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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 uniform float reflectivity;
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7 uniform vec3 diffuse_color;
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8 uniform float eye_offs;
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9
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10 #define quat(s, x, y, z) vec4(x, y, z, s)
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11 #define quat_identity() vec4(0.0, 0.0, 0.0, 1.0)
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12
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13 #define vec2quat(v) (v).wxyz
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14
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15 struct Ray {
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16 vec3 origin;
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17 vec3 dir;
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18 };
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19
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20 struct Julia {
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21 bool inside;
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22 vec4 q;
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23 vec4 qprime;
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24 };
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25
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26 struct Material {
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27 vec3 kd, ks;
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28 float spow;
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29 float kr;
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30 };
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31
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32 struct ISect {
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33 bool hit;
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34 float t;
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35 vec3 pos;
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36 vec3 normal;
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37 Material mat;
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38 };
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39
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40 ISect find_intersection(Ray ray);
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41 vec3 shade(Ray ray, ISect isect);
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42 float amboc(ISect isect);
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43 vec3 sky(Ray ray);
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44 Julia julia(vec4 q, vec4 c);
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45 float julia_dist(vec4 z);
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46 vec3 julia_grad(vec4 z);
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47 vec4 quat_mul(vec4 q1, vec4 q2);
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48 vec4 quat_sq(vec4 q);
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49 float quat_length_sq(vec4 q);
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50 ISect ray_julia(Ray ray);
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51 ISect ray_sphere(Ray ray, float rad);
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52 ISect ray_floor(Ray ray);
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53 Ray get_primary_ray();
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54
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55 vec3 steps_color(int steps);
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56
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57 void main()
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58 {
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59 Ray ray = get_primary_ray();
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60
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61 float energy = 1.0;
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62 vec3 color = vec3(0.0, 0.0, 0.0);
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63
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64 while(energy > 0.001) {
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65 ISect res = find_intersection(ray);
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66
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67 if(res.hit) {
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68 color += shade(ray, res) * energy;
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69 energy *= res.mat.kr;
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70
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71 ray.origin = res.pos;
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72 ray.dir = reflect(ray.dir, res.normal);
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73 } else {
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74 color += sky(ray) * energy;
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75 break;
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76 }
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77 }
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78
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79 gl_FragColor = vec4(color, 1.0);
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80 }
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81
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82
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83 ISect find_intersection(Ray ray)
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84 {
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85 ISect res;
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86 res.hit = false;
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87
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88 ISect bhit = ray_sphere(ray, 2.0);
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89 if(bhit.hit) {
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90 ray.origin = bhit.pos;
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91 res = ray_julia(ray);
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92 }
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93
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94 if(!res.hit) {
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95 res = ray_floor(ray);
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96 }
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97 return res;
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98 }
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99
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100 vec3 shade(Ray ray, ISect isect)
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101 {
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102 vec3 ldir = normalize(vec3(10.0, 10.0, -10.0) - isect.pos);
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103 vec3 vdir = -ray.dir;
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104 vec3 hdir = normalize(ldir + vdir);
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105
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106 float ndotl = dot(ldir, isect.normal);
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107 float ndoth = dot(hdir, isect.normal);
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108
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109 vec3 dcol = isect.mat.kd;// * abs(ndotl);
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110 vec3 scol = isect.mat.ks * pow(abs(ndoth), isect.mat.spow);
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111
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112 return vec3(0.05, 0.05, 0.05) + dcol + scol;
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113 }
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114
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115 #define AO_STEP 0.04
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116 #define AO_MAGIC 8.0
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117 float amboc(ISect isect)
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118 {
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119 float sum = 0.0;
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120
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121 for(float fi=0.0; fi<5.0; fi+=1.0) {
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122 float sample_dist = fi * AO_STEP;
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123 vec3 pt = isect.pos + isect.normal * sample_dist;
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124 float jdist = julia_dist(quat(pt.x, pt.y, pt.z, 0.0));
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125
