Reset Repo structure.
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.DS_Store
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old/
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new/
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# graphics_hw3
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[link](https://billsun.dev/graphics/hw3)
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+103
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After Width: | Height: | Size: 6.5 KiB |
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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
|
||||
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|
||||
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|
||||
<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
|
||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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"/>
|
||||
<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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||||
c-8.59-1.03-15.3,7-15.3,7S86.75,86.86,98.33,90.74"/>
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||||
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|
||||
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||||
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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
|
||||
C101.23,59.12,99.76,59.23,98.33,59.39"/>
|
||||
</g>
|
||||
<g>
|
||||
<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"/>
|
||||
<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
|
||||
c0.69,11.73,0.97,22.91,0.97,38.36v39.74H784.24z"/>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 6.7 KiB |
BIN
Binary file not shown.
|
After Width: | Height: | Size: 658 KiB |
BIN
Binary file not shown.
|
After Width: | Height: | Size: 75 KiB |
+341
@@ -0,0 +1,341 @@
|
||||
<script src=lib3.js></script>
|
||||
<script src="https://cdnjs.cloudflare.com/ajax/libs/ace/1.4.12/ace.js"crossorigin="anonymous"></script>
|
||||
<script src="https://cdnjs.cloudflare.com/ajax/libs/ace/1.4.12/ext-language_tools.js" crossorigin="anonymous"></script>
|
||||
<style>
|
||||
.ace_gutter-layer {
|
||||
/* original width is 48px */
|
||||
width: 25px !important;
|
||||
}
|
||||
|
||||
.ace_gutter-layer > * {
|
||||
/* 48 - 32 = 16 */
|
||||
margin-left: 0;
|
||||
}
|
||||
.ace_gutter-cell {
|
||||
padding-left: 0 !important;
|
||||
padding-right: 3px !important;
|
||||
}
|
||||
.code{
|
||||
font-family: "monaco, menlo, ubuntu mono, consolas, source-code-pro" ;
|
||||
}
|
||||
</style>
|
||||
<body bgcolor=white text=black link=black alink=blue vlink=blue>
|
||||
<center>
|
||||
<!!--- SUPER SAMPLING THE W/H PARAMS FOR CANVAS ARE RENDER SIZE, IN THE CSS IS ACTUAL(DISPLAY) SIZE.--->
|
||||
<canvas id='canvas1' style=" overflow: hidden !important; width: 600px !important; height:600px !important;" width=600 height=600></canvas>
|
||||
</center>
|
||||
</body>
|
||||
|
||||
|
||||
<!!-------- VERTEX SHADER: YOU PROBABLY DON'T WANT TO CHANGE THIS RIGHT NOW -------->
|
||||
|
||||
<script id='my_vertex_shader' type='x-shader/x-vertex'>
|
||||
attribute vec3 aPos;
|
||||
varying vec3 vPos;
|
||||
void main() {
|
||||
gl_Position = vec4(aPos, 1.);
|
||||
vPos = aPos;
|
||||
}
|
||||
</script>
|
||||
|
||||
|
||||
<!!-------- FRAGMENT SHADER: THIS IS WHERE YOU WILL DO YOUR WORK -------->
|
||||
<!!-------- FRAGMENT SHADER: MOVED TO ./shader.frag!! LOADED IN lib2.js -------->
|
||||
<!--script src="shader.frag" id='my_fragment_shader' type='x-shader/x-fragment'> </script>
|
||||
|
||||
|
||||
<!!-------- CREATE A PROPERLY DESCRIPTIVE TITLE BELOW -------->
|
||||
|
||||
<script id='my_title' type='text/html'>
|
||||
RTX Extreme
|
||||
</script>
|
||||
|
||||
|
||||
<!!-------- HERE IS WHERE YOU CAN PROVIDE A LONGER TEXT DESCRIPTION -------->
|
||||
|
||||
<script id='my_instructions' type='text/html'><font color=#909090>
|
||||
<p style="font-size:30px; ">In this homework, I implemented Global illumination w/
|
||||
Realtime Recursive Ray Tracing!
|
||||
<p>
|
||||
<i style="font-size:25px;">Usage: </i>
|
||||
<ul>
|
||||
<li>Ctrl+Alt/Option+T: Toggle Texture.</li>
|
||||
<li>Ctrl+S: Download fragment shader.</li>
|
||||
<li>Ctrl+Alt/Option+N: Reset ViewPoint.</li>
|
||||
<li>Ctrl+Alt/Option+P: Toggle Pause/Resume.</li>
|
||||
<li style="color:red;">Please unfocus the Editing area (click somewhere else on the page) to use hotkeys.</li>
|
||||
<li>Double Click on canvas (WITHOUT key modifiers): Toggle Pause/Resume.</li>
|
||||
<li>DRAG, SCROLL on canvas: Changing Viewing point.</li>
|
||||
<li>Please use Chromium based browser.</li>
|
||||
<li>Super Sampling(0.25x-4x): increase rendering size for better visual or decrease rendering size for better performance.</li>
|
||||
<li>Spheres(1 - 5): number of spheres, performance will suffer if adding too many spheres.</li>
|
||||
</ul>
|
||||
<i style="font-size:25px;">How it works:</i>
|
||||
<ul>
|
||||
<li>I added recursive ray tracing with fraction support.</li>
|
||||
<li><a style="color:red;">About the scene: </a>There're two spheres in the center, the bouncing one in the very center (the Earth) is not transparent nor is it reflective,
|
||||
the outer one is both transparent and reflective and has the texture of the Sun(barely distinguishable).
