material-maker/addons/material_maker/nodes/preview_v4v4.shader

34 lines
965 B
GLSL

vec4 mfield(vec4 uv) {
$(code)
return $(value);
}
float raymarch(vec3 ro, vec3 rd) {
float d=0.0;
for (int i = 0; i < 200; i++) {
vec3 p = ro + rd*d;
float dstep = mfield(vec4(p,0.0)).w;
d += dstep;
if (dstep < 0.0001) break;
}
return d;
}
vec3 normal(vec3 p) {
float d = mfield(vec4(p,0.0)).w;
float e = .0001;
vec3 n = d - vec3(mfield(vec4(p-vec3(e, 0.0, 0.0),0.0)).w, mfield(vec4(p-vec3(0.0, e, 0.0),0.0)).w, mfield(vec4(p-vec3(0.0, 0.0, e),0.0)).w);
return normalize(n);
}
vec4 preview_2d(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;
return vec4(mfield(vec4(p, 1.0)).xyz*light, 1.0);
}