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Graphics/shader.frag

130 lines
3.7 KiB

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.;
}
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);
}
}