|
||||
The small sphere embedded running circle is reflective but not transparent. You can also add
|
||||
two additional spheres via the button above. (up to 5).
|
||||
</li>
|
||||
<li>If your scene is clipped, this is a bug from chromium, you may reset the viewport by adjust super sampling.</li>
|
||||
<li>Each hit will now spawn 2 rays, but there're serious performance issues, because
|
||||
the number of rays increases exponentially. I resolved this issue by:
|
||||
</li>
|
||||
<ul>
|
||||
<li>Pruning: If the weight of this ray is too small, dispose it.</li>
|
||||
<li>Smarter Stack frame utilization: Now the stack frame will only store last rays and next rays.
|
||||
By alternating 2 arrays storing last ray and next ray, I don't need to store other rays.
|
||||
</li>
|
||||
<li>By combining these methods I managed to significantly reduce RT depth and 'stack' size,
|
||||
While supporting nested object and objects both reflection and refraction rays on the same surface.
|
||||
</li>
|
||||
</ul>
|
||||
<img src="./img.jpg"></img>
|
||||
</ul>
|
||||
<p>
|
||||
|
||||
</script>
|
||||
|
||||
|
||||
<!!-------- YOU PROBABLY WANT TO CHANGE ANYTHING BELOW RIGHT NOW -------->
|
||||
|
||||
<script>
|
||||
|
||||
// CREATE THE HTML DOCUMENT
|
||||
let flags = 0x0;
|
||||
let vs = my_vertex_shader.innerHTML;
|
||||
//* LOADING FRAGMENT SHADER
|
||||
var client = new XMLHttpRequest();
|
||||
client.open('GET', './shader.frag');
|
||||
client.onloadend = function() {
|
||||
fs = (client.responseText);
|
||||
//* START EVERYTHING AFTER FRAGMENT SHADER IS DOWNLOADED.
|
||||
gl_start(canvas1, vs, fs);
|
||||
editor.getSession().setValue(fs);
|
||||
editor.session.on('change', function(delta) {
|
||||
if(typeof canvas1.setShaders === "function")
|
||||
{
|
||||
canvas1.setShaders(vs, editor.getSession().getValue());
|
||||
setUniform('1i', 'flags', flags);
|
||||
}
|
||||
});
|
||||
}
|
||||
client.send();
|
||||
document.body.innerHTML = [''
|
||||
,'<font size=7 color=#909090>' + my_title.innerHTML
|
||||
,'<img id="rtx" style="float:right;" src="./RTXon.svg" type="image/svg+xml"'
|
||||
,' alt="Turn Ray Tracing On/OFF" title="Turn Ray Tracing On/OFF" height=60px /img>'
|
||||
,'<div id="fps" style="font-size:25;float:right;margin-right:18px;"></div>'
|
||||
,'<TABLE cellspacing=0 cellpadding=0><TR>'
|
||||
,'<td><font color=red size=5><div id=errorMessage></div></font></td>'
|
||||
,'</TR><TR>'
|
||||
,'<table cellspacing=0>'
|
||||
,'<tr>'
|
||||
,'<td valign=top>'
|
||||
,'<div id="ace" style="width:800px;height:2200px;"></div>'
|
||||
,'</td><td valign=top>' + document.body.innerHTML
|
||||
,'<input type="number" id="ins" style="margin-left:3px;font-size:24px;width:100px;height:45px" value="3" max="5" min = "1">'
|
||||
,'<button id="bns" style="margin-left:5px;font-size:24px;width:180px;height:45px">Set Spheres</button>'
|
||||
,'<input type="number" id="insamp" style="margin-left:3px;font-size:24px;width:100px;height:45px" value="1" max="4" min = "0.25" step="0.2">'
|
||||
,'<button id="bnsamp" style="margin-left:5px;font-size:24px;width:200px;height:45px">Super Sampling</button>'
|
||||
,'<div style=\'font-size:25px\'>' + my_instructions.innerHTML + '</div>' + '</td>'
|
||||
,'</tr></table>'
|
||||
,'</TR></TABLE>'
|
||||
].join('');
|
||||
bns.onclick=function(e){
|
||||
if(ins.value>0 &&ins.value<=ns &&cns!=ins.value)
|
||||
{
|
||||
cns = ins.value;
|
||||
fragmentShaderDefs = '\n const int cns = ' + cns + ';';
|
||||
if(typeof canvas1.setShaders === "function")
|
||||
canvas1.setShaders(vs, editor.getSession().getValue());
|
||||
}
|
||||
}
|
||||
bnsamp.onclick=function(e){
|
||||
let multiplier = insamp.value;
|
||||
let w = parseInt(canvas1.style.width)*multiplier;
|
||||
let h = parseInt(canvas1.style.height)*multiplier;
|
||||
canvas1.height = h;
|
||||
canvas1.width = w;
|
||||
gl.viewport(0, 0, w, h);
|
||||
gl.clearRect(0, 0, w, h);
|
||||
}
|
||||
// SET UP THE EDITABLE TEXT AREA ON THE LEFT SIDE.
