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// Scene1 effect shader - ShaderToy conversion (raymarching cube & sphere)
// Source: Saturday cubism experiment by skal
#include "sequence_uniforms"
#include "camera_common"
#include "math/color"
#include "math/utils"
#include "math/sdf_shapes"
#include "math/common_utils"
#include "render/raymarching_id"
@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
@group(0) @binding(3) var<uniform> camera: CameraParams;
const skyCol = vec3f(0.176, 0.235, 0.25);
const skylineCol = vec3f(0.5, 0.125, 0.025);
const sunCol = vec3f(0.5, 0.163, 0.025);
const diffCol1 = vec3f(0.4, 1.0, 1.0);
const diffCol2 = vec3f(0.325, 1.0, 0.975);
// Lighting (normalized manually)
const sunDir1 = vec3f(0.0, 0.04997, -0.99875); // normalize(0, 0.05, -1)
const lightPos1 = vec3f(10.0, 10.0, 10.0);
const lightPos2 = vec3f(-10.0, 10.0, -10.0);
fn rayPlane(ray: Ray, plane: vec4f) -> f32 {
return (dot(ray.origin, plane.xyz) - plane.w) / dot(ray.direction, plane.xyz);
}
fn render0(ray: Ray) -> vec3f {
var col = vec3f(0.0);
let y = abs(ray.direction.y);
let sf = 1.0001 - max(dot(sunDir1, ray.direction), 0.0);
col += skyCol * pow(y, 8.0);
col += skylineCol * (mix(0.0025, 0.125, tanh_approx(0.005 / sf)) / y);
col += sunCol * 0.00005 / (sf * sf);
/*
let tp1 = rayPlane(ray, vec4f(0.0, -1.0, 0.0, 6.0));
if (tp1 > 0.0) {
let pos = ray.origin + tp1 * ray.direction;
let pp = pos.xz;
let db = sdBox2D(pp, vec2f(5.0, 9.0)) - 3.0;
col += vec3f(4.0) * skyCol * y * y * smoothstep(0.25, 0.0, db);
col += vec3f(0.8) * skyCol * exp(-0.5 * max(db, 0.0));
}
*/
return clamp(col, vec3f(0.0), vec3f(10.0));
}
const OBJ_BACKGROUND: f32 = 0.0;
const OBJ_CUBE: f32 = 1.0;
const OBJ_SPHERE: f32 = 2.0;
const OBJ_PLANE: f32 = 3.0;
// TODO: remove! (issue with #include macros)
fn df(p: vec3f) -> f32 {
return 0.;
}
fn dfWithID(p: vec3f) -> RayMarchResult {
// Cube
var pc = p - vec3f(-1.9, 0.0, 0.0);
let dCube = sdBox(pc, vec3f(1.6));
// Sphere
var ps = p - vec3f(1.3, 0.0, 0.0);
let dSphere = sdSphere(ps, 1.2);
// Ground plane
let dPlane = p.y + 1.0;
// Find closest object
var result: RayMarchResult;
result.distance = dCube;
result.object_id = OBJ_CUBE;
if (dSphere < result.distance) {
result.distance = dSphere;
result.object_id = OBJ_SPHERE;
}
if (dPlane < result.distance) {
result.distance = dPlane;
result.object_id = OBJ_PLANE;
}
result.distance_max = result.distance;
return result;
}
fn boxCol(col: vec3f, nsp: vec3f, rd: vec3f, nnor: vec3f, nrcol: vec3f, nshd1: f32, nshd2: f32) -> vec3f {
var nfre = 1.0 + dot(rd, nnor);
nfre *= nfre;
let nld1 = normalize(lightPos1 - nsp);
let nld2 = normalize(lightPos2 - nsp);
var ndif1 = max(dot(nld1, nnor), 0.0);
ndif1 *= ndif1;
var ndif2 = max(dot(nld2, nnor), 0.0);
ndif2 *= ndif2;
var scol = vec3f(0.0);
let rf = smoothstep(1.0, 0.9, nfre);
scol += diffCol1 * ndif1 * nshd1;
scol += diffCol2 * ndif2 * nshd2;
scol += 0.1 * (skyCol + skylineCol);
scol += nrcol * 0.75 * mix(vec3f(0.25), vec3f(0.5, 0.5, 1.0), nfre);
return mix(col, scol, rf * smoothstep(90.0, 20.0, dot(nsp, nsp)));
}
fn render1(ray: Ray) -> vec3f {
let skyCol_local = render0(ray);
var col = skyCol_local;
var init: RayMarchResult;
init.distance = 0.0;
init.distance_max = 0.0;
init.object_id = OBJ_BACKGROUND;
let result = rayMarchWithID(ray.origin, ray.direction, init);
if (result.distance < MAX_RAY_LENGTH) {
let nsp = reconstructPosition(ray, result);
let nnor = normalWithID(nsp);
let nref = reflect(ray.direction, nnor);
var refl_init: RayMarchResult;
refl_init.distance = 0.2;
refl_init.distance_max = 0.2;
refl_init.object_id = OBJ_BACKGROUND;
let nrt_result = rayMarchWithID(nsp, nref, refl_init);
let rRay = Ray(nsp, nref);
var nrcol = render0(rRay);
if (nrt_result.distance < MAX_RAY_LENGTH) {
let nrsp = reconstructPosition(Ray(nsp, nref), nrt_result);
let nrnor = normalWithID(nrsp);
let nrref = reflect(nref, nrnor);
nrcol = boxCol(nrcol, nrsp, nref, nrnor, render0(Ray(nrsp, nrref)), 1.0, 1.0);
}
let light_dist1 = distance(lightPos1, nsp);
let light_dist2 = distance(lightPos2, nsp);
let nshd1 = mix(0.0, 1.0, shadowWithStoredDistance(nsp, normalize(lightPos1 - nsp), light_dist1));
let nshd2 = mix(0.0, 1.0, shadowWithStoredDistance(nsp, normalize(lightPos2 - nsp), light_dist2));
col = boxCol(col, nsp, ray.direction, nnor, nrcol, nshd1, nshd2);
}
return col;
}
#include "render/fullscreen_vs"
@fragment fn fs_main(@builtin(position) p: vec4f) -> @location(0) vec4f {
let coord = getScreenCoord(p, uniforms.resolution);
let ray = getCameraRay(camera, coord);
var col = render1(ray);
col = aces_approx(col);
col = sRGB(col);
return vec4f(col, 1.0);
}
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