parade/shaders/parade_fs.glsl

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#version 430
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#extension GL_NV_uniform_buffer_std430_layout : enable
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uniform mat4 P;
uniform mat4 V;
uniform mat4 M;
uniform vec3 cam_pos;
uniform int window_width;
uniform int window_height;
uniform vec3 la;
uniform vec3 ld;
uniform vec3 ls;
uniform vec3 ka;
uniform vec3 kd;
uniform vec3 ks;
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uniform float smoothing;
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uniform vec3 sphere_center;
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const uint P_SPHERE = 0x00;
const uint P_TORUS = 0x01;
const uint P_CONE = 0x02;
const uint P_CUBE = 0x03;
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struct GLSLPrimitive
{
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vec4 position;
vec4 diffuse_color;
vec4 specular_color;
vec4 ambient_color;
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uint specular_exponent;
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uint type;
float radius;
float height;
float inner_radius;
float outer_radius;
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float size;
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uint dummy;
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};
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layout(std430, binding = 0) buffer PrimitiveBuffer
{
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GLSLPrimitive primitives[];
};
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out vec4 FragColor;
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struct NormalEstimationData
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{
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vec3 normal;
float minDistance;
float secondMinDistance;
float smoothMinDistance;
GLSLPrimitive closestPrimitive;
GLSLPrimitive secondClosestPrimitive;
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};
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float sphereSDF(vec3 p, vec3 center, float r)
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{
return length(p - center) - r;
}
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float torusSDF(vec3 p, vec3 center, float R, float r)
{
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vec2 q = vec2(length(p.xz - center.xz) - R, p.y - center.y);
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return length(q) - r;
}
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float coneSDF(vec3 p, vec3 center, float h, float r)
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{
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vec2 d = abs(vec2(length(p.xz), p.y)) - vec2(r, h);
return length(d) < 0.0 ? max(d.x, -d.y) : length(max(d, vec2(0)));
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}
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float cubeSDF(vec3 p, vec3 c, float s)
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{
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float x = max(p.x - c.x - (s / 2.0), c.x - p.x - (s / 2.0));
float y = max(p.y - c.y - (s / 2.0),c.y - p.y - (s / 2.0));
float z = max(p.z - c.z - (s / 2.0),c.z - p.z - (s / 2.0));
float d = x;
d = max(d, y);
d = max(d, z);
return d;
}
float sdf(vec3 pos, GLSLPrimitive prim)
{
float d;
switch (prim.type)
{
case P_SPHERE:
{
d = sphereSDF(pos, prim.position.xyz, prim.radius);
break;
}
case P_TORUS:
{
d = torusSDF(pos, prim.position.xyz, prim.outer_radius, prim.inner_radius);
break;
}
case P_CONE:
{
d = coneSDF(pos, prim.position.xyz, prim.height, prim.radius);
break;
}
case P_CUBE:
{
d = cubeSDF(pos, prim.position.xyz, prim.size);
break;
}
default:
{
d = 0.0;
break;
}
}
return d;
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}
