98 lines
2.4 KiB
GLSL
98 lines
2.4 KiB
GLSL
vec3 getNormal( vec3 pos )
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{
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vec2 v = vec2( .01 , 0 );
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return normalize( vec3(
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map( pos + v.xyy ).x - map( pos - v.xyy ).x ,
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map( pos + v.yxy ).x - map( pos - v.xyx ).x ,
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map( pos + v.yyx ).x - map( pos - v.yyx ).x ) );
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}
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// -----------------------------------------------------------------------------
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vec3 march( vec3 o , vec3 d , int steps , float factor )
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{
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int i = 0;
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float dist = .01 , mat = -1;
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for ( ; i < steps ; ++ i ) {
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vec2 res = map( o + d * dist );
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if ( abs( res.x ) < u_Render.z || dist > u_Render.w ) {
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break;
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}
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dist += res.x * factor;
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mat = res.y;
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}
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return vec3( dist , dist >= u_Render.w ? -1 : mat , i );
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}
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// -----------------------------------------------------------------------------
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void main( )
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{
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setCamFromUniforms( );
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vec2 uv = ( gl_FragCoord.xy / u_Resolution ) * 2 - 1;
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vec3 camDir = normalize( lookAt - camPos );
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vec3 side = normalize( cross( camUp , camDir ) );
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vec3 up = normalize( cross( camDir , side ) );
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vec3 rayDir = normalize( camDir * nearPlane
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+ uv.x * side * u_Resolution.x / u_Resolution.y
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+ uv.y * up );
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vec3 r = march( camPos , rayDir , int( u_Render.x ) , u_Render.y );
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vec3 hitPos = camPos + rayDir * r.x;
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vec3 bc = vec3( 0 );
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if ( r.y >= 0. ) {
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const int midx = int( r.y );
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const vec3 normal = getNormal( hitPos );
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#if defined( USE_BP )
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// Blinn-Phong only
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bc = BP_Shade( BPMaterials[ midx ] ,
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rayDir , normal , -u_LightDir );
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#else
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#if defined( USE_PBR )
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// PBR only
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T_PBRMaterial material = PBRMaterials[ midx ];
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T_PBRPrecomputed precomputed = PBR_Precompute(
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material , rayDir , normal );
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bc = PBR_Shade( material , precomputed ,
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rayDir , normal , -u_LightDir );
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#else
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#if defined( USE_MAP_MATERIAL )
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// Remap materials through mapMaterials
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int mtype , mtidx , glowidx;
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mapMaterial( midx , mtype , mtidx , glowidx );
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if ( mtype == 0 ) {
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bc = BP_Shade( BPMaterials[ mtidx ] ,
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rayDir , normal , -u_LightDir );
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} else {
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T_PBRMaterial material = PBRMaterials[ mtidx ];
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T_PBRPrecomputed precomputed = PBR_Precompute(
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material , rayDir , normal );
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bc = PBR_Shade( material , precomputed ,
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rayDir , normal , -u_LightDir );
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}
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#if defined( USE_GLOW )
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if ( glowidx > 0 ) {
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bc += Glow[ glowidx ];
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}
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#endif
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#endif
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#endif
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#endif
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#ifdef USE_GLOW
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#ifndef USE_MAP_MATERIAL
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bc += Glow[ midx ];
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#endif
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#endif
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}
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o_Color = bc;
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o_Z = r.x;
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}
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