拉到边界提示 shader

转载自: http://glslsandbox.com/e#43731.0



#ifdef GL_ES
precision mediump float;
#endif


#extension GL_OES_standard_derivatives : enable


uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;




float sdBox( vec2 p, vec2 b )
{
  vec2 d = abs(p) - b;
  return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}


float map(vec3 p)
{
    float h = 1.8;
    float grid = 0.4;
    float grid_half = grid*0.5;
    float cube = 0.175;


    p = -abs(p);
    float d1 = p.y + h;
    vec2 p1 = mod(p.xz, vec2(grid)) - vec2(grid_half);
    float c1 = sdBox(p1,vec2(cube));


    return max(c1,d1);
}


void main()
{
    vec2 pos = (gl_FragCoord.xy*2.0 - resolution.xy) / resolution.y;
    vec3 camPos = vec3(-0.5,0.0,3.0);
    vec3 camDir = normalize(vec3(0.3, 0.0, -1.0));
    camPos -=  vec3(0.0,0.0,time*3.0);
    vec3 camUp  = normalize(vec3(0.5, 1.0, 0.0));
    vec3 camSide = cross(camDir, camUp);
    float focus = 1.8;


    vec3 rayDir = normalize(camSide*pos.x + camUp*pos.y + camDir*focus);   
    vec3 ray = camPos;
    int march = 0;
    float d = 0.0;


    float total_d = 0.0;
    const int MAX_MARCH = 64;
    const float MAX_DIST = 100.0;
    for(int mi=0; mi<MAX_MARCH; ++mi) {
        d = map(ray);
        march=mi;
        total_d += d;
        ray += rayDir * d;
        if(d<0.001) {break; }
        if(total_d>MAX_DIST) {
            total_d = MAX_DIST;
            march = MAX_MARCH-1;
            break;
        }
    }

    float fog = min(1.0, (1.0 / float(MAX_MARCH)) * float(march))*1.0;
    vec3  fog2 = 0.01 * vec3(1, 1, 1.5) * total_d;
    gl_FragColor = vec4(vec3(0.15, 0.15, 0.2)*fog + fog2, 1.0);
}


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转载自blog.csdn.net/lynon/article/details/79232781