10 uniform sphere spheres[4];
11 uniform float floor_height;
12 uniform vec4 floor_color[2];
13 uniform vec4 background_color;
14 uniform vec3 light_direction;
16 varying vec3 ray_origin, ray_direction;
18 const float FAR_AWAY = 1.0e20;
19 const vec4 reflection_color = vec4(1.0, 0.0, 1.0, 0.0);
21 float sphere_intersect(sphere s, vec3 ro, vec3 rd)
23 vec3 dist = (ro - s.center);
25 float b = dot(dist, normalize(rd));
26 float c = dot(dist, dist) - s.radius*s.radius;
29 return d > 0.0 ? -b - sqrt(d) : FAR_AWAY;
32 float floor_intersect(float height, vec3 ro, vec3 rd)
34 return (height - ro.y) / rd.y;
38 cast_ray(vec3 ro, vec3 rd, out sphere intersect_sphere, out bool intersect_floor, out float intersect_distance)
40 intersect_floor = false;
41 intersect_distance = FAR_AWAY;
43 for (int i = 0; i < 4; ++i) {
44 float d = sphere_intersect(spheres[i], ro, rd);
46 if (d > 0.0 && d < intersect_distance) {
47 intersect_distance = d;
48 intersect_sphere = spheres[i];
52 if (intersect_distance >= FAR_AWAY) {
53 intersect_distance = floor_intersect(floor_height, ro, rd);
54 if (intersect_distance < 0.0)
55 intersect_distance = FAR_AWAY;
56 intersect_floor = intersect_distance < FAR_AWAY;
60 vec4 render_floor(vec3 at, float distance, bool shadowed)
62 vec3 at2 = 0.125 * at;
64 float dropoff = exp(-0.005 * abs(distance)) * 0.8 + 0.2;
65 float fade = 0.5 * dropoff + 0.5;
67 vec4 color = fract((floor(at2.x) + floor(at2.z)) * 0.5) == 0.0
68 ? mix(floor_color[1], floor_color[0], fade)
69 : mix(floor_color[0], floor_color[1], fade);
71 float light = shadowed ? 0.2 : dropoff;
73 return color * light * dot(vec3(0.0, 1.0, 0.0), -light_direction);
76 vec4 sphere_color(vec4 color, vec3 normal, vec3 eye_ray, bool shadowed)
78 float light = shadowed
80 : max(dot(normal, -light_direction), 0.0) * 0.8 + 0.2;
84 : 0.3 * pow(max(dot(reflect(-light_direction, normal), eye_ray), 0.0), 100.0);
86 return color * light + vec4(spec);
89 bool reflection_p(vec4 color)
91 vec4 difference = color - reflection_color;
92 return dot(difference, difference) == 0.0;
95 vec4 render_sphere(sphere s, vec3 at, vec3 eye_ray, bool shadowed)
97 vec3 normal = normalize(at - s.center);
101 if (reflection_p(s.color)) {
102 sphere reflect_sphere;
104 float reflect_distance;
105 vec3 reflect_direction = reflect(eye_ray, normal);
107 cast_ray(at, reflect_direction, reflect_sphere, reflect_floor, reflect_distance);
109 vec3 reflect_at = at + reflect_direction * reflect_distance;
111 color = render_floor(reflect_at, reflect_distance, false);
112 else if (reflect_distance < FAR_AWAY) {
113 vec3 reflect_normal = normalize(reflect_at - reflect_sphere.center);
115 color = sphere_color(reflect_sphere.color, reflect_normal, reflect_direction, false);
117 color = background_color;
122 return sphere_color(color, normal, eye_ray, shadowed);
128 vec3 ray_direction_normalized = normalize(ray_direction);
130 sphere intersect_sphere;
131 bool intersect_floor;
132 float intersect_distance;
134 cast_ray(ray_origin, ray_direction_normalized, intersect_sphere, intersect_floor, intersect_distance);
136 vec3 at = ray_origin + ray_direction_normalized * intersect_distance;
138 sphere shadow_sphere;
140 float shadow_distance;
142 cast_ray(at - 0.0001 * light_direction, -light_direction, shadow_sphere, shadow_floor, shadow_distance);
144 bool shadowed = shadow_distance < FAR_AWAY;
147 gl_FragColor = render_floor(at, intersect_distance, shadowed);
148 else if (intersect_distance < FAR_AWAY)
149 gl_FragColor = render_sphere(intersect_sphere, at, ray_direction_normalized, shadowed);
151 gl_FragColor = background_color;