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Graphics/shader.frag

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#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.);
}