|
||||
ace.require("ace/ext/language_tools");
|
||||
var editor = ace.edit("ace", {
|
||||
mode:"ace/mode/glsl",
|
||||
theme:"ace/theme/crimson_editor"
|
||||
});
|
||||
editor.setOptions({
|
||||
enableBasicAutocompletion: true,
|
||||
enableSnippets: true,
|
||||
enableLiveAutocompletion: true,
|
||||
fontSize: 14,
|
||||
fontFamily: "monaco, menlo, ubuntu mono, consolas, source-code-pro",
|
||||
fixedWidthGutter: true,
|
||||
showGutter: true,
|
||||
showPrintMargin: false,
|
||||
});
|
||||
editor.setAutoScrollEditorIntoView(true);
|
||||
// REPARSE THE SHADER PROGRAM AFTER EVERY KEYSTROKE.
|
||||
delete editor.KeyBinding;
|
||||
|
||||
let lastTime = Date.now();
|
||||
let animating = true;
|
||||
let ctrl = false, alt = false, shift = false, fpson = true, moving = false, over = false;
|
||||
let mousedx = 0, mousedy = 0, mousedz = 0;
|
||||
let cx = 1, cy = 1, sx = 0, sy = 0;
|
||||
let mouselastX, mouselastY;
|
||||
let lastClick = undefined;
|
||||
let pause_resume = function(){
|
||||
if(animating)
|
||||
lastTime = Date.now();
|
||||
else
|
||||
startTime += Date.now() - lastTime;
|
||||
animating = !animating;
|
||||
};
|
||||
canvas1.addEventListener('click',function(ev){
|
||||
if(!(shift && alt) && lastClick&& Date.now()-lastClick<400)
|
||||
pause_resume();
|
||||
lastClick = Date.now();
|
||||
//moving = false;
|
||||
});
|
||||
canvas1.addEventListener('mouseover', function(e){
|
||||
over = true;
|
||||
const mask = 0x8;
|
||||
flags |= mask;
|
||||
setUniform('1i', 'flags', flags);
|
||||
});
|
||||
canvas1.addEventListener('mousedown', function(e){
|
||||
moving = true
|
||||
mouselastX = mouselastY = undefined;
|
||||
});
|
||||
canvas1.addEventListener('mousemove', function(e){
|
||||
if(!(mouselastX==undefined || mouselastY == undefined)&&moving){
|
||||
mousedx -= (mouselastX - e.offsetX)/60;
|
||||
mousedy -= (mouselastY - e.offsetY)/60;
|
||||
cx = Math.cos(mousedx);
|
||||
sx = Math.sin(mousedx);
|
||||
cy = Math.cos(mousedy);
|
||||
sy = Math.sin(mousedy);
|
||||
setUniform('Matrix3fv', 'transformation', false, [cx, sy*sx, sx*cy, 0, cy, -sy, -sx, cx*sy, cx*cy]);
|
||||
}
|
||||
mouselastX = e.offsetX;
|
||||
mouselastY = e.offsetY;
|
||||
});
|
||||
canvas1.addEventListener('mouseup', function(e){
|
||||
moving = false;
|
||||
});
|
||||
canvas1.addEventListener('mouseout', function(e){
|
||||
const mask = 0x8;
|
||||
flags &= !mask;
|
||||
setUniform('1i', 'flags', flags);
|
||||
over = false;
|
||||
moving = false;
|
||||
});
|
||||
canvas1.addEventListener('wheel', function(e){
|
||||
mousedz += e.wheelDelta/600;
|
||||
setUniform('1f', 'dFL', mousedz);
|
||||
e.stopImmediatePropagation();
|
||||
});
|
||||
canvas1.scroll(function(e) {e.stopPropagation();});
|
||||
rtx.style.cursor="pointer";
|
||||
let rtswitch = function(){
|
||||
alert('Ray Tracing is always on. See hw2 where rt can be toggled on/off.')
