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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;
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uniform mat4 V;
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uniform mat4 M;
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uniform vec3 cam_pos;
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uniform int window_width;
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uniform int window_height;
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uniform vec3 la;
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uniform vec3 ld;
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uniform vec3 ls;
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uniform vec3 ka;
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uniform vec3 kd;
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uniform vec3 ks;
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uniform float smoothing;
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uniform vec3 sphere_center;
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struct GLSLPrimitive
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{
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vec4 position;
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vec4 diffuse_color;
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vec4 specular_color;
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vec4 ambient_color;
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unsigned int specular_exponent;
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unsigned int type;
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float radius;
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float height;
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float inner_radius;
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float outer_radius;
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float size;
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};
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layout(std430, binding = 0) buffer PrimitiveBuffer {
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GLSLPrimitive primitives[];
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};
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out vec4 FragColor;
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struct Torus
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{
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vec4 center;
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float R;
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float r;
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};
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Torus torus;
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struct Sphere
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{
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vec3 center;
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float r;
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};
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Sphere sphere;
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void initTorus()
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{
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torus.center = primitives[1].position;
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torus.R = primitives[1].inner_radius;
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torus.r = primitives[1].height;
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}
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void initSphere()
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{
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sphere.center = primitives[0].position.xyz;
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sphere.r = primitives[0].radius;
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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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}
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float torusSDF(vec3 p, vec4 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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}
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vec3 estimateNormalsSphere(vec3 p)
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{
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float epsilon = 0.001;
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float x = sphereSDF(vec3(p.x + epsilon, p.y, p.z), sphere.center, sphere.r) - sphereSDF(vec3(p.x - epsilon, p.y, p.z), sphere.center, sphere.r);
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float y = sphereSDF(vec3(p.x, p.y + epsilon, p.z), sphere.center, sphere.r) - sphereSDF(vec3(p.x, p.y - epsilon, p.z), sphere.center, sphere.r);
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float z = sphereSDF(vec3(p.x, p.y, p.z + epsilon), sphere.center, sphere.r) - sphereSDF(vec3(p.x, p.y, p.z - epsilon), sphere.center, sphere.r);
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return normalize(vec3(x, y, z));
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}
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vec3 estimateNormalsTorus(vec3 p)
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{
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float epsilon = 0.001;
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float x = torusSDF(vec3(p.x + epsilon, p.y, p.z), torus.center, torus.R, torus.r) - torusSDF(vec3(p.x - epsilon, p.y, p.z), torus.center, torus.R, torus.r);
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float y = torusSDF(vec3(p.x, p.y + epsilon, p.z), torus.center, torus.R, torus.r) - torusSDF(vec3(p.x, p.y - epsilon, p.z), torus.center, torus.R, torus.r);
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float z = torusSDF(vec3(p.x, p.y, p.z + epsilon), torus.center, torus.R, torus.r) - torusSDF(vec3(p.x, p.y, p.z - epsilon), torus.center, torus.R, torus.r);
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return normalize(vec3(x, y, z));
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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;
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return min(d1, d2) - h * h * h * k * 1.0 / 6.0;
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}
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float smoothMaxSDF(float d1, float d2, float k) {
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if (k == 0.0) k = 0.000001;
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float h = min(k - abs(d1 - d2), 0) / k;
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return min(d1, d2) - h * h * h * k * 1.0 / 6.0;
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}
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vec3 estimateSmoothNormals(vec3 p, float smoothness) {
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float epsilon = 0.001;
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float d = smoothMinSDF(torusSDF(p, torus.center, torus.R, torus.r), sphereSDF(p, sphere.center, sphere.r), smoothness);
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float nx = smoothMinSDF(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), smoothness) - d;
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float ny = smoothMinSDF(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), smoothness) - d;
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float nz = smoothMinSDF(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), smoothness) - d;
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return normalize(vec3(nx, ny, nz));
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}
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vec3 estimateNormalsMax(vec3 p, float smoothness) {
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float epsilon = 0.001;
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float d = max(torusSDF(p, torus.center, torus.R, torus.r), sphereSDF(p, sphere.center, sphere.r));
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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;
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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;
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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;
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return normalize(vec3(nx, ny, nz));
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}
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void main(void)
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{
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vec3 normals;
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vec3 color = la;
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vec4 ray_pos = vec4(cam_pos, 1.0);
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float ray_dist = 0.0;
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float max_dist = 100.0;
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float epsilon = 0.0001;
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int steps = 0;
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int max_steps = 1000;
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vec3 light_pos = vec3(0.0, 1.0, 0.0);
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int spec_exponent = 40;
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float k = smoothing;
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initSphere();
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initTorus();
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vec2 ndc_pos = 2.0 * vec2(gl_FragCoord.x / window_width, gl_FragCoord.y / window_height) - 1.0;
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vec4 cam_dir = inverse(P) * vec4(ndc_pos, 1.0, 1.0);
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cam_dir /= cam_dir.w;
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cam_dir = vec4(cam_dir.xyz, 0.0);
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vec4 ray_dir = normalize(inverse(V) * cam_dir);
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while (ray_dist < max_dist && steps < max_steps)
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{
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steps++;
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float distTorus = torusSDF(ray_pos.xyz, torus.center, torus.R, torus.r);
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float distSphere = sphereSDF(ray_pos.xyz, sphere.center, sphere.r);
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float minDist = smoothMinSDF(distTorus, distSphere, k);
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if (minDist <= epsilon)
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{
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vec4 ambient_color, diffuse_color;
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ambient_color = primitives[0].ambient_color;
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diffuse_color = primitives[0].diffuse_color;
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vec4 ambient = vec4(la, 1.0) * ambient_color;
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normals = estimateSmoothNormals(ray_pos.xyz, k);
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vec3 nw = normalize(normals);
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vec3 lw = normalize(light_pos - ray_pos.xyz);
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float dist = length(vec4(ray_pos.xyz - light_pos, 1.0));
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vec4 diffuse = max(dot(nw, lw), 0) * diffuse_color * vec4(ld, 1.0);
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float spec;
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vec3 vw = normalize(cam_pos - ray_pos.xyz);
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vec3 halfwayDir = normalize(lw + vw);
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spec = pow(max(dot(halfwayDir, nw), 0), spec_exponent);
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vec4 specular = spec * vec4(primitives[0].specular_color.rgb * ls, 1.0);
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color = (ambient + (1.0 / (dist * dist) * (diffuse + specular))).xyz;
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break;
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}
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ray_pos += ray_dir * minDist;
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ray_dist += minDist;
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}
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FragColor = vec4(color, 1.0);
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}
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