+ | First sphere

This commit is contained in:
TheRedShip
2024-10-14 23:16:28 +02:00
parent 163828707a
commit 9d7a30800e
10 changed files with 239 additions and 110 deletions

75
shaders/frag.frag Normal file
View File

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#version 430 core
out vec4 FragColor;
uniform vec2 u_resolution;
vec3 sphereCenter = vec3(0.0, 0.0, -5.0);
float sphereRadius = 1.0;
vec3 lightPos = vec3(5.0, 5.0, 5.0);
vec3 lightColor = vec3(1.0, 1.0, 1.0);
vec3 objectColor = vec3(0.4, 0.7, 0.9);
struct Ray {
vec3 origin;
vec3 direction;
};
bool intersectSphere(Ray ray, vec3 center, float radius, out float t) {
vec3 oc = ray.origin - center;
float a = dot(ray.direction, ray.direction);
float b = 2.0 * dot(oc, ray.direction);
float c = dot(oc, oc) - radius * radius;
float discriminant = b * b - 4.0 * a * c;
if (discriminant < 0.0) {
return false;
} else {
t = (-b - sqrt(discriminant)) / (2.0 * a);
return true;
}
}
vec3 computeLighting(vec3 point, vec3 normal, vec3 viewDir) {
vec3 lightDir = normalize(lightPos - point);
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
return objectColor * diffuse;
}
void main()
{
vec2 uv;
vec4 color;
uv = gl_FragCoord.xy / u_resolution.xy * 2.0 - 1.0;
uv.x *= u_resolution.x / u_resolution.y;
vec3 rayOrigin = vec3(0.0, 0.0, 0.0);
vec3 rayDirection = normalize(vec3(uv, -1.0));
Ray ray = Ray(rayOrigin, rayDirection);
float t;
if (intersectSphere(ray, sphereCenter, sphereRadius, t))
{
vec3 hitPoint = ray.origin + t * ray.direction;
vec3 normal = normalize(hitPoint - sphereCenter);
vec3 viewDir = normalize(-ray.direction);
vec3 color = computeLighting(hitPoint, normal, viewDir);
FragColor = vec4(color, 1.0);
} else {
FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
}