|
||||
rtx.src='./RTXon.svg';
|
||||
}
|
||||
rtx.addEventListener('click', rtswitch);
|
||||
var requestAnimationFrame = window.requestAnimationFrame ||
|
||||
window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
|
||||
let fpscounter = function(time){
|
||||
if (start === undefined)
|
||||
start = time;
|
||||
else
|
||||
fps.innerHTML = Math.round(10000/(time-start))/10 + ' fps';
|
||||
start = time;
|
||||
if(fpson)
|
||||
;//requestAnimationFrame(fpscounter);
|
||||
else{
|
||||
start = undefined;
|
||||
fps.innerHTML = '';
|
||||
}
|
||||
};
|
||||
document.addEventListener('keydown',(e)=>{
|
||||
if(e.code.startsWith('Shift'))
|
||||
shift = true;
|
||||
if(e.code.startsWith('Control'))
|
||||
ctrl = true;
|
||||
if(e.code.startsWith('Alt'))
|
||||
alt = true;
|
||||
else if(ctrl && alt && e.code == 'KeyT'){
|
||||
const mask = 0x1;
|
||||
flags = flags&!mask | (!(flags&mask)?mask:0);
|
||||
setUniform('1i', 'flags', flags);
|
||||
}
|
||||
else if (ctrl &&e.code == 'KeyS'){
|
||||
let a = document.createElement('a');
|
||||
a.href = "data:text/plain,"+encodeURIComponent(editor.getSession().getValue());
|
||||
a.download = 'shader.frag';
|
||||
a.click();
|
||||
}
|
||||
else if(ctrl && alt&&e.code == 'KeyR')
|
||||
rtswitch();
|
||||
else if(ctrl && alt&&e.code == 'KeyN')
|
||||
{
|
||||
flags = 0;
|
||||
moving = false;
|
||||
mousedx = mousedy = mousedz = 0;
|
||||
cx = Math.cos(mousedx);
|
||||
sx = Math.sin(mousedx);
|
||||
cy = Math.cos(mousedy);
|
||||
sy = Math.sin(mousedy);
|
||||
rtx.src='./RTXon.svg';
|
||||
setUniform('Matrix3fv', 'transformation', false, [cx, sy*sx, sx*cy, 0, cy, -sy, -sx, cx*sy, cx*cy]);
|
||||
setUniform('1f', 'dFL', mousedz);
|
||||
setUniform('1i', 'flags', flags);
|
||||
}
|
||||
else if(ctrl && alt&&e.code == 'KeyP')
|
||||
pause_resume();
|
||||
else if(ctrl && alt&&e.code == 'KeyF')
|
||||
if(!fpson)
|
||||
{
|
||||
fpson = true;
|
||||
requestAnimationFrame(fpscounter);
|
||||
}
|
||||
else
|
||||
fpson = false;
|
||||
});
|
||||
|
||||
document.addEventListener('keyup',(e)=>{
|
||||
if(e.code.startsWith('Control'))
|
||||
ctrl = false;
|
||||
if(e.code.startsWith('Alt'))
|
||||
alt = false;
|
||||
if(e.code.startsWith('Shift'))
|
||||
shift = false;
|
||||
});
|
||||
let startTime = Date.now();
|
||||
let lastFrameTime = 0;
|
||||
function animate(gl) {
|
||||
let uTime;
|
||||
if(animating)
|
||||
{
|
||||
uTime = (Date.now() - startTime) / 1000;
|
||||
setUniform('1f', 'uTime', uTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
uTime = (lastTime - startTime) / 1000;
|
||||
setUniform('1f', 'uTime', uTime);
|
||||
}
|
||||
setUniform('4f', 'Sph[4]', 0.5*Math.sin(uTime*1.),0.08*Math.sin(uTime *0.9),.5*Math.cos(uTime*1.),.12);
|
||||
setUniform('4f', 'Sph[3]', .9*Math.sin(uTime*.4),0.,.9*Math.cos(uTime*.4),.25);
|
||||
setUniform('4f', 'Sph[2]', .22*Math.sin(uTime*1.2),0.05,.22*Math.cos(uTime*1.2),.05);
|
||||
setUniform('4f', 'Sph[0]', 0,0.05*Math.cos(uTime + 1.),.045*Math.cos(uTime),.15);
|
||||
setUniform('4f', 'Sph[1]', 0,0.,0,.25);
|
||||
}
|
||||
let start;
|
||||
requestAnimationFrame(fpscounter);
|
||||
</script>
|
||||
|
||||
+207
@@ -0,0 +1,207 @@
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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., .3,1.,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.,
|
||||
.0,.0,.0, .0,.0,.0, .0,.0,.0,40., 0.,.85,1.5
|
||||
]
|
||||
var offset = 0;
|
||||
for(let i = 0; i < ns; 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);
|
||||
}
|
||||
}
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 173 KiB |
Binary file not shown.
