Add skeleton for distance shader

This commit is contained in:
schmelczerandras 2020-07-11 22:16:25 +02:00
parent 2a28e1f05d
commit 3502dcfcb0

View file

@ -0,0 +1,97 @@
#ifdef GL_ES
precision mediump float;
#endif
#define INFINITY 1.0 / 0.0
#define WORLD_SIZE 4
#define N (20)
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
struct Light {
vec2 center;
float radius;
vec3 color;
float intensity;
};
struct Circle {
vec2 center;
float radius;
vec3 color;
};
Circle world[WORLD_SIZE];
vec3 red = vec3(5.0, 0.0, 2.0);
vec3 blue = vec3(0.0, 0.0, 3.0);
float sdPolygon( in vec2[N] v, in vec2 p )
{
float d = dot(p-v[0],p-v[0]);
float s = 1.0;
const int num = v.length();
for( int i=0, j=num-1; i<N; j=i, i++ )
{
vec2 e = v[j] - v[i];
vec2 w = p - v[i];
vec2 b = w - e*clamp( dot(w,e)/dot(e,e), 0.0, 1.0 );
d = min( d, dot(b,b) );
bvec3 c = bvec3(p.y>=v[i].y,p.y<v[j].y,e.x*w.y>e.y*w.x);
if( all(c) || all(not(c)) ) s*=-1.0;
}
return s*sqrt(d);
}
float circleDistance(in vec2 position, in Circle circle)
{
return length(position - circle.center) - circle.radius;
}
float circleDistance(in vec2 position, in Light circle)
{
return length(position - circle.center) - circle.radius;
}
float getDistance(in vec2 target) {
float distance = INFINITY;
for (int i = 0; i < WORLD_SIZE; i++) {
distance = min(distance, circleDistance(target, world[i]));
}
return distance;
}
float getDistance(in vec2 target, out Circle nearest) {
float distance = INFINITY;
for (int i = 0; i < WORLD_SIZE; i++) {
float distanceToCurrent = circleDistance(target, world[i]);
if (distanceToCurrent < distance) {
distance = distanceToCurrent;
nearest = world[i];
}
}
return distance;
}
void createWorld() {
world[0] = Circle(vec2(250.0, 100.0), 12.5, blue);
world[1] = Circle(vec2(150.0, 50.0), 32.5, red);
world[2] = Circle(vec2(300.0, 350.0), 52.5, blue);
}
float linearstep(float a, float b, float q) {
return a + clamp((b - a) * q, 0.0, 1.0);
}
void main() {
createWorld();
vec2 position = gl_FragCoord.xy + vec2(0.5);
vec3 color = vec3(1.0) * linearstep(0.0, 1.0, getDistance(position));
gl_FragColor = vec4(color, 1.0);
}