||
else
|
|
||||||
stack1[k] = Ray(S, normalize((W + c1*N)/sqrt(1.-c1*c1)), kf_air, currentK*kr[i]); //refraction
|
|
||||||
}
|
|
||||||
next_top += 2;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
float t = -(.2+V.y)/W.y;
|
|
||||||
float sx = V.x + t* W.x, sz = V.z + t * W.z;
|
|
||||||
|
|
||||||
if(t >= 0. && abs(sx) < 1.5 && abs(sz) < 3.)
|
|
||||||
{
|
|
||||||
vec3 S = vec3(sx, -.2, sz);
|
|
||||||
vec3 realLDir=normalize(LDir - S);
|
|
||||||
color=(0.5+0.5*max(0.,realLDir.y)*LCol)*texture2D(uSampler[4],vec2((sx+1.4)/3., (sz+1.5)/4.)).xyz;
|
|
||||||
if(rtxoff || final&&abs(sx)<1.5 && abs(sz+.6)<3.)
|
|
||||||
{
|
|
||||||
color += groundSpecular.xyz* //specular for ground.
|
|
||||||
pow(max(0., dot(vec3(-realLDir.x, realLDir.y,-realLDir.z),-W)),groundSpecular.w);
|
|
||||||
scolor += currentK * color;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
for(int k = 0; k < max_stack; ++k)
|
|
||||||
if(k == next_top){
|
|
||||||
if(stackswap)
|
|
||||||
stack2[k] = Ray(S, vec3(W.x, -W.y, W.z), kf_air, currentK * 0.15); //reflection
|
|
||||||
else
|
|
||||||
stack1[k] = Ray(S, vec3(W.x, -W.y, W.z), kf_air, currentK * 0.15); //reflection
|
|
||||||
next_top ++;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
scolor += (currentK*.85)*color;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else{
|
|
||||||
if(j > 0)
|
|
||||||
scolor += currentK * (pow(max(0.,dot(W, normalize(LDir - V))), 10.) * vec3(1.,1.,1.) + foregroundColor*0.1);
|
|
||||||
else scolor = foregroundColor*0.6;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if(++curr_ptr >= curr_top){
|
|
||||||
curr_top = next_top;
|
|
||||||
curr_ptr = 0;
|
|
||||||
if(next_top * 2 > max_stack)
|
|
||||||
final = true;
|
|
||||||
stackswap = !stackswap;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
gl_FragColor=vec4(sqrt(scolor),1.);
|
|
||||||
}
|
|
||||||
Reference in New Issue
Block a user