@@ -0,0 +1,264 @@
|
||||
|
||||
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 flags;
|
||||
//FLAGS 0-TEX, 1-RT, 2-MOVED, 3-FLASH, 4-TEX_ROT, 5-CLOUD
|
||||
|
||||
uniform vec4 rot; //ROTATION VALUES USED TO CALCULATE TRANSFORMATION MATRIX
|
||||
//rot=[cosx, sinx, cosy, siny], x, y BING ROTATED ANGLE
|
||||
uniform float dFL; //DELTA on FOCAL LENGTH
|
||||
uniform vec3 fDir;//Flash light direction
|
||||
varying vec3 vPos;// -1 < vPos.x < +1
|
||||
// -1 < vPos.y < +1
|
||||
// vPos.z == 0
|
||||
|
||||
float fl=3.;//ORIGINAL FOCAL LENGTH
|
||||
const float pi=3.14159265359;
|
||||
const float _2pi=2.*pi;
|
||||
const int n_ref=9; //2^(hits) + 1 because each hit now spawn 2 rays.
|
||||
//const int ns=4; ns is added from .js
|
||||
vec4 Sph[ns];
|
||||
uniform sampler2D uSampler[ns];
|
||||
vec3 Ambient[ns];
|
||||
vec3 Diffuse[ns];
|
||||
vec4 Specular[ns];
|
||||
float ks[ns];
|
||||
float kr[ns];
|
||||
float kf[ns], kf_air = 1.000293;
|
||||
|
||||
int type[ns];//Nested objects
|
||||
// 1-sphere, 2-compost sphere, 3-
|
||||
struct Object{ //UPDATED SPHERE STRUCTURE THAT SUPPORTS TRANSPARENCY.(UNUSED)
|
||||
vec4 Pos;
|
||||
vec3 Ambient;
|
||||
vec3 Diffuse;
|
||||
vec4 Specular;
|
||||
int textureid;
|
||||
float ks, kt, kr;
|
||||
};
|
||||
struct RT{ //STACK FOR RECURSIVE RAY TRACING.
|
||||
vec3 color;
|
||||
float ks;
|
||||
} ;
|
||||
|
||||
vec3 scolor = vec3(0,0,0); //Actually 2^n_ref
|
||||
struct Ray{
|
||||
vec3 V;
|
||||
vec3 W;
|
||||
float kf, cumulativeK;
|
||||
} lastRay[n_ref/2];
|
||||
bool modulo2(int n){
|
||||
return n-2*(n/2) == 1;
|
||||
}
|
||||
bool getflag(int flag,int bit){
|
||||
int shifted = flag / int(pow(2.,float(bit)));
|
||||
return modulo2(shifted);
|
||||
}
|
||||
float clampv(float val,float l,float h){
|
||||
return val<l?l:val>h?h:val;
|
||||
}
|
||||
void main(){
|
||||
|
||||
vec3 LDir=vec3(.5,.5,.5);
|
||||
vec3 LCol=vec3(1.,1.,1.);
|
||||
|
||||
// SPHERE
|
||||
Sph[3]=vec4(.9*sin(uTime*.4),0.,.9*cos(uTime*.4),.25);
|
||||
Sph[2]=vec4(.22*sin(uTime*1.2),0.05,.22*cos(uTime*1.2),.02);
|
||||
Sph[0]=vec4(.45*sin(uTime),0.05*cos(uTime + 1.),.45*cos(uTime),.1);
|
||||
Sph[1]=vec4(0.,0.,0.,.15);
|
||||
|
||||
// SURFACE REFLECTANCE PROPERTIES, can be transferred from .js
|
||||
Ambient[3]=vec3(.1,.1,.1);// r,g,b
|
||||
Diffuse[3]=vec3(.71,.71,.71);// r,g,b
|
||||
Specular[3]=vec4(.71,.71,.71,10.);// r,g,b,power
|
||||
Ambient[2]=vec3(.1,.05,.05);// r,g,b
|
||||
Diffuse[2]=vec3(.71,.71,.71);// r,g,b
|
||||
Specular[2]=vec4(.71,.71,.71,10.);// r,g,b,power
|
||||
Ambient[1]=vec3(.1,.05,.05);// r,g,b
|
||||
Diffuse[1]=vec3(1.,.5,.5);// r,g,b
|
||||
Specular[1]=vec4(1.,.5,.5,10.);// r,g,b,power
|
||||
|
||||
Ambient[0]=vec3(.05,.05,.1);// r,g,b
|
||||
Diffuse[0]=vec3(.5,.5,1.);// r,g,b
|
||||
Specular[0]=vec4(1.,.5,.5,20.);// r,g,b,power
|
||||
ks[0] = 0.25;
|
||||
ks[1] = 0.1;
|
||||
ks[2] = 0.3;
|
||||
ks[3] = 0.05;
|
||||
kr[0] = 0.25;
|
||||
kr[1] = 0.1;
|
||||
kr[2] = 0.3;
|
||||
kr[3] = 0.05;
|
||||
kf[0] = 1.3;
|
||||
kf[1] = 1.3; //Water
|
||||
kf[2] = 1.5; //Glass
|
||||
kf[3] = 1.; //Vacuum
|
||||
float currKf = kf_air;
|
||||
vec3 color=vec3(.2, .3, .5);
|
||||
float ca=rot.x, sa = rot.y, cb=rot.z, sb=rot.w;
|
||||
mat3 transformation, invTr;//Transformation matrix for viewpoint.
