// See the descriptions for these in `project`. They're only relevant if you zoom out. //#define TILE_PERSPECTIVE //#define CLAMP_PERSPECTIVE // "FOV", poorly-defined. affects *zoom*. #define FOV (1.5) #define SAMPLES 1 #define LIGHT_SAMPLES 7 // The maximum number of steps a ray can take during marching before giving up // and colliding with nothing. This prevents scenes from taking infinite time to render. #define MAX_STEPS 300 // The maximum distance a ray can travel before we give up and just say it collides // with nothing. This helps prevent the background from appearing warped by the foreground // due to rays which march close to a foreground object run out of steps before // reaching their destination when slightly farther rays do reach their target. #define MAX_DIST 50. // The minimum distance between two points before they are considered the same point. // Setting a minimum distance prevents graphical glitches when ray marching parallel // to a surface, where the ray does not intersect an object, but comes close enough // that the march becomes so slow that it fails to reach its actual destination. #define MIN_DIST (0.001953125/256.) // The distance between samples when estimating a surface's normal. #define NORMAL_DELTA (MIN_DIST/2.) // How far away from the source to start marching a scatter ray, to prevent accidental collision. #define SCATTER_MAGIC (MIN_DIST*16.) // Only march this much of MIN_DIST at a time to account for imprecision in the distance // calculations. Chosen by experimentation. #define IMPRECISION_FACTOR 1. #ifndef SAMPLES #define SAMPLES 1 #endif #ifndef LIGHT_SAMPLES #define LIGHT_SAMPLES 1 #endif #define NAN sqrt(-1.) #define INF (1./0.) // stolen from iq: https://www.shadertoy.com/view/4sfGzS //------------------------------------------------------------------ // oldschool rand() from Visual Studio //------------------------------------------------------------------ #if 1 int seed = 1; void srand(int s ) { seed = s; } int rand(void) { seed = seed*0x343fd+0x269ec3; return (seed>>16)&32767; } float frand(void) { return float(rand())/32767.0; } #else // this isn't copied from iq. it's unclear which version is faster. float seed = 0.; void srand(int s) { seed = mod(float(s), 256. * 256.)/256.; } float frand(void) { float x, y; x = modf(seed, y); seed += 1./256.; x *= 256.; return texelFetch(iChannel0, ivec2(int(x), int(y)),0).r; } #endif //------------------------------------------------------------------ // hash to initialize the random sequence (copied from Hugo Elias) //------------------------------------------------------------------ int hash( int n ) { n = (n << 13) ^ n; return n * (n * n * 15731 + 789221) + 1376312589; } void initRandoms(vec2 fragCoord) { ivec2 q = ivec2(fragCoord); srand( hash(q.x+hash(q.y+hash(iFrame)))); } //------------------------------------------------------------------ // end stolen from iq float time; /// The amount of outgoing light reflected is related to the angle of the /// incoming light and the normal of the surface. The naive approach is /// to divide the outgoing light by `dot(norm, dir)`, but by preferentially /// sampling points according to their weight, we achieve the same effect /// but with more information per-sample on average. // by fizzer via IQ: http://www.amietia.com/lambertnotangent.html vec3 cosine_direction(vec3 norm) { float u = frand(); float v = frand(); float a = 6.2831853 * v; u = 2.0*u - 1.0; return normalize(norm + vec3(sqrt(1.0 - u*u)*vec2(cos(a), sin(a)), u)); } // end by fizzer float dist_light(vec3 pos) { float l1 = distance(pos, vec3(1.5, 1.2, 7.)) - 0.7; float l2 = distance(pos, vec3(-1.2, 0.5, 5.0)) - 0.5; return min(l1, l2); } float dist_floor(vec3 pos) { return pos.y + 1.0; } // The distance from a point to the nearest object in the scene. float dist(vec3 pos) { vec3 sphere_pos = vec3(0., -0.15, 8.); vec3 neg_pos = sphere_pos + .7*vec3(sin(time), 0., cos(time)); float sphere = distance(pos, sphere_pos) - 1.; float sphere2 = distance(pos, neg_pos) - 0.5; float plane = dist_floor(pos); return min(dist_light(pos), min(max(sphere, -sphere2), plane)); } /// Approximate the distance to the nearest object along a ray /// using our signed distance function (`dist`). float march1(vec3 origin, vec3 direction, float magic) { float total_dist = 0.; float delta = magic >= MIN_DIST ? magic / IMPRECISION_FACTOR : dist(origin); for (int steps = 0; steps < MAX_STEPS && total_dist < MAX_DIST && delta >= MIN_DIST; steps++) { total_dist += delta * IMPRECISION_FACTOR; vec3 pos = origin + direction * total_dist; delta = dist(pos); } return delta < MIN_DIST ? total_dist : INF; } vec3 intersect1(vec3 origin, vec3 direction, float