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REVIEWED: example: shaders_hybrid_rendering, shaders issues
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@ -1,6 +1,7 @@
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#version 100
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#extension GL_EXT_frag_depth : enable // Extension required for writing depth
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precision mediump float; // Precision required for OpenGL ES2 (WebGL)
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varying vec2 fragTexCoord;
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@ -2,6 +2,9 @@
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#extension GL_EXT_frag_depth : enable //Extension required for writing depth
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#extension GL_OES_standard_derivatives : enable //Extension used for fwidth()
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#define ZERO 0
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precision mediump float; // Precision required for OpenGL ES2 (WebGL)
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// Input vertex attributes (from vertex shader)
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@ -17,8 +20,6 @@ uniform vec3 camPos;
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uniform vec3 camDir;
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uniform vec2 screenCenter;
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#define ZERO 0
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// SRC: https://learnopengl.com/Advanced-OpenGL/Depth-testing
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float CalcDepth(in vec3 rd, in float Idist)
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{
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@ -128,7 +129,7 @@ float calcSoftshadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
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float res = 1.0;
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float t = mint;
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for (int i=ZERO; i<24; i++)
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for (int i = ZERO; i < 24; i++)
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{
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float h = map(ro + rd*t).x;
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float s = clamp(8.0*h/t,0.0,1.0);
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@ -156,7 +157,7 @@ float calcAO(in vec3 pos, in vec3 nor)
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{
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float occ = 0.0;
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float sca = 1.0;
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for (int i=ZERO; i<5; i++)
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for (int i = ZERO; i < 5; i++)
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{
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float h = 0.01 + 0.12*float(i)/4.0;
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float d = map(pos + h*nor).x;
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@ -257,7 +258,8 @@ vec4 render(in vec3 ro, in vec3 rd)
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return vec4(vec3(clamp(col,0.0,1.0)),t);
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}
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vec3 CalcRayDir(vec2 nCoord){
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vec3 CalcRayDir(vec2 nCoord)
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{
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vec3 horizontal = normalize(cross(camDir,vec3(.0 , 1.0, .0)));
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vec3 vertical = normalize(cross(horizontal,camDir));
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return normalize(camDir + horizontal*nCoord.x + vertical*nCoord.y);
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@ -287,6 +289,7 @@ void main()
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color = res.xyz;
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depth = CalcDepth(rd,res.w);
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}
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gl_FragColor = vec4(color , 1.0);
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gl_FragDepthEXT = depth;
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}
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@ -9,7 +9,7 @@ uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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//out vec4 finalColor;
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out vec4 finalColor;
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// NOTE: Add your custom variables here
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@ -17,6 +17,6 @@ void main()
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{
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vec4 texelColor = texture(texture0, fragTexCoord);
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gl_FragColor = texelColor*colDiffuse*fragColor;
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gl_FragDepth = gl_FragCoord.z;
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finalColor = texelColor*colDiffuse*fragColor;
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gl_FragDepth = finalColor.z;
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}
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@ -1,5 +1,7 @@
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# version 330
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#define ZERO 0
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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@ -13,10 +15,12 @@ uniform vec3 camPos;
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uniform vec3 camDir;
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uniform vec2 screenCenter;
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#define ZERO 0
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// Output fragment color
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out vec4 finalColor;
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// https://learnopengl.com/Advanced-OpenGL/Depth-testing
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float CalcDepth(in vec3 rd, in float Idist){
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float CalcDepth(in vec3 rd, in float Idist)
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{
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float local_z = dot(normalize(camDir),rd)*Idist;
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return (1.0/(local_z) - 1.0/0.01)/(1.0/1000.0 -1.0/0.01);
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}
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@ -26,15 +30,13 @@ float sdHorseshoe(in vec3 p, in vec2 c, in float r, in float le, vec2 w)
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{
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p.x = abs(p.x);
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float l = length(p.xy);
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p.xy = mat2(-c.x, c.y,
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c.y, c.x)*p.xy;
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p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x),
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(p.x>0.0)?p.y:l);
