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1 /* vim: set ft=glsl:ts=4:sw=4 */
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2 uniform vec4 seed;
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3 uniform sampler2D ray_tex;
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4 uniform float err_thres;
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5 uniform int iter;
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6
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7 #define quat(s, x, y, z) vec4(x, y, z, s)
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8 #define quat_identity() vec4(0.0, 0.0, 0.0, 1.0)
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9
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10 #define vec2quat(v) (v).wxyz
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11
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12 struct Ray {
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13 vec3 origin;
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14 vec3 dir;
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15 };
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16
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17 struct Julia {
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18 bool inside;
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19 vec4 q;
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20 vec4 qprime;
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21 };
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22
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23 struct ISect {
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24 bool hit;
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25 float t;
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26 vec3 pos;
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27 vec3 normal;
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28 vec3 color;
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29 float kr;
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30 };
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31
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32 ISect find_intersection(Ray ray);
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33 vec3 shade(Ray ray, ISect isect);
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34 float amboc(ISect isect);
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35 vec3 sky(Ray ray);
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36 Julia julia(vec4 q, vec4 c);
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37 float julia_dist(vec4 z);
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38 vec3 julia_grad(vec4 z);
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39 vec4 quat_mul(vec4 q1, vec4 q2);
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40 vec4 quat_sq(vec4 q);
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41 float quat_length_sq(vec4 q);
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42 ISect ray_julia(Ray ray);
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43 ISect ray_sphere(Ray ray, float rad);
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44 ISect ray_floor(Ray ray);
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45 Ray get_primary_ray();
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46
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47
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48 void main()
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49 {
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50 Ray ray = get_primary_ray();
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51
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52 float energy = 1.0;
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53 vec3 color = vec3(0.0, 0.0, 0.0);
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54
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55 while(energy > 0.001) {
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56 ISect res = find_intersection(ray);
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57
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58 if(res.hit) {
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59 color += shade(ray, res) * energy;
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60 energy *= res.kr;
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61
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62 ray.origin = res.pos;
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63 ray.dir = reflect(ray.dir, res.normal);
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64 } else {
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65 color += sky(ray) * energy;
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66 break;
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67 }
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68 }
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69
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70 gl_FragColor = vec4(color, 1.0);
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71 }
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72
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73
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74 ISect find_intersection(Ray ray)
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75 {
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76 ISect res;
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77 res.hit = false;
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78
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79 ISect bhit = ray_sphere(ray, 2.0);
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80 if(bhit.hit) {
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81 ray.origin = bhit.pos;
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82 res = ray_julia(ray);
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83 }
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84
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85 if(!res.hit) {
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86 res = ray_floor(ray);
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87 }
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88 return res;
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89 }
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90
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91 vec3 shade(Ray ray, ISect isect)
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92 {
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93 vec3 ldir = normalize(vec3(10.0, 10.0, -10.0) - isect.pos);
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94 vec3 vdir = -ray.dir;
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95 vec3 hdir = normalize(ldir + vdir);
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96
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97 float ndotl = dot(ldir, isect.normal);
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98 float ndoth = dot(hdir, isect.normal);
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99
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100 vec3 dcol = /*isect.color * max(ndotl, 0.0) */ amboc(isect);
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101 vec3 scol = vec3(1.0, 1.0, 1.0) * pow(max(ndoth, 0.0), 40.0);
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102
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103 return /*vec3(0.05, 0.05, 0.05) + */dcol;// + scol;
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104 }
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105
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106 #define AO_STEP 0.04
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107 #define AO_MAGIC 8.0
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108 float amboc(ISect isect)
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109 {
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110 float sum = 0.0;
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111
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112 for(float fi=0.0; fi<5.0; fi+=1.0) {
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113 float sample_dist = fi * AO_STEP;
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114 vec3 pt = isect.pos + isect.normal * sample_dist;
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115 float jdist = julia_dist(quat(pt.x, pt.y, pt.z, 0.0));
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116
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117 sum += 1.0 / pow(2.0, fi) * (sample_dist - jdist);
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118 }
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119
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120 return 1.0 - AO_MAGIC * sum;
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121 }
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122
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123 vec3 sky(Ray ray)
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124 {
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125 vec3 col1 = vec3(0.75, 0.78, 0.8);
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126 vec3 col2 = vec3(0.56, 0.7, 1.0);
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127
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128 float t = max(ray.dir.y, -0.5);
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129 return mix(col1, col2, t);
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130 }
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131
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132 Julia julia(vec4 q, vec4 c)
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133 {
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134 Julia res;
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135 res.inside = true;
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136
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137 res.q = q;
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138 res.qprime = quat_identity();
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139
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140 for(int i=0; i<iter; i++) {
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141 res.qprime = 2.0 * quat_mul(res.q, res.qprime);
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142 res.q = quat_sq(res.q) + c;
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143
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144 if(dot(res.q, res.q) > 8.0) {
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145 res.inside = false;
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146 break;
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147 }
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148 }