magic) { return origin + direction*march1(origin, direction, magic); } vec3 intersect2(vec3 origin, vec3 direction, float magic) { float total_dist = 0.; float delta = magic >= MIN_DIST ? magic / IMPRECISION_FACTOR : dist(origin); vec3 pos = origin; for (int steps = 0; steps < MAX_STEPS && total_dist < MAX_DIST && delta >= MIN_DIST; steps++) { pos += direction * delta * IMPRECISION_FACTOR; delta = dist(pos); total_dist = distance(origin, pos); } return delta < MIN_DIST ? pos : vec3(INF); } float march2(vec3 origin, vec3 direction, float magic) { return distance(origin, intersect2(origin, direction, magic)); } #define MARCH_ALG 1 float march(vec3 origin, vec3 direction, float magic) { #if MARCH_ALG return march1(origin, direction, magic); #else return march2(origin, direction, magic); #endif } /// Intersect with an object in the scene by ray marching. vec3 intersect(vec3 origin, vec3 direction, float magic) { #if MARCH_ALG return intersect1(origin, direction, magic); #else return intersect2(origin, direction, magic); #endif } float march(vec3 origin, vec3 direction) { return march(origin, direction, 0.); } vec3 intersect(vec3 pos, vec3 dir) { return intersect(pos, dir, 0.); } // Estimate the angle from the nearest surface to a point. vec3 normal(vec3 pos) { vec2 delta = vec2(NORMAL_DELTA, 0.); vec3 dq = (dist(pos) - vec3( dist(pos - delta.xyy), dist(pos - delta.yxy), dist(pos - delta.yyx) )); // alternate version: divide by /delta.x, but skip the normalize return normalize(dq); } struct LightSample { // Position of point of interest vec3 position; // Angle of incoming light vec3 incoming; // Angle of outgoing light vec3 outgoing; } light_samples[LIGHT_SAMPLES]; /// Choose which direction to cast the next ray, depending on the /// surface normal, material, and angle of incoming light. /// /// This distribution *must be weighted by importance*! In particular, /// by the angle between the incoming and outgoing rays, and by the BRDF; /// if the BRDF would evenly reject all wavelengths, it should instead probabilistically /// choose to *not* scatter by emitting a NaN direction so we can stop unnecessarily /// bouncing our paths around. vec3 scatter(vec3 pos, vec3 dir) { if (dist_floor(pos) <= MIN_DIST && frand() < 0.25) { vec3 norm = normal(pos); vec3 refl = 2.*dot(dir, norm)*norm - dir; return refl; } if (frand() < 0.4) { vec3 norm = normal(pos); vec3 refl = 2.*dot(dir, norm)*norm - dir; return normalize(cosine_direction(refl) + norm); } return cosine_direction(normal(pos)); } /// Choose how much light to reflect based on the bidirectional reflectance distribution function, /// then add light according to the matterial's emittance. These are fundamentally separate concepts, /// but they're combined into this function so we have to sample the material only once instead of twice. void brdf_emit(inout vec3 color, in int sample_i) { LightSample samp = light_samples[sample_i]; if (dist_light(samp.position) <= MIN_DIST) { color += vec3(0.9) * dot(samp.outgoing, normal(samp.position)); } else if (dist_floor(samp.position) <= MIN_DIST) { color.r *= 0.3; color.g *= 0.2; color.b *= 0.9; //color += vec3(0., 0., 0.01); } else { color.gb *= 0.3; //color += vec3(0.004, 0., 0.); } } vec4 light(vec3 pos, vec3 dir) { #if 1 int sample_i = 0; for (; sample_i < LIGHT_SAMPLES; sample_i++) { pos = intersect(pos, dir, SCATTER_MAGIC); // We've stuck in the void forever! if (any(isinf(pos))) break; vec3 neg_incoming = scatter(pos, -dir); vec3 outgoing = -dir; // The surface is darkening itself by simply choosing not to sample. // This is going to be worse on a per-sample basis for most materials, // but it averages out, and massively saves performance by letting us quit // recursing. if (any(isnan(neg_incoming))) break; light_samples[sample_i] = LightSample(pos, -neg_incoming, outgoing); dir = neg_incoming; } if (sample_i == 0) return vec4(0.); vec3 color = vec3(0.); for (; sample_i >= 0; sample_i--) { brdf_emit(color, sample_i); } return vec4(color, 1.); #elif 0 // debug intersection location pos = intersect(pos, dir); if (any(isinf(pos))) return vec4(0.); return vec4(pos, 1.); #elif 0 // debug ray marching float dist = march(pos, dir); return (vec4(vec3(dist), 1.) - 0.) / 10.; #elif 0 // debug ray marching algorithms float dist = distance(march1(pos, dir, 0.), march2(pos, dir, 0.)); return vec4(vec3(dist), 1.); #elif 0 // debug normals pos = intersect(pos, dir); vec3 norm = normal(pos); return vec4(abs(norm), 1.); #elif 0 // debug scattering pos = intersect(pos, dir); return vec4(abs(scatter(pos)), 1.); #else // debug scatter magic pos = intersect(pos, dir); vec3 o = pos; vec3 scat = scatter(pos); pos = intersect1(o, scat, SCATTER_MAGIC)/10.; pos = vec3(distance(pos, intersect2(o, scat, SCATTER_MAGIC)/10.)); //pos = vec3(march(pos, scat, SCATTER_MAGIC))/10.; return vec4(pos, 1.); #endif } /// Project a coordinate on the unit circle onto the unit hemisphere. /// This is used for curvilinear perspective. vec3 project(vec2 coord) { // The sign of the direction we're facing. 