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p.xy = vec2(p.x,abs(p.y-r))-vec2(le,0.0);
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p.xy = mat2(-c.x, c.y, c.y, c.x)*p.xy;
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p.xy = vec2(((p.y > 0.0) || (p.x > 0.0))? p.x : l*sign(-c.x), (p.x>0.0)? p.y : l);
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p.xy = vec2(p.x, abs(p.y - r)) - vec2(le, 0.0);
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vec2 q = vec2(length(max(p.xy,0.0)) + min(0.0,max(p.x,p.y)),p.z);
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vec2 q = vec2(length(max(p.xy, 0.0)) + min(0.0, max(p.x, p.y)), p.z);
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vec2 d = abs(q) - w;
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return min(max(d.x,d.y),0.0) + length(max(d,0.0));
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return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
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}
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// r = sphere's radius
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@ -44,17 +46,16 @@ float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
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{
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// Six way symetry Transformation
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vec3 ap = abs(p);
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if (ap.x < max(ap.y, ap.z)){
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if (ap.x < max(ap.y, ap.z))
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{
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if (ap.y < ap.z) ap.xz = ap.zx;
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else ap.xy = ap.yx;
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}
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vec2 q = vec2(length(ap.yz), ap.x);
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float w = sqrt(r*r-h*h);
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return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) :
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abs(length(q)-r)) - t;
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return ((h*q.x < w*q.y)? length(q - vec2(w, h)) : abs(length(q) - r)) - t;
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}
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// https://iquilezles.org/articles/boxfunctions
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@ -65,44 +66,47 @@ vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
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vec3 k = abs(m)*rad;
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vec3 t1 = -n - k;
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vec3 t2 = -n + k;
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return vec2(max(max(t1.x, t1.y), t1.z),
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min(min(t2.x, t2.y), t2.z));
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return vec2(max(max(t1.x, t1.y), t1.z), min(min(t2.x, t2.y), t2.z));
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}
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vec2 opU(vec2 d1, vec2 d2)
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{
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return (d1.x<d2.x) ? d1 : d2;
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return (d1.x < d2.x)? d1 : d2;
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}
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vec2 map(in vec3 pos){
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vec2 res = vec2(sdHorseshoe( pos-vec3(-1.0,0.08, 1.0), vec2(cos(1.3),sin(1.3)), 0.2, 0.3, vec2(0.03,0.5)), 11.5) ;
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res = opU(res, vec2(sdSixWayCutHollowSphere( pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5), 4.5)) ;
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vec2 map(in vec3 pos)
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{
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vec2 res = vec2(sdHorseshoe(pos - vec3(-1.0, 0.08, 1.0), vec2(cos(1.3), sin(1.3)), 0.2, 0.3, vec2(0.03,0.5)), 11.5);
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res = opU(res, vec2(sdSixWayCutHollowSphere(pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5), 4.5));
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return res;
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}
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// https://www.shadertoy.com/view/Xds3zN
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vec2 raycast(in vec3 ro, in vec3 rd){
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vec2 res = vec2(-1.0,-1.0);
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vec2 raycast(in vec3 ro, in vec3 rd)
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{
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vec2 res = vec2(-1.0, -1.0);
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float tmin = 1.0;
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float tmax = 20.0;
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// raytrace floor plane
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float tp1 = (-ro.y)/rd.y;
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if (tp1>0.0)
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if (tp1 > 0.0)
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{
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tmax = min(tmax, tp1);
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res = vec2(tp1, 1.0);
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}
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float t = tmin;
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for (int i=0; i<70 ; i++)
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for (int i = 0; i < 70 ; i++)
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{
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if (t>tmax) break;
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vec2 h = map(ro+rd*t);
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if (abs(h.x)<(0.0001*t))
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if (t > tmax) break;
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vec2 h = map(ro + rd*t);
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if (abs(h.x )< (0.0001*t))
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{
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res = vec2(t,h.y);
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res = vec2(t, h.y);
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break;
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}
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t += h.x;
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@ -111,28 +115,28 @@ vec2 raycast(in vec3 ro, in vec3 rd){
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return res;
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}
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// https://iquilezles.org/articles/rmshadows
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float calcSoftshadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
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{
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// bounding volume
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float tp = (0.8-ro.y)/rd.y; if (tp>0.0) tmax = min(tmax, tp);
