96 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			GLSL
		
	
	
			
		
		
	
	
			96 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			GLSL
		
	
	
//------------------------------------------------------------------------------
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//  Shader code for texcube-sapp sample.
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//
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//  NOTE: This source file also uses the '#pragma sokol' form of the
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//  custom tags.
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//------------------------------------------------------------------------------
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//#pragma sokol @ctype mat4 my_mat4
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#pragma sokol @vs vs
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uniform vs_params {
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    mat4 mvp;
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};
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in vec4 pos;
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in vec4 color0;
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in vec2 texcoord0;
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out vec4 color;
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out vec2 uv;
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void main() {
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    gl_Position = mvp * pos;
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    color = color0;
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    uv = texcoord0;
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}
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#pragma sokol @end
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#pragma sokol @fs fs
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uniform sampler2D tex;
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uniform fs_params {
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	vec2 text_res;
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	float iTime;
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};
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in vec4 color;
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in vec2 uv;
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out vec4 frag_color;
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//*********************************************************
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// RAY TRACE
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// original code from: https://www.shadertoy.com/view/ldS3DW
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//*********************************************************
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float sphere(vec3 ray, vec3 dir, vec3 center, float radius)
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{
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 vec3 rc  = ray-center;
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 float c  = dot(rc, rc) - (radius*radius);
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 float b  = dot(dir, rc);
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 float d  = b*b - c;
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 float t  = -b - sqrt(abs(d));
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 float st = step(0.0, min(t,d));
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 return mix(-1.0, t, st);
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}
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vec3 background(float t, vec3 rd)
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{
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	vec3 light = normalize(vec3(sin(t), 0.6, cos(t)));
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	float sun = max(0.0, dot(rd, light));
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	float sky = max(0.0, dot(rd, vec3(0.0, 1.0, 0.0)));
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	float ground = max(0.0, -dot(rd, vec3(0.0, 1.0, 0.0)));
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	return (pow(sun, 256.0)+0.2*pow(sun, 2.0))*vec3(2.0, 1.6, 1.0) +
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					pow(ground, 0.5)*vec3(0.4, 0.3, 0.2) +
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					pow(sky, 1.0)*vec3(0.5, 0.6, 0.7);
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}
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vec4 mainImage(vec2 fragCoord)
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{
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 vec2 uv = (fragCoord-vec2(0.4,0.4))*2.0;
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 //vec2 uv  = (-1.0 + 2.0*fc.xy / text_res.xy) * vec2(text_res.x/text_res.y, 1.0);
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 vec3 ro    = vec3(0.0, 0.0, -3.0);
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 vec3 rd    = normalize(vec3(uv, 1.0));
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 vec3 p     = vec3(0.0, 0.0, 0.0);
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 float t    = sphere(ro, rd, p, 1.0);
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 vec3 nml   = normalize(p - (ro+rd*t));
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 vec3 bgCol = background(iTime, rd);
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 rd         = reflect(rd, nml);
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 vec3 col   = background(iTime, rd) * vec3(0.9, 0.8, 1.0);
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 vec4 fragColor = vec4( mix(bgCol, col, step(0.0, t)), 1.0 );
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 return fragColor;
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}
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//*********************************************************
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//*********************************************************
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void main() {
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		vec4 c = color;
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    vec4 txt = texture(tex, uv/4.0);
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		c = txt * c;
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		vec4 col_ray = mainImage(uv);
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		float txt_mix = mod(iTime,5);
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		frag_color = c*txt_mix*0.1 +	col_ray	;
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}
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#pragma sokol @end
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#pragma sokol @program cube vs fs
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