1 is forward, -1 is backward. float dir = 1.; #ifdef TILE_PERSPECTIVE // This projection only supports coordinates within the unit circle // and only projects into the unit hemisphere. Ideally we'd want // some sort of extension which takes points outside the unit circle // and projects them somewhere behind you (with the point at infinity // being directly behind you), but I haven't come up with any reasonable // extension of this perspective system which behaves in that manner. // // What we can do instead is *tile* the projection so that adjacent projections // are a mirrored projection of the unit hemisphere *behind* you. // This is a logical extension because the projection becomes continuous // along the x and y axis (you're just looking around in perfect circles), // and it allows you to view the entire space. The main problem to this approach // is that all of the space between the tiled circles is still undefined, // but this is still the best solution which I'm aware of. coord -= 1.; coord = mod(coord + 2., 4.) - 1.; if (coord.x > 1.) { coord.x = 1. - (coord.x - 1.); dir = -dir; } if (coord.y > 1.) { coord.y = 1. - (coord.y - 1.); dir = -dir; } #endif float z = dir*sqrt(1. - coord.x*coord.x - coord.y*coord.y); #ifdef CLAMP_PERSPECTIVE // We can "define" the remaining undefined region of the screen // by clamping it to the nearest unit circle. This is sometimes // better than nothing, though it can also be a lot worse because // we still have to actually *render* all of those pixels. if (isnan(z)) { coord = normalize(coord); z = 0.; } #endif return vec3(coord, z); } /// Return the camera's position and direction. vec3 camera(inout vec3 e) { // camera direction (forward vector) vec3 d = vec3(0., 0., 1.); // point projection relative to direction // this really needs to be simplified, // but I don't know the math to understand how to do it. vec3 up = vec3(0., 1., 0.); //vec3 x = cross(up, d); vec3 x = vec3(d.z, 0., -d.x); //vec3 y = cross(d, x); vec3 y = vec3(-d.y*d.x, d.z*d.z+d.x*d.x, -d.y*d.z); mat3 rot = mat3( x.x, y.x, d.x, x.y, y.y, d.y, x.z, y.z, d.z ); e = normalize(rot * e); // camera position return vec3(0., 0., 0.); /*e = vec3( e.x*d.z - e.y*d.y*d.x + d.x, e.y*(d.z*d.z+d.x*d.x) + d.y, -e.x*d.x - e.y*d.y*d.z + d.z ); e = normalize(e);*/ } /// Map pixel coordinate (from 0,0 to resolution) onto the coordinate system /// *we* use to represent the screen (from (-1, -1) to (1, 1) with a square /// aspect ratio). vec2 screen2square(vec2 screen) { // Map rectangular screen into square coordinate space. vec2 square = ((screen / iResolution.xy) - 0.5) * 2.; // Adjust for aspect ratio to get square coordinates. if (iResolution.x > iResolution.y) { return vec2(square.x, square.y * iResolution.y / iResolution.x); } else { return vec2(square.x * iResolution.x / iResolution.y, square.y); } } vec4 colorPixel(vec2 fragCoord) { vec2 uv = screen2square(fragCoord) * 1.; uv /= FOV; vec3 eye = project(uv); if (any(isnan(eye))) { // The projection is undefined at this pixel coordinate (see `project`); // don't bother rendering it, and return 100% transparent black to indicate that // we didn't render it. return vec4(NAN); } vec3 pos = camera(eye); return light(pos, eye); } /// Convert from linear RGB to sRGB color space. vec3 linear2srgb(vec3 linear_rgb) { // I believe the first version is technically more accurate, // but the difference is usually negligable in practice. #if 1 // copied from somewhere on the internet bvec3 cutoff = lessThan(linear_rgb, vec3(0.0031308)); vec3 higher = vec3(1.055)*pow(linear_rgb, vec3(1.0/2.4)) - vec3(0.055); vec3 lower = linear_rgb * vec3(12.92); return mix(higher, lower, cutoff); // end copied from somewhere on the internet #else return pow(linear_rgb, vec3(1./2.2)); #endif } void mainImage(out vec4 fragColor, vec2 fragCoord) { initRandoms(fragCoord); // Sample a bunch of times around the pixel and return the average. vec4 color = vec4(0.); for (int i = 0; i < SAMPLES; i++) { vec2 uv = fragCoord + vec2(frand(), frand()) - 0.5; // Add noise to time for temporal antialiasing. time = iTime + frand() * iTimeDelta; vec4 samp = colorPixel(uv); // We failed to render a sample at this location. if (any(isnan(samp))) continue; color += samp; } color /= float(SAMPLES); color = clamp(vec4(0.), color, vec4(1.)); fragColor = vec4(linear2srgb(color.rgb), color.a); }