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

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2.6 KiB
GLSL

#include "normal.glsl"
#include "cast.glsl"
#include "ao.glsl"
#include "softShadow.glsl"
#include "../shadingData/new.glsl"
#include "../../math/saturate.glsl"
/*
contributors: Patricio Gonzalez Vivo
description: |
Material Constructor. Designed to integrate with GlslViewer's defines https://github.com/patriciogonzalezvivo/glslViewer/wiki/GlslViewer-DEFINES#material-defines
use:
- void raymarchMaterial(in <vec3> ro, in <vec3> rd, out material _mat)
- material raymarchMaterial(in <vec3> ro, in <vec3> rd)
options:
- LIGHT_POSITION: in glslViewer is u_light
- LIGHT_DIRECTION
- LIGHT_COLOR
- RAYMARCH_AMBIENT
- RAYMARCH_SHADING_FNC(RAY, POSITION, NORMAL, ALBEDO)
examples:
- /shaders/lighting_raymarching.frag
license:
- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
*/
#ifndef LIGHT_POSITION
#define LIGHT_POSITION vec3(0.0, 10.0, -50.0)
#endif
#ifndef LIGHT_COLOR
#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
#endif
#ifndef RAYMARCH_AMBIENT
#define RAYMARCH_AMBIENT vec3(1.0, 1.0, 1.0)
#endif
#ifndef RAYMARCH_SHADING_FNC
#define RAYMARCH_SHADING_FNC raymarchDefaultShading
#endif
#ifndef FNC_RAYMARCH_DEFAULTSHADING
#define FNC_RAYMARCH_DEFAULTSHADING
vec4 raymarchDefaultShading(Material m, ShadingData shadingData) {
// This are here to be access by RAYMARCH_AMBIENT
vec3 worldNormal = m.normal;
vec3 worldPosition = m.position;
#if defined(LIGHT_DIRECTION)
vec3 lig = normalize(LIGHT_DIRECTION);
#else
vec3 lig = normalize(LIGHT_POSITION - m.position);
#endif
vec3 ref = reflect(-shadingData.V, m.normal);
float occ = raymarchAO(m.position, m.normal);
vec3 hal = normalize(lig + shadingData.V);
float amb = saturate(0.5 + 0.5 * m.normal.y);
float dif = saturate(dot(m.normal, lig));
float bac = saturate(dot(m.normal, normalize(vec3(-lig.x, 0.0, -lig.z)))) * saturate(1.0 - m.position.y);
float dom = smoothstep( -0.1, 0.1, ref.y );
float fre = pow(saturate(1.0 + dot(m.normal, -shadingData.V)), 2.0);
dif *= raymarchSoftShadow(m.position, lig);
dom *= raymarchSoftShadow(m.position, ref);
vec3 env = RAYMARCH_AMBIENT;
vec3 shade = vec3(0.0, 0.0, 0.0);
shade += 1.30 * dif * LIGHT_COLOR;
shade += 0.40 * amb * occ * env;
shade += 0.50 * dom * occ * env;
shade += 0.50 * bac * occ * 0.25;
shade += 0.25 * fre * occ;
return vec4(m.albedo.rgb * shade, m.albedo.a);
}
#endif