|
||||
transformation[0] = vec3(ca, sb*sa, sa*cb);//because the matrices are all the same,
|
||||
transformation[1] = vec3(0, cb, -sb);//We don't need to calculate it for every pixel
|
||||
transformation[2] = vec3(-sa,ca*sb,ca*cb);//So, we get it from the CPU
|
||||
invTr[0] = vec3(ca, 0, -sa);//it's inverse, to calculate texture mapping.
|
||||
invTr[1] = vec3(sa*sb, cb, ca*sb);
|
||||
invTr[2] = vec3(cb*sa, -sb, ca*cb);
|
||||
vec3 trPos = transformation*((dFL+fl+1.)/(fl+1.))*vec3(vPos.xy, -1);
|
||||
vec3 V0=transformation*vec3(0.,0.,fl+dFL), V = V0;
|
||||
vec3 W=normalize(trPos-V);
|
||||
bool rtxoff = getflag(flags, 1),
|
||||
showtexture = !getflag(flags,0),
|
||||
moved = getflag(flags,2);
|
||||
int cnt_ref = n_ref;
|
||||
float currentK = 1.;
|
||||
for(int j=0;j<n_ref;j++)
|
||||
{
|
||||
if(j > 0){
|
||||
Ray currR = lastRay[(j-1)/2];
|
||||
currKf = currR.kf;
|
||||
currentK = currR.cumulativeK;
|
||||
if(currKf <= 0.0000001 || currentK <= 0.0000001)
|
||||
continue; // We make it terminate w/ kf=0
|
||||
V = currR.V;
|
||||
W = currR.W;
|
||||
}
|
||||
float tMin=10000.;
|
||||
int iMin = -1;
|
||||
for(int i=0;i<cns;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 >= 0.00001 && 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 >= -0.00001){
|
||||
t = -(t + 2.*B);
|
||||
if(t < tMin){
|
||||
tMin = t;
|
||||
iMin = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// IF RAY HITS SPHERE
|
||||
if(iMin >= 0){
|
||||
float t = tMin;
|
||||
vec3 S=V+t*W;
|
||||
for(int i = 0; i < cns; ++ i)
|
||||
if(i == iMin)
|
||||
{
|
||||
vec3 tex_sph = (S-Sph[i].xyz);
|
||||
if(moved)
|
||||
tex_sph=invTr*tex_sph;
|
||||
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*=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;
|
||||
vec3 texture_color;
|
||||
if(showtexture)
|
||||
texture_color=texture2D(uSampler[i],vec2(tex_x,((R-tex_sph.y)/(2.*R)))).xyz;
|
||||
else texture_color = foregroundColor;
|
||||
vec3 N=normalize(S-Sph[i].xyz);
|
||||
vec3 realLDir=normalize(LDir-S);
|
||||
color=(
|
||||
Ambient[i]
|
||||
+Diffuse[i]*max(0.,dot(N,realLDir))*LCol
|
||||
)*texture_color
|
||||
;
|
||||
if(rtxoff || j >= n_ref/2) //if it's the last hit
|
||||
{
|
||||
color += sqrt(float(j+1)) * Specular[i].xyz*pow(max(0.,
|
||||
dot(2.*dot(N,realLDir)*N-realLDir,-W)),Specular[i].w);
|
||||
scolor += color * currentK;
|
||||
}
|
||||
else{
|
||||
lastRay[2 * j + 1] = Ray(S, (-(2. * dot(N, W) * N - W)), currKf, currentK * ks[i]); //reflection
|
||||
float ita = currKf/kf[i];
|
||||
float c1 = dot(N, W);
|
||||
float c2 = sqrt(1.-ita*ita*(1.-c1*c1));
|
||||
lastRay[2 * j + 2] = Ray(S, normalize(ita*W + (ita*c1 - c2)*N), kf[i], currentK * kr[i]); //refraction
|
||||
scolor += currentK*(1. - ks[i] - kr[i]) * color;//stack[j] = RT(color, currentK*(1. - ks[i] - kr[i]) * color;
|
||||
}
|
||||
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+.6)<3.)
|
||||
{
|
||||
vec3 S = vec3(sx, -.2, sz);
|
||||
vec3 realLDir=normalize(LDir - S);
|
||||
color=(
|
||||
0.5 //ambient for ground
|
||||
+0.5*max(0.,realLDir.y)*LCol //diffusion for ground
|
||||
)*groundColor
|
||||
;
|
||||
// + SPECULAR COMPONENT GOES HERE
|
||||
if(rtxoff || j == n_ref - 1)
|
||||
{
|
||||
color += sqrt(float(j+1))*groundSpecular.xyz* //specular for ground.
