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