mirror of
https://github.com/Relintai/material-maker.git
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46 lines
1.1 KiB
GLSL
46 lines
1.1 KiB
GLSL
vec2 calcdist(vec3 uv) {
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$(code)
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vec2 v = $(value);
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return vec2(min(v.x, uv.z), v.y);
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}
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vec2 raymarch(vec3 ro, vec3 rd) {
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float d=0.0;
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float color;
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for (int i = 0; i < 50; i++) {
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vec3 p = ro + rd*d;
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vec2 dstep = calcdist(p);
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d += dstep.x;
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if (dstep.x < 0.0001) {
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color = dstep.y;
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break;
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}
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}
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return vec2(d, color);
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}
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vec3 normal(vec3 p) {
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float d = calcdist(p).x;
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float e = .0001;
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vec3 n = d - vec3(calcdist(p-vec3(e, 0.0, 0.0)).x, calcdist(p-vec3(0.0, e, 0.0)).x, calcdist(p-vec3(0.0, 0.0, e)).x);
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return normalize(n);
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}
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vec3 rm_color(float c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(vec3(c) + K.xyz) * 6.0 - K.www);
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return 1.0 * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), 1.0);
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}
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void fragment() {
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vec2 uv = UV-vec2(0.5);
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vec2 rm = raymarch(vec3(uv, 2.0), vec3(0.0, 0.0, -1.0));
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vec3 p = vec3(uv, 2.0-rm.x);
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vec3 n = normal(p);
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vec3 l = vec3(5.0, 5.0, 10.0);
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vec3 ld = normalize(l-p);
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float o = step(p.z, 0.001);
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float shadow = 1.0-0.75*step(raymarch(l, -ld).x, length(l-p)-0.01);
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float light = 0.3+0.7*dot(n, ld)*shadow;
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COLOR = vec4(mix(rm_color(fract(rm.y)), vec3(0.9), o)*light, 1.0);
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}
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