157 lines
4.5 KiB
GLSL
157 lines
4.5 KiB
GLSL
#ifdef GL_ES
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precision mediump float;
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#endif
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#define INFINITY 1.0 / 0.0
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#define WORLD_SIZE 4
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#define LIGHTS_SIZE 2
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#define LIGHT_PENETRATION 0.95
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#define ANTIALIASING_RADIUS 1.0
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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struct Light {
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vec2 center;
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float radius;
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vec3 color;
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float intensity;
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};
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struct Circle {
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vec2 center;
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float radius;
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vec3 color;
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};
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Light lights[LIGHTS_SIZE];
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Circle world[WORLD_SIZE];
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vec3 red = vec3(5.0, 0.0, 2.0);
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vec3 blue = vec3(0.0, 0.0, 3.0);
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float circleDistance(in vec2 position, in Circle circle)
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{
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return length(position - circle.center) - circle.radius;
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}
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float circleDistance(in vec2 position, in Light circle)
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{
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return length(position - circle.center) - circle.radius;
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}
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float getDistance(in vec2 target) {
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float distance = INFINITY;
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for (int i = 0; i < WORLD_SIZE; i++) {
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distance = min(distance, circleDistance(target, world[i]));
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}
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return distance;
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}
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float getDistance(in vec2 target, out Circle nearest) {
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float distance = INFINITY;
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for (int i = 0; i < WORLD_SIZE; i++) {
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float distanceToCurrent = circleDistance(target, world[i]);
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if (distanceToCurrent < distance) {
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distance = distanceToCurrent;
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nearest = world[i];
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}
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}
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return distance;
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}
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void createWorld() {
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lights[0] = Light(u_mouse, 40.5, vec3(1.0), 25.0);
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lights[1] = Light(vec2(100.0, 350.0), 52.5,vec3(2.0, 1.0, 0.25), 20.5);
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world[0] = Circle(vec2(250.0, 100.0), 12.5, blue);
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world[1] = Circle(vec2(150.0, 50.0), 32.5, red);
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world[2] = Circle(vec2(300.0, 350.0), 52.5, blue);
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}
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float escapeFromObject(inout vec2 position, in vec2 direction) {
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float fractionOfLightPenetrating = 1.0;
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float rayLength = 0.0;
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for (int i = 0; i < 64; i++) {
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float minDistance = getDistance(position);
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if (minDistance >= 0.0) {
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return fractionOfLightPenetrating;
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}
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fractionOfLightPenetrating *= pow(LIGHT_PENETRATION, -minDistance);
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rayLength += max(1.0, -minDistance);
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position += direction * rayLength;
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}
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return 0.0;
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}
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float getFractionOfLightArriving(in vec2 position, in vec2 direction, in float lightDistance, in float lightRadius) {
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float fractionOfLightArriving = 1.0;
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float rayLength = 0.0;
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for (int j = 0; j < 64; j++) {
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float minDistance = getDistance(position + direction * rayLength);
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fractionOfLightArriving = min(fractionOfLightArriving, minDistance / rayLength);
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rayLength += max(1.0, abs(minDistance));
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if (rayLength > lightDistance) {
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fractionOfLightArriving = (fractionOfLightArriving * lightDistance + lightRadius) / (2.0 * lightRadius);
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return smoothstep(0.0, 1.0, fractionOfLightArriving);
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}
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}
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return 0.0;
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}
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vec3 getPixelColor(in vec2 position, in bool startsInside, in vec3 colorBias) {
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vec3 result = vec3(0.0);
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for (int i = 0; i < LIGHTS_SIZE; i++) {
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Light light = lights[i];
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float lightDistance = circleDistance(position, light);
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vec3 lightColor = normalize(light.color) * light.intensity / mix(1.0, lightDistance, clamp(lightDistance, 0.0, 1.0));
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if (lightDistance < 0.0) {
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return lightColor;
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}
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vec2 lightDirection = normalize(light.center - position);
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vec2 rayStart = position;
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float fractionOfLightPenetrating = 1.0;
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if (startsInside) {
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fractionOfLightPenetrating = escapeFromObject(rayStart, lightDirection);
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lightColor *= colorBias;
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}
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float fractionOfLightArriving = getFractionOfLightArriving(rayStart, lightDirection, lightDistance, light.radius);
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result += lightColor * fractionOfLightArriving * fractionOfLightPenetrating;
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}
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return clamp(result, 0.0, 1.0);
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}
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vec3 getPixelColorAntialiased(in vec2 position) {
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Circle nearest;
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float minDistance = getDistance(position, nearest);
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if (0.0 < minDistance && minDistance < 1.0) {
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vec2 closerDirection = normalize(nearest.center - position);
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return mix(getPixelColor(position + closerDirection, true, nearest.color), getPixelColor(position - closerDirection, false, nearest.color), minDistance);
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}
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return getPixelColor(position, minDistance < 0.0, minDistance < 0.0 ? nearest.color : vec3(1.0));
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}
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void main() {
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createWorld();
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vec2 position = gl_FragCoord.xy + vec2(0.5);
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vec3 color = getPixelColorAntialiased(position);
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gl_FragColor = vec4(color, 1.0);
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}
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