253 lines
11 KiB
GLSL
253 lines
11 KiB
GLSL
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#define _DEBUG_BREAK {gl_FragColor=vec4(1,0,0,1); return;}
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#define REFRACTION normalize(eta*W + (eta*c1 - sqrt(1.-eta*eta*(1.-c1*c1)))*N)
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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 f_tex, f_rt, f_moved;
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uniform float dFL; //DELTA on FOCAL LENGTH
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uniform mat3 transformation, invTr;
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uniform vec3 Ambient[ns], Diffuse[ns];
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uniform vec4 Specular[ns];
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uniform float ks[ns], kr[ns], kf[ns];
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uniform vec4 Sph[ns];
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uniform sampler2D uSampler[ns];
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const float kf_air = 1.000293;
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varying vec3 vPos;
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float fl=3.;//ORIGINAL FOCAL LENGTH
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const float pi=3.14159265359;
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const float _2pi=2.*pi;
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/***********PLEASE DO INCREASE n_ref(RT DEPTH) FOR BETTER RESULTS************/
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/*---->*/const int n_ref=31; //2^n-1 because each hit now spawn at most 2 rays.
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/**BUT BE CAUTIOUS IF YOU DON'T HAVE A DECENT GRAPHICS CARD (below GTX 950M)**/
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const int max_stack = (n_ref+1)/4;
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vec3 scolor = vec3(0,0,0); //Actually 2^n_ref
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struct Ray{
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vec3 V;
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vec3 W;
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float kf, cumulativeK;
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} stack1[max_stack], stack2[max_stack];
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bool modulo2(int n){
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return n-2*(n/2) == 1;
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}
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vec2 getTextCoord(vec3 tex_sph, float R){
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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*=1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
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tex_x=tex_x+float(uTime);
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float quo=float(int(tex_x/_2pi));
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tex_x=tex_x/_2pi - quo;
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return vec2(tex_x,((R-tex_sph.y)/(2.*R)));
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}
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void main(){
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vec3 LDir=vec3(.5,.5,.5);
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vec3 LCol=vec3(1.,1.,1.);
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float currKf = kf_air;
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vec3 color=vec3(.2, .3, .5);
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vec3 trPos = transformation*((dFL+fl+1.)/(fl+1.))*vec3(vPos.xy, -1);
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vec3 V0=transformation*vec3(0.,0.,fl+dFL), V = V0;
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vec3 W=(trPos-V);
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bool rtxoff = false, showtexture = true, moved = false;
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float currentK = 1.;
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int curr_ptr = 0, curr_top = 0, next_top = 0;
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bool final = false, stackswap = false;
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for(int j=0;j<n_ref;j++)
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{
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for(int curr = 0; curr < max_stack; ++curr){
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if(curr == curr_ptr){
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bool skip = false;
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if(j > 0){
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Ray currR;
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if(stackswap)
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currR = stack1[curr];
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else
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currR = stack2[curr];
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currKf = currR.kf;
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currentK = currR.cumulativeK;
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if(currKf <= 0.001 || currentK <= 0.001)
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skip = true;
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V = currR.V;
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W = currR.W;
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}
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else
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W = normalize(W);
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if(!skip){
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float tMin=10000.;
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int iMin = -1;
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for(int i=0;i<cns;i++){
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vec3 Vp=V-Sph[i].xyz;
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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 >= 0.01 && t < tMin){
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tMin = t; // This is an optimization, we don't have to do lighting/tex
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iMin = i; // for objects that are occuluded, which is expensive!
