mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | First sphere
This commit is contained in:
75
shaders/frag.frag
Normal file
75
shaders/frag.frag
Normal file
@ -0,0 +1,75 @@
|
||||
#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);
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user