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149 return res;
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150 }
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151
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152 float julia_dist(vec4 z)
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153 {
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154 Julia jres = julia(z, seed);
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155
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156 float lenq = length(jres.q);
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157 float lenqprime = length(jres.qprime);
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158
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159 return 0.5 * lenq * log(lenq) / lenqprime;
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160 }
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161
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162 #define OFFS 1e-4
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163 vec3 julia_grad(vec4 z)
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164 {
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165 vec3 grad;
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166 grad.x = julia_dist(z + quat(OFFS, 0.0, 0.0, 0.0)) - julia_dist(z - quat(OFFS, 0.0, 0.0, 0.0));
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167 grad.y = julia_dist(z + quat(0.0, OFFS, 0.0, 0.0)) - julia_dist(z - quat(0.0, OFFS, 0.0, 0.0));
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168 grad.z = julia_dist(z + quat(0.0, 0.0, OFFS, 0.0)) - julia_dist(z - quat(0.0, 0.0, OFFS, 0.0));
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169 return grad;
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170 }
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171
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172 vec4 quat_mul(vec4 q1, vec4 q2)
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173 {
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174 vec4 res;
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175 res.w = q1.w * q2.w - dot(q1.xyz, q2.xyz);
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176 res.xyz = q1.w * q2.xyz + q2.w * q1.xyz + cross(q1.xyz, q2.xyz);
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177 return res;
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178 }
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179
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180 vec4 quat_sq(vec4 q)
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181 {
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182 vec4 res;
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183 res.w = q.w * q.w - dot(q.xyz, q.xyz);
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184 res.xyz = 2.0 * q.w * q.xyz;
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185 return res;
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186 }
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187
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188 ISect ray_julia(Ray inray)
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189 {
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190 float dist_acc = 0.0;
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191 Ray ray = inray;
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192 ISect res;
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193
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194 for(float fi=0.0; ; fi+=0.1) {
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195 vec4 q = quat(ray.origin.x, ray.origin.y, ray.origin.z, 0.0);
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196
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197 float dist = julia_dist(q);
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198
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199 ray.origin += ray.dir * dist;
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200 dist_acc += dist;
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201
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202 if(dist < err_thres) {
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203 res.hit = true;
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204 res.t = dist_acc;
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205 res.pos = ray.origin;
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206 res.normal = normalize(julia_grad(quat(res.pos.x, res.pos.y, res.pos.z, 0.0)));
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207 res.color = vec3(0.75, 0.8, 0.9);//abs(res.normal) * 0.2;
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208 //res.kr = 0.6;
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209 res.kr = 0.0;
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210 break;
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211 }
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212
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213 if(dot(ray.origin, ray.origin) > 100.0) {
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214 res.hit = false;
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215 break;
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216 }
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217 }
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218
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219 return res;
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220 }
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221
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222 ISect ray_sphere(Ray ray, float rad)
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223 {
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224 ISect res;
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225 res.hit = false;
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226
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227 float a = dot(ray.dir, ray.dir);
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228 float b = 2.0 * dot(ray.dir, ray.origin);
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229 float c = dot(ray.origin, ray.origin) - rad * rad;
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230
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231 float d = b * b - 4.0 * a * c;
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232 if(d < 0.0) return res;
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233
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234 float sqrt_d = sqrt(d);
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235 float t1 = (-b + sqrt_d) / (2.0 * a);
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236 float t2 = (-b - sqrt_d) / (2.0 * a);
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237
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238 if((t1 >= 0.0 || t2 >= 0.0)) {
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239 if(t1 < 0.0) t1 = t2;
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240 if(t2 < 0.0) t2 = t1;
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241
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242 res.hit = true;
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243 res.t = min(t1, t2);
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244 res.pos = ray.origin + ray.dir * res.t;
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245 res.color = vec3(1.0, 0.3, 0.2);
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246 res.normal = res.pos / rad;
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247 }
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248
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249 return res;
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250 }
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251
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252 #define FLOOR_HEIGHT (-2.0)
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253
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254 ISect ray_floor(Ray ray)
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255 {
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256 ISect res;
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257 res.hit = false;
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258
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259 if(ray.origin.y < FLOOR_HEIGHT || ray.dir.y >= 0.0) {
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260 return res;
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261 }
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262
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263 res.normal = vec3(0.0, 1.0, 0.0);
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264 float ndotdir = dot(res.normal, ray.dir);
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265
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266 float t = (FLOOR_HEIGHT - ray.origin.y) / ndotdir;
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267 res.pos = ray.origin + ray.dir * t;
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268
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269 if(abs(res.pos.x) > 8.0 || abs(res.pos.z) > 8.0) {
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270 res.hit = false;
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271 } else {
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272 res.hit = true;
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273
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274 float chess = mod(floor(res.pos.x) + floor(res.pos.z), 2.0);
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275 res.color = mix(vec3(0.498, 0.165, 0.149), vec3(0.776, 0.851, 0.847), chess);
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276 res.kr = 0.0;
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277 }
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278 return res;
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279 }
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280
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281 Ray get_primary_ray()
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282 {
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283 Ray ray;
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284 vec2 tc = gl_TexCoord[0].xy;
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285 ray.dir = gl_NormalMatrix * normalize(texture2D(ray_tex, tc).xyz);
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286 ray.origin = (gl_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
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287 return ray;
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288 }
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289
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