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float smoothMinSDF(float d1, float d2, float k)
{
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if (k == 0.0) k = 0.000001;
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float h = max(k - abs(d1 - d2), 0) / k;
return min(d1, d2) - h * h * h * k * 1.0 / 6.0;
}
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float smoothMaxSDF(float d1, float d2, float k)
{
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if (k == 0.0) k = 0.000001;
float h = min(k - abs(d1 - d2), 0) / k;
return min(d1, d2) - h * h * h * k * 1.0 / 6.0;
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}
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void estimateSmoothNormals(vec3 p, float smoothness, float epsilon, inout vec3 normals, inout vec4 color)
{
float d = sdf(p, primitives[0]);
float nx = sdf(vec3(p.x + epsilon, p.y, p.z), primitives[0]);
float ny = sdf(vec3(p.x, p.y + epsilon, p.z), primitives[0]);
float nz = sdf(vec3(p.x, p.y, p.z + epsilon), primitives[0]);
float blendFactor = clamp(0.5 + 0.5 * (sdf(p, primitives[0]) - sdf(p, primitives[1])) / smoothness, 0.0, 1.0);
vec4 blendedColor = mix(primitives[0].diffuse_color, primitives[1].diffuse_color, blendFactor);
blendFactor = clamp(0.5 + 0.5 * (sdf(p, primitives[1]) - sdf(p, primitives[2])) / smoothness, 0.0, 1.0);
vec4 blendedColor1 = mix(primitives[1].diffuse_color, primitives[2].diffuse_color, blendFactor);
blendFactor = clamp(0.5 + 0.5 * (sdf(p, primitives[2]) - sdf(p, primitives[0])) / smoothness, 0.0, 1.0);
vec4 blendedColor2 = mix(primitives[2].diffuse_color, primitives[0].diffuse_color, blendFactor);
vec4 blendedColor3 = mix(blendedColor, blendedColor1, blendFactor);
vec4 blendedColor4 = mix(blendedColor3, blendedColor2, blendFactor);
for (int i = 1; i < primitives.length(); i++)
{
d = smoothMinSDF(d, sdf(p, primitives[i]), smoothness);
nx = smoothMinSDF(nx, sdf(vec3(p.x + epsilon, p.y, p.z), primitives[i]), smoothness);
ny = smoothMinSDF(ny, sdf(vec3(p.x, p.y + epsilon, p.z), primitives[i]), smoothness);
nz = smoothMinSDF(nz, sdf(vec3(p.x, p.y, p.z + epsilon), primitives[i]), smoothness);
/*blendFactor = clamp(0.5 + 0.5 * (sdf(p, primitives[i-1]) - sdf(p, primitives[i])) / smoothness, 0.0, 1.0);
blendedColor = mix(primitives[i-1].diffuse_color, primitives[i].diffuse_color, blendFactor);*/
}
nx -= d;
ny -= d;
nz -= d;
normals = normalize(vec3(nx, ny, nz));
//color = blendedColor4;
}
vec3 estimateNormals(vec3 p, GLSLPrimitive prim, float epsilon)
{
float x = sdf(vec3(p.x + epsilon, p.y, p.z), prim) - sdf(vec3(p.x - epsilon, p.y, p.z), prim);
float y = sdf(vec3(p.x, p.y + epsilon, p.z), prim) - sdf(vec3(p.x, p.y - epsilon, p.z), prim);
float z = sdf(vec3(p.x, p.y, p.z + epsilon), prim) - sdf(vec3(p.x, p.y, p.z - epsilon), prim);
return normalize(vec3(x, y, z));
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}
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//vec3 estimateNormalsMax(vec3 p, float smoothness) {
// float epsilon = 0.001;
// float d = max(torusSDF(p, torus.center, torus.R, torus.r), sphereSDF(p, sphere.center, sphere.r));
// float nx = max(torusSDF(vec3(p.x + epsilon, p.y, p.z), torus.center, torus.R, torus.r), sphereSDF(vec3(p.x + epsilon, p.y, p.z), sphere.center, sphere.r)) - d;
// float ny = max(torusSDF(vec3(p.x, p.y + epsilon, p.z), torus.center, torus.R, torus.r), sphereSDF(vec3(p.x, p.y + epsilon, p.z), sphere.center, sphere.r)) - d;
// float nz = max(torusSDF(vec3(p.x, p.y, p.z + epsilon), torus.center, torus.R, torus.r), sphereSDF(vec3(p.x, p.y, p.z + epsilon), sphere.center, sphere.r)) - d;
// return normalize(vec3(nx, ny, nz));
//}
vec4 blendColors(vec4 color1, vec4 color2, float blendFactor)
{
return mix(color1, color2, blendFactor);
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}
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float weightFunction(float distance, float k, float epsilon) {
//// Ensure 'k' is positive to avoid division by zero.
