// FragmentProgram // based on iq/rgba 's seminar // "Rendering Worlds with Two Triangles with raytracing on the GPU in 4096 bytes" // at NVSCENE 08 // I have watched this great seminar, I have coded the below test program. ;) // [http://www.rgba.org/iq/] varying vec3 org,dir; float flr(vec3 p, float f) { return abs(f - p.y); } float sph(vec3 p, vec4 spr) { return length(spr.xyz-p) - spr.w; } float cly(vec3 p, vec4 cld) { return length(vec2(cld.x + 0.5 * sin(p.y + p.z * 2.0), cld.z) - p.xz) - cld.w; } float scene(vec3 p) { float d = flr(p, -5.0); d = min(d, flr(p, 5.0)); d = min(d, sph(p, vec4( 0,-2, 15, 1.5))); d = min(d, sph(p, vec4(-8, 0, 20, 2.0))); d = min(d, sph(p, vec4(-5, 4, 15, 0.5))); d = min(d, sph(p, vec4(-1, 3, 15, 2.0))); d = min(d, sph(p, vec4( 2,-3, 15, 0.5))); d = min(d, cly(p, vec4(10, 0, 20, 1.0))); d = min(d, cly(p, vec4( 4, 0, 15, 1.0))); d = min(d, cly(p, vec4( 0, 0, 20, 1.0))); d = min(d, cly(p, vec4(-2, 0, 25, 1.0))); d = min(d, cly(p, vec4(-6, 0, 30, 1.0))); d = min(d, cly(p, vec4(-12,0, 35, 1.0))); return d; } vec3 getN(vec3 p) { float eps = 0.01; return normalize(vec3( scene(p+vec3(eps,0,0))-scene(p-vec3(eps,0,0)), scene(p+vec3(0,eps,0))-scene(p-vec3(0,eps,0)), scene(p+vec3(0,0,eps))-scene(p-vec3(0,0,eps)) )); } float AO(vec3 p,vec3 n) { float dlt = 0.5; float oc = 0.0, d = 1.0; for(int i = 0; i < 6; i++) { oc += (float(i) * dlt - scene(p + n * float(i) * dlt)) / d; d *= 2.0; } return 1.0 - oc; } void main() { float g,d = 0.0; vec3 p = org; for(int i = 0; i < 64; i++) { d = scene(p); p = p + d * dir; } if(d > 1.0) { gl_FragColor = vec4(0,0,0,1); return; } vec3 n = getN(p); float a = AO(p,n); vec3 s = vec3(0,0,0); vec3 lp[3],lc[3]; lp[0] = vec3(-4,0,4); lp[1] = vec3(2,3,8); lp[2] = vec3(4,-2,24); lc[0] = vec3(1.0,0.5,0.4); lc[1] = vec3(0.4,0.5,1.0); lc[2] = vec3(0.2,1.0,0.5); for(int i = 0; i < 3; i++) { vec3 l,lv; lv = lp[i] - p; l = normalize(lv); g = length(lv); g = max(0.0,dot(l,n)) / g * float(10); s += g * lc[i]; } float fg = min(1.0,20.0 / length(p - org)); gl_FragColor = vec4(s * a,1) * fg * fg; }