|
||||
pow(max(0., dot(vec3(-realLDir.x, realLDir.y,-realLDir.z),-W)),groundSpecular.w);
|
||||
//stack[j] = RT(color, currentK); //ks of ground is 0.15
|
||||
scolor += currentK * color;
|
||||
}
|
||||
else
|
||||
{
|
||||
lastRay[2 * j + 1] = Ray(S, vec3(W.x, -W.y, W.z), currKf, currentK * 0.15); //reflection
|
||||
//stack[j] = RT(color, currentK * (1.-0.15)); //ks of ground is 0.15
|
||||
scolor += (currentK*.85)*color;
|
||||
}
|
||||
//lastRay[2 * j + 2] = Ray(S, vec3(0,0,0), 0.); //refraction
|
||||
}
|
||||
else{
|
||||
if(j > 0)
|
||||
{
|
||||
// If the light bounces away! The color of it is calculated by
|
||||
//stack[j] = RT(sqrt(float(j+1))*vec3(4.,4.,4)*pow(max(0.,dot(W, normalize(LDir - V))), 10.), currentK);
|
||||
scolor += currentK * sqrt(float(j+1)*pow(max(0.,dot(W, normalize(LDir - V))), 10.)) * vec3(4.,4.,4);
|
||||
//cnt_ref = j + 1;
|
||||
}
|
||||
//else //If the light hits the void in the first place, it's just black!
|
||||
//cnt_ref = j;//j is always 0 in this case.
|
||||
break; //The light is shooting into the void, let's stop RT.
|
||||
}
|
||||
}
|
||||
if(rtxoff)
|
||||
break;
|
||||
}
|
||||
if(!rtxoff)
|
||||
{
|
||||
color = scolor;
|
||||
// color = vec3(0,0,0);
|
||||
// //float currks = 1.;
|
||||
// for(int i = 0; i < n_ref; ++i)
|
||||
// {
|
||||
// //if(i >= cnt_ref)//same trick to use bounded non-const on indexes
|
||||
// // {
|
||||
// // color += currks * stack[i - 1].color; //if there're less than n_ref rays, e.g. ray go to the void.
|
||||
// // break;
|
||||
// // }
|
||||
// if(stack[i].ks <0.0000001)
|
||||
// continue;
|
||||
// color += stack[i].ks * stack[i].color;//currks *(1.-stack[i].ks) * stack[i].color;
|
||||
// //currks *= stack[i].ks;
|
||||
// }
|
||||
// // if(n_ref == cnt_ref)
|
||||
// // color += currks * stack[n_ref - 1].color;
|
||||
}
|
||||
gl_FragColor=vec4(sqrt(color),1.);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,268 @@
|
||||
|
||||
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 vec4 rot; //ROTATION VALUES USED TO CALCULATE TRANSFORMATION MATRIX
|
||||
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;
|
||||
const int n_ref=15; //2^(hits) - 1 because each hit now spawn 2 rays.
|
||||
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;
|
||||
}
|
||||
vec3 getRefraction(vec3 N, vec3 W, float nextkr, float eta, float c1){
|
||||
float c2 = (1.-eta*eta*(1.-c1*c1));
|
||||
c2 = sqrt(abs(c2));
|
||||
return normalize(eta*W + (eta*c1 - c2)*N);
|
||||
}
|
||||
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 outward = false;
|
||||
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!
|
||||
outward = false;
|
||||
}
|
||||
else if (t >= -0.01 && t <0.01){
|
||||
t = -(t + 2.*B);
|
||||
if(t > 0.01 && t < tMin){
|
||||
tMin = t;
|
||||
iMin = i;
|
||||
outward = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
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*=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;
|
||||
texture_color=texture2D(uSampler[i],vec2(tex_x,((R-tex_sph.y)/(2.*R)))).xyz;
|
||||
}
|
||||
else texture_color = foregroundColor;
|
||||
|
||||
vec3 N=normalize(S-Sph[i].xyz);
|
||||
vec3 realLDir=normalize(LDir-S);
|
||||
if(outward){
|
||||
float c1 = dot(N, W);
|
||||
if(c1 > 0.)
