mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
38 lines
969 B
GLSL
38 lines
969 B
GLSL
float calcdist(vec3 p) {
|
|
return length(p)-0.4;
|
|
}
|
|
|
|
vec3 calcColor(vec4 uv) {
|
|
$(code)
|
|
return $(value);
|
|
}
|
|
|
|
float raymarch(vec3 ro, vec3 rd) {
|
|
float d=0.0;
|
|
for (int i = 0; i < 50; i++) {
|
|
vec3 p = ro + rd*d;
|
|
float dstep = calcdist(p);
|
|
d += dstep;
|
|
if (dstep < 0.0001) break;
|
|
}
|
|
return d;
|
|
}
|
|
vec3 normal(vec3 p) {
|
|
float d = calcdist(p);
|
|
float e = .0001;
|
|
vec3 n = d - vec3(calcdist(p-vec3(e, 0.0, 0.0)), calcdist(p-vec3(0.0, e, 0.0)), calcdist(p-vec3(0.0, 0.0, e)));
|
|
return normalize(n);
|
|
}
|
|
|
|
void fragment() {
|
|
vec2 uv = UV-vec2(0.5);
|
|
vec3 p = vec3(uv, 2.0-raymarch(vec3(uv, 2.0), vec3(0.0, 0.0, -1.0)));
|
|
vec3 n = normal(p);
|
|
vec3 l = vec3(5.0, 5.0, 10.0);
|
|
vec3 ld = normalize(l-p);
|
|
float o = step(p.z, 0.001);
|
|
float shadow = 1.0-0.75*step(raymarch(l, -ld), length(l-p)-0.01);
|
|
float light = 0.3+0.7*dot(n, ld)*shadow;
|
|
COLOR = vec4(calcColor(vec4(p, 0.0))*light, 1.0);
|
|
}
|