mirror of
https://github.com/TheRedShip/RT_GPU.git
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85 lines
2.0 KiB
GLSL
85 lines
2.0 KiB
GLSL
#version 430 core
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out vec4 FragColor;
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uniform vec2 u_resolution;
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uniform vec3 u_cameraPosition;
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uniform mat4 u_viewMatrix;
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uniform mat4 u_projectionMatrix;
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uniform vec3 u_cameraDir;
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vec3 sphereCenter = vec3(0.0, 0.0, -5.0);
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float sphereRadius = 1.0;
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vec3 lightPos = vec3(5.0, 5.0, 5.0);
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vec3 lightColor = vec3(1.0, 1.0, 1.0);
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vec3 objectColor = vec3(0.4, 0.7, 0.9);
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struct Ray {
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vec3 origin;
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vec3 direction;
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};
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bool intersectSphere(Ray ray, vec3 center, float radius, out float t) {
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vec3 oc = ray.origin - center;
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float a = dot(ray.direction, ray.direction);
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float b = 2.0 * dot(oc, ray.direction);
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float c = dot(oc, oc) - radius * radius;
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float discriminant = b * b - 4.0 * a * c;
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if (discriminant < 0.0) {
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return false;
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} else {
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t = (-b - sqrt(discriminant)) / (2.0 * a);
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return true;
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}
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}
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vec3 computeLighting(vec3 point, vec3 normal, vec3 viewDir) {
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vec3 lightDir = normalize(lightPos - point);
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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return objectColor * diffuse;
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}
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void main()
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{
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vec2 uv;
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vec4 color;
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uv = gl_FragCoord.xy / u_resolution.xy;
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uv = uv * 2.0 - 1.0;
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uv.x *= u_resolution.x / u_resolution.y;
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float fov = 90.0;
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float focal_length = 1.0 / tan(radians(fov) / 2.0);
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vec3 viewSpaceRay = normalize(vec3(uv.x, uv.y, -focal_length));
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vec3 rayDirection = (inverse(u_viewMatrix) * vec4(viewSpaceRay, 0.0)).xyz;
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rayDirection = normalize(rayDirection);
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Ray ray = Ray(u_cameraPosition, rayDirection);
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float t;
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if (intersectSphere(ray, sphereCenter, sphereRadius, t))
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{
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vec3 hitPoint = ray.origin + t * ray.direction;
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vec3 normal = normalize(hitPoint - sphereCenter);
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vec3 viewDir = normalize(-ray.direction);
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vec3 color = computeLighting(hitPoint, normal, viewDir);
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FragColor = vec4(color, 1.0);
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} else {
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FragColor = vec4(0., 0.0, 0.0, 1.0);
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}
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} |