Tuned Ace Editor a bit. Added multiple textures. Optimized shader, get ready for Recursive Ray Tracing.master
parent
107bbb23cd
commit
afc8716507
@ -1,130 +1,125 @@
|
||||
|
||||
uniform float uTime; // TIME, IN SECONDS
|
||||
uniform int flags;
|
||||
varying vec3 vPos; // -1 < vPos.x < +1
|
||||
// -1 < vPos.y < +1
|
||||
// vPos.z == 0
|
||||
|
||||
|
||||
float fl = 3.0;
|
||||
const float pi = 3.14159265359;
|
||||
|
||||
const int ns = 2;
|
||||
vec4 Sph[ns];
|
||||
uniform sampler2D uSampler[ns];
|
||||
vec3 Ambient [ns];
|
||||
vec3 Diffuse [ns];
|
||||
vec4 Specular[ns];
|
||||
|
||||
// YOU MUST DEFINE A main() FUNCTION.
|
||||
bool getflag(int flag, int bit){
|
||||
float shifted = float(flag) - pow(2., float(bit));
|
||||
return fract(shifted / 2.) > 0.;
|
||||
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;
|
||||
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), 0.2);
|
||||
Sph[1] = vec4(0.,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
|
||||
|
||||
float tMin = 10000.0;
|
||||
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 RAY HITS SPHERE
|
||||
|
||||
if (t > 0. && t < tMin) {
|
||||
|
||||
float t = -B - sqrt(D);
|
||||
|
||||
// IF RAY HITS SPHERE
|
||||
vec3 S = V + t * W;
|
||||
if (t > 0. && t < tMin) {
|
||||
vec3 tex_sph = S - Sph[i].xyz;
|
||||
// FIND SURFACE POINT AND NORMAL, DO SHADING
|
||||
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;
|
||||
//*TEXTURE MAPPING
|
||||
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(Vp);
|
||||
//*DIRECTIONS ARE NORMALIZED TO GET THE CORRECT PHONG LIGHTING
|
||||
vec3 realLDir = normalize(LDir - S);
|
||||
color = (Ambient[i]
|
||||
+ Diffuse[i] * max(0.,dot(N,LDir)) * LCol) * texture_color
|
||||
// + SPECULAR COMPONENT GOES HERE
|
||||
+ Specular[i].xyz*pow(max(0., dot(2.*dot(N, LDir)*N - LDir, VDir)), Specular[i].w)
|
||||
;
|
||||
|
||||
|
||||
tMin = t;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// APPLY GAMMA CORRECTION AND SET THE PIXEL COLOR.
|
||||
|
||||
gl_FragColor = vec4(sqrt(color), 1.0);
|
||||
}
|
||||
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.);
|
||||
}
|
||||
|
Loading…
Reference in new issue