|
||||
{
|
||||
c1 = -c1;
|
||||
N = -N;
|
||||
outward = true;
|
||||
}
|
||||
else outward = false;
|
||||
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{
|
||||
float eta =kf[i]/currKf;
|
||||
if(outward) eta = 1./eta;
|
||||
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, getRefraction(N, W, nextkr, eta, c1), currKf, nextks); //reflection
|
||||
currentK -= nextks;
|
||||
next_top ++;
|
||||
}
|
||||
if(refr)
|
||||
{
|
||||
if(refl)
|
||||
stack2[k+1] = Ray(S, getRefraction(N, W, nextkr, eta, c1), kf[i], nextkr); //refraction
|
||||
else
|
||||
stack2[k] = Ray(S, getRefraction(N, W, nextkr, eta, c1), kf[i], nextkr); //refraction
|
||||
currentK -= nextkr;
|
||||
next_top ++;
|
||||
}
|
||||
}else{
|
||||
if(refl)
|
||||
{
|
||||
stack1[k] = Ray(S, (-(2. * c1 * N - W)), currKf, nextks); //reflection
|
||||
currentK -= nextks;
|
||||
next_top ++;
|
||||
}
|
||||
if(refr)
|
||||
{
|
||||
if(refl)
|
||||
stack1[k+1] = Ray(S, getRefraction(N, W, nextkr, eta, c1), kf[i], nextkr); //refraction
|
||||
else
|
||||
stack1[k] = Ray(S, getRefraction(N, W, nextkr, eta, c1), kf[i], nextkr); //refraction
|
||||
currentK -= nextkr;
|
||||
next_top ++;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
scolor += currentK * color;
|
||||
}
|
||||
}
|
||||
else{
|
||||
float c1 = (dot(N, W));
|
||||
float ita = kf_air/currKf;
|
||||
if(c1<0.)
|
||||
{
|
||||
c1 = -c1;
|
||||
N = - N;
|
||||
}
|
||||
float c2 = (1.-ita*ita*(1.-c1*c1));
|
||||
if(c2 >= 0.)
|
||||
c2 = sqrt(c2);
|
||||
else c2 = -sqrt(-c2);
|
||||
for(int k = 0; k < max_stack; ++k)
|
||||
if(k == next_top){
|
||||
if(stackswap)
|
||||
{
|
||||
//stack2[k] = Ray(S, ((2. * c1 * N - W)), currKf, currentK*ks[i]); //reflection
|
||||
//if(c2>=0.)
|
||||
{
|
||||
stack2[k] = Ray(S, normalize(ita*W + (ita*c1 - c2)*N), kf_air, currentK*kr[i]); //refraction
|
||||
next_top ++;
|
||||
}
|
||||
}else{
|
||||
//stack1[k] = Ray(S, ((2. * c1 * N - W)), currKf, currentK*ks[i]); //reflection
|
||||
//if(c2 >= 0.)
|
||||
{
|
||||
stack1[k] = Ray(S, normalize(ita*W + (ita*c1 - c2)*N), kf_air, currentK*kr[i]); //refraction
|
||||
next_top ++;
|
||||
}
|
||||
}
|
||||
// next_top ++;
|
||||
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+2.)/3., (sz+1.)/6.)).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.);
|
||||
}
|
||||
}
|
||||
}
|
||||
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.);
|
||||
}
|
||||
+237
@@ -0,0 +1,237 @@
|
||||
|
||||
#define _DEBUG_BREAK {gl_FragColor=vec4(1,0,0,1); return;}
|
||||
#define REFRACTION normalize(c2 >= 0.? (eta*W + (eta*c1 - sqrt(c2))*N) : ((W + c1*N)/sqrt(1.-c1*c1)))
|
||||
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=atan(tex_sph.x,tex_sph.z)/_2pi + 0.5;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
|
||||
tex_x=fract(tex_x+uTime/20.);
|
||||
return vec2(tex_x,-asin(tex_sph.y/R)/pi + 0.5);
|
||||
}
|
||||
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, stop = 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);
|
||||
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);
|
||||
float eta, nextkf;
|
||||
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;
|
||||
break;
|
||||
}
|
||||
else{
|
||||
c1 = -c1;
|
||||
eta = currKf/kf[i];
|
||||
nextkf = kf[i];
|
||||
}
|
||||
}
|
||||
else{
|
||||
N = -N;
|
||||
eta = currKf/kf_air;
|
||||
nextkf = kf_air;
|
||||
color = Ambient[i];
|
||||
}
|
||||
float c2 = (1.-eta*eta*(1.-c1*c1));
|
||||
float nextks = currentK * ks[i], nextkr = currentK * kr[i];
|
||||
bool refl = nextks > 0.01, refr = nextkr > 0.01;
|
||||
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, nextkf, nextkr); //refraction
|
||||
else
|
||||
stack2[k] = Ray(S, REFRACTION, nextkf, 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, nextkf, nextkr); //refraction
|
||||
else
|
||||
stack1[k] = Ray(S, REFRACTION, nextkf, nextkr); //refraction
|
||||
currentK -= nextkr;
|
||||
next_top ++;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
scolor += color * currentK;
|
||||
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(3.,3.,3.) + foregroundColor*0.1);
|
||||
else scolor = foregroundColor*0.6;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(++curr_ptr >= curr_top){
|
||||
if(next_top <= 0)
|
||||
stop = true;
|
||||
if(next_top * 2 > max_stack)
|
||||
final = true;
|
||||
curr_top = next_top;
|
||||
next_top = 0;
|
||||
curr_ptr = 0;
|
||||
|
||||
stackswap = !stackswap;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(stop)
|
||||
break;
|
||||
}
|
||||
gl_FragColor=vec4(sqrt(scolor),1.);
|
||||
}
|
||||
Reference in New Issue
Block a user