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}
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else if (t >= -0.01 && t <0.01){
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t = -(t + 2.*B);
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if(t > 0.01 && 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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}
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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 < cns; ++ i)
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if(i == iMin)
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{
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vec3 texture_color;
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if(showtexture)
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{
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vec3 tex_sph = (S-Sph[i].xyz);
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if(moved)
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;//tex_sph=invTr*tex_sph; too expensive
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texture_color=texture2D(uSampler[i],getTextCoord(tex_sph, Sph[i].w)).xyz;
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}
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else texture_color = foregroundColor;
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vec3 N=normalize(S-Sph[i].xyz);
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vec3 realLDir=normalize(LDir-S);
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float c1 =dot(N, W);
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if(c1<0.){
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color=(Ambient[i]+Diffuse[i]*max(0.,dot(N,realLDir))*LCol)*texture_color;
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if(rtxoff || final) //if it's the last hit
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{
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color += Specular[i].xyz*pow(max(0.,
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dot(-2.*c1*N-realLDir,realLDir)),Specular[i].w);
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scolor += color * currentK;
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}
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else{
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c1 = -c1;
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float eta =currKf/kf[i];
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float nextks = currentK * ks[i], nextkr = currentK * kr[i];
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bool refl = nextks > 0.001, refr = nextkr > 0.001;
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if(refl || refr)
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for(int k = 0; k < max_stack; ++k)
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if(k == next_top){
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if(stackswap){
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if(refl)
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{
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stack2[k] = Ray(S, 2. * c1 * N + W, currKf, nextks); //reflection
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currentK -= nextks;
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next_top ++;
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}
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if(refr)
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{
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if(refl)
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stack2[k+1] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
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else
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stack2[k] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
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currentK -= nextkr;
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next_top ++;
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}
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}else{
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if(refl)
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{ //remember, c1 = -NW now
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stack1[k] = Ray(S, 2. * c1 * N + W, currKf, nextks); //reflection
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currentK -= nextks;
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next_top ++;
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}
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if(refr)
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{
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if(refl)
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stack1[k+1] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
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else
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stack1[k] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
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currentK -= nextkr;
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next_top ++;
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}
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}
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break;
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}
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scolor += currentK * color;
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}
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}
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else{
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float eta = currKf/kf_air;
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N = -N; //inside the sphere, normal is inward!
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float c2 = (1.-eta*eta*(1.-c1*c1));
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for(int k = 0; k < max_stack; ++k)
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if(k == next_top){
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if(stackswap)
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{
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stack2[k+1] = Ray(S, -2. * c1 * N + W, currKf, currentK*ks[i]); //reflection inside
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if(c2 >= 0.)
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stack2[k] = Ray(S, normalize(eta*W + (eta*c1 - sqrt(c2))*N), kf_air, currentK*kr[i]); //refraction
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else //on the edge, the light won't bend anymore and will keep perpendicular to normal
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stack2[k] = Ray(S, normalize((W + c1*N)/sqrt(1.-c1*c1)), kf_air, currentK*kr[i]); //refraction
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}else{
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stack1[k+1] = Ray(S, -2. * c1 * N + W, currKf, currentK*ks[i]); //reflection inside
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if(c2 >= 0.)
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stack1[k] = Ray(S, normalize(eta*W + (eta*c1 - sqrt(c2))*N), kf_air, currentK*kr[i]); //refraction
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else
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stack1[k] = Ray(S, normalize((W + c1*N)/sqrt(1.-c1*c1)), kf_air, currentK*kr[i]); //refraction
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}
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next_top += 2;
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break;
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}
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}
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break;
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}
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}
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else {
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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) < 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=(0.5+0.5*max(0.,realLDir.y)*LCol)*texture2D(uSampler[4],vec2((sx+1.4)/3., (sz+1.5)/4.)).xyz;
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if(rtxoff || final&&abs(sx)<1.5 && abs(sz+.6)<3.)
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{
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color += groundSpecular.xyz* //specular for ground.
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pow(max(0., dot(vec3(-realLDir.x, realLDir.y,-realLDir.z),-W)),groundSpecular.w);
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scolor += currentK * color;
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}
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else
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{
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for(int k = 0; k < max_stack; ++k)
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if(k == next_top){
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if(stackswap)
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stack2[k] = Ray(S, vec3(W.x, -W.y, W.z), kf_air, currentK * 0.15); //reflection
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else
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stack1[k] = Ray(S, vec3(W.x, -W.y, W.z), kf_air, currentK * 0.15); //reflection
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next_top ++;
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break;
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}
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scolor += (currentK*.85)*color;
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}
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}
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else{
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if(j > 0)
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scolor += currentK * (pow(max(0.,dot(W, normalize(LDir - V))), 10.) * vec3(1.,1.,1.) + foregroundColor*0.1);
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else scolor = foregroundColor*0.6;
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}
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}
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}
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if(++curr_ptr >= curr_top){
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curr_top = next_top;
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curr_ptr = 0;
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if(next_top * 2 > max_stack)
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final = true;
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stackswap = !stackswap;
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}
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break;
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}
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}
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}
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gl_FragColor=vec4(sqrt(scolor),1.);
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}
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