//k = max(k, 0.0001);
//// Sigmoid-like smooth transition function.
//return (k*k*k)/distance;
if (k <= 0.0) {
// When k is zero, return 1 if the distance is zero (object is closest), else return 0.
return distance <= 0.001 ? 1.0 : 0.0;
}
else {
// As k increases, the transition becomes smoother.
return (k * k * k) / distance;
}
}
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void main(void)
{
vec3 normals;
vec3 color = la;
vec4 ray_pos = vec4(cam_pos, 1.0);
float ray_dist = 0.0;
float max_dist = 100.0;
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float epsilon = 0.0001;
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int steps = 0;
int max_steps = 1000;
vec3 light_pos = vec3(0.0, 1.0, 0.0);
int spec_exponent = 40;
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float k = smoothing;
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vec2 ndc_pos = 2.0 * vec2(gl_FragCoord.x / window_width, gl_FragCoord.y / window_height) - 1.0;
vec4 cam_dir = inverse(P) * vec4(ndc_pos, 1.0, 1.0);
cam_dir /= cam_dir.w;
cam_dir = vec4(cam_dir.xyz, 0.0);
vec4 ray_dir = normalize(inverse(V) * cam_dir);
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vec4 accumulatedColor = vec4(0.0);
float totalWeight = 0.0;
int closestIndex = -1;
int secClosestIndex = -1;
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while (ray_dist < max_dist && steps < max_steps)
{
steps++;
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float minDist = 999999.0;
for (int i = 0; i < primitives.length(); i++)
{
float dist = sdf(ray_pos.xyz, primitives[i]);
float weight = weightFunction(dist, smoothing, epsilon);
if (dist < sdf(ray_pos.xyz, primitives[closestIndex]))
{
secClosestIndex = closestIndex;
closestIndex = i;
}
/*else if (dist < sdf(ray_pos.xyz, primitives[secClosestIndex]))
{
secClosestIndex = i;
}*/
minDist = smoothMinSDF(minDist, dist, k);
accumulatedColor += primitives[i].diffuse_color * weight;
totalWeight += weight;
}
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if (minDist <= epsilon)
{
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if (totalWeight > 0.0) {
accumulatedColor /= totalWeight;
}
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vec4 ambient_color, diffuse_color;
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float blendFactor = clamp(0.5 + 0.5 * (sdf(ray_pos.xyz, primitives[closestIndex]) - sdf(ray_pos.xyz, primitives[secClosestIndex])) / k, 0.0, 1.0);
vec4 blendedColor = mix(primitives[closestIndex].diffuse_color, primitives[secClosestIndex].diffuse_color, blendFactor);
ambient_color = primitives[closestIndex].ambient_color;
diffuse_color = vec4(accumulatedColor.rgb, 1.0);
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vec4 ambient = vec4(la, 1.0) * ambient_color;
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//normals = estimateNormals(ray_pos.xyz, primitives[closestIndex], epsilon);
estimateSmoothNormals(ray_pos.xyz, k, epsilon, normals, diffuse_color);
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vec3 nw = normalize(normals);
vec3 lw = normalize(light_pos - ray_pos.xyz);
float dist = length(vec4(ray_pos.xyz - light_pos, 1.0));
vec4 diffuse = max(dot(nw, lw), 0) * diffuse_color * vec4(ld, 1.0);
float spec;
vec3 vw = normalize(cam_pos - ray_pos.xyz);
vec3 halfwayDir = normalize(lw + vw);
spec = pow(max(dot(halfwayDir, nw), 0), spec_exponent);
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vec4 specular = spec * vec4(primitives[closestIndex].specular_color.rgb * ls, 1.0);
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color = (ambient + (1.0 / (dist * dist) * (diffuse + specular))).xyz;
break;
}
ray_pos += ray_dir * minDist;
ray_dist += minDist;
}
FragColor = vec4(color, 1.0);
}