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float tp = (0.8 - ro.y)/rd.y; if (tp > 0.0) tmax = min(tmax, tp);
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float res = 1.0;
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float t = mint;
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for (int i=ZERO; i<24; i++)
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for (int i = ZERO; i < 24; i++)
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{
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float h = map(ro + rd*t).x;
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float s = clamp(8.0*h/t,0.0,1.0);
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float s = clamp(8.0*h/t, 0.0, 1.0);
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res = min(res, s);
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t += clamp(h, 0.01, 0.2);
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if (res<0.004 || t>tmax) break;
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if ((res < 0.004) || (t > tmax)) break;
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}
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res = clamp(res, 0.0, 1.0);
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return res*res*(3.0-2.0*res);
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}
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// https://iquilezles.org/articles/normalsSDF
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vec3 calcNormal(in vec3 pos)
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{
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@ -148,7 +152,7 @@ float calcAO(in vec3 pos, in vec3 nor)
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{
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float occ = 0.0;
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float sca = 1.0;
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for (int i=ZERO; i<5; i++)
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for (int i = ZERO; i < 5; i++)
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{
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float h = 0.01 + 0.12*float(i)/4.0;
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float d = map(pos + h*nor).x;
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@ -156,6 +160,7 @@ float calcAO(in vec3 pos, in vec3 nor)
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sca *= 0.95;
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if (occ>0.35) break;
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}
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return clamp(1.0 - 3.0*occ, 0.0, 1.0)*(0.5+0.5*nor.y);
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}
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@ -165,9 +170,9 @@ float checkersGradBox(in vec2 p)
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// filter kernel
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vec2 w = fwidth(p) + 0.001;
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// analytical integral (box filter)
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vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
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vec2 i = 2.0*(abs(fract((p - 0.5*w)*0.5)-0.5) - abs(fract((p + 0.5*w)*0.5) - 0.5))/w;
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// xor pattern
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return 0.5 - 0.5*i.x*i.y;
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return (0.5 - 0.5*i.x*i.y);
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}
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// https://www.shadertoy.com/view/tdS3DG
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@ -180,7 +185,7 @@ vec4 render(in vec3 ro, in vec3 rd)
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vec2 res = raycast(ro,rd);
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float t = res.x;
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float m = res.y;
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if (m>-0.5)
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if (m > -0.5)
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{
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vec3 pos = ro + t*rd;
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vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal(pos);
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@ -190,7 +195,7 @@ vec4 render(in vec3 ro, in vec3 rd)
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col = 0.2 + 0.2*sin(m*2.0 + vec3(0.0,1.0,2.0));
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float ks = 1.0;
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if (m<1.5)
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if (m < 1.5)
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{
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float f = checkersGradBox(3.0*pos.xz);
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col = 0.15 + f*vec3(0.05);
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@ -249,7 +254,8 @@ vec4 render(in vec3 ro, in vec3 rd)
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return vec4(vec3(clamp(col,0.0,1.0)),t);
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}
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vec3 CalcRayDir(vec2 nCoord){
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vec3 CalcRayDir(vec2 nCoord)
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{
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vec3 horizontal = normalize(cross(camDir,vec3(.0 , 1.0, .0)));
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vec3 vertical = normalize(cross(horizontal,camDir));
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return normalize(camDir + horizontal*nCoord.x + vertical*nCoord.y);
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@ -279,6 +285,7 @@ void main()
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color = res.xyz;
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depth = CalcDepth(rd,res.w);
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}
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gl_FragColor = vec4(color , 1.0);
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finalColor = vec4(color , 1.0);
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gl_FragDepth = depth;
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}
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@ -118,7 +118,7 @@ int main(void)
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// Raymarch Scene
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rlEnableDepthTest(); // Manually enable Depth Test to handle multiple rendering methods
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BeginShaderMode(shdrRaymarch);
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DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
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DrawRectangleRec((Rectangle){ 0,0, (float)screenWidth, (float)screenHeight },WHITE);
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EndShaderMode();
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// Rasterize Scene
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@ -138,6 +138,7 @@ int main(void)
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ClearBackground(RAYWHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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