#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); } }