fuckingtech/public/assets/glsl/lygia/lighting/raymarch/render.glsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

62 lines
2.1 KiB
GLSL

#include "cast.glsl"
#include "ao.glsl"
#include "normal.glsl"
#include "shading.glsl"
#include "fog.glsl"
/*
contributors: Inigo Quiles
description: Default raymarching renderer
use:
- <vec4> raymarchDefaultRender( in <vec3> rayOriging, in <vec3> rayDirection, in <vec3> cameraForward)
- <vec4> raymarchDefaultRender( in <vec3> rayOriging, in <vec3> rayDirection, in <vec3> cameraForward, out <float> eyeDepth )
- <vec4> raymarchDefaultRender( in <vec3> rayOriging, in <vec3> rayDirection, in <vec3> cameraForward, out <float> eyeDepth, out <Material> res )
- <vec4> raymarchDefaultRender( in <vec3> rayOriging, in <vec3> rayDirection, in <vec3> cameraForward, out <vec3> eyeDepth, out <vec3> worldPosition, out <vec3> worldNormal )
options:
- RAYMARCH_BACKGROUND: vec3(0.0)
- RAYMARCH_AOV: return AOVs in a Material structure
examples:
- /shaders/lighting_raymarching.frag
*/
#ifndef RAYMARCH_BACKGROUND
#define RAYMARCH_BACKGROUND vec3(0.0, 0.0, 0.0)
#endif
#ifndef FNC_RAYMARCH_DEFAULT
#define FNC_RAYMARCH_DEFAULT
vec4 raymarchDefaultRender( in vec3 rayOrigin, in vec3 rayDirection, vec3 cameraForward,
out float dist ,out float eyeDepth, out Material res) {
res = raymarchCast(rayOrigin, rayDirection);
float t = res.sdf;
vec3 worldPos = rayOrigin + t * rayDirection;
vec3 worldNormal = raymarchNormal( worldPos );
vec4 color = vec4(RAYMARCH_BACKGROUND, 0.0);
if (res.valid) {
res.position = worldPos;
res.normal = worldNormal;
res.ambientOcclusion = raymarchAO(res.position, res.normal);
ShadingData shadingData = shadingDataNew();
shadingData.V = -rayDirection;
color = RAYMARCH_SHADING_FNC(res, shadingData);
dist = t;
} else {
dist = RAYMARCH_MAX_DIST;
}
color.rgb = raymarchFog(color.rgb, t, rayOrigin, rayDirection);
#if defined(RAYMARCH_AOV)
// Eye-space depth. See https://www.shadertoy.com/view/4tByz3
eyeDepth = t * dot(rayDirection, cameraForward);
#else
eyeDepth = 0.0;
#endif
return color;
}
#endif