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126 sum += 1.0 / pow(2.0, fi) * (sample_dist - jdist);
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127 }
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128
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129 float res = 1.0 - AO_MAGIC * sum;
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130 return clamp(res, 0.0, 1.0);
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131 }
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132
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133 vec3 sky(Ray ray)
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134 {
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135 vec3 col1 = vec3(0.75, 0.78, 0.8);
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136 vec3 col2 = vec3(0.56, 0.7, 1.0);
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137
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138 float t = max(ray.dir.y, -0.5);
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139 return mix(col1, col2, t);
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140 }
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141
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142 Julia julia(vec4 q, vec4 c)
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143 {
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144 Julia res;
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145 res.inside = true;
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146
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147 res.q = q;
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148 res.qprime = quat_identity();
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149
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150 for(int i=0; i<iter; i++) {
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151 res.qprime = 2.0 * quat_mul(res.q, res.qprime);
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152 res.q = quat_sq(res.q) + c;
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153
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154 if(dot(res.q, res.q) > 8.0) {
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155 res.inside = false;
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156 break;
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157 }
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158 }
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159 return res;
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160 }
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161
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162 float julia_dist(vec4 z)
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163 {
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164 Julia jres = julia(z, seed);
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165
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166 float lenq = length(jres.q);
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167 float lenqprime = length(jres.qprime);
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168
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169 return 0.5 * lenq * log(lenq) / lenqprime;
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170 }
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171
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172 #define OFFS 1e-4
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173 vec3 julia_grad(vec4 z)
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174 {
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175 vec3 grad;
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176 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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177 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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178 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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179 return grad;
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180 }
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181
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182 vec4 quat_mul(vec4 q1, vec4 q2)
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183 {
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184 vec4 res;
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185 res.w = q1.w * q2.w - dot(q1.xyz, q2.xyz);
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186 res.xyz = q1.w * q2.xyz + q2.w * q1.xyz + cross(q1.xyz, q2.xyz);
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187 return res;
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188 }
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189
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190 vec4 quat_sq(vec4 q)
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191 {
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192 vec4 res;
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193 res.w = q.w * q.w - dot(q.xyz, q.xyz);
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194 res.xyz = 2.0 * q.w * q.xyz;
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195 return res;
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196 }
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197
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198 #define MIN_STEP 0.001
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199 ISect ray_julia(Ray inray)
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200 {
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201 float dist_acc = 0.0;
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202 Ray ray = inray;
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203 ISect res;
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204
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205 int i = 0;
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206 for(float fi=0.0; ; fi+=0.1) {
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207 i++;
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208 vec4 q = quat(ray.origin.x, ray.origin.y, ray.origin.z, 0.0);
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209
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210 float dist = max(julia_dist(q), MIN_STEP);
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211
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212 ray.origin += ray.dir * dist;
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213 dist_acc += dist;
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214
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215 if(dist < err_thres) {
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216 res.hit = true;
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217 res.t = dist_acc;
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218 res.pos = ray.origin;
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219 res.normal = normalize(julia_grad(quat(res.pos.x, res.pos.y, res.pos.z, 0.0)));
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220 res.mat.kr = reflectivity;
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221 res.mat.kd = diffuse_color * amboc(res) * (1.0 - res.mat.kr);
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222 res.mat.ks = vec3(0.4, 0.4, 0.4);//vec3(res.mat.kr, res.mat.kr, res.mat.kr);
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223 res.mat.spow = 50.0;
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224 break;
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225 }
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226
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227 if(dot(ray.origin, ray.origin) > 100.0) {
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228 res.hit = false;
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229 break;
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230 }
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231 }
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232
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233 return res;
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234 }
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235
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236 ISect ray_sphere(Ray ray, float rad)
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237 {
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238 ISect res;
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239 res.hit = false;
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240
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241 float a = dot(ray.dir, ray.dir);
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242 float b = 2.0 * dot(ray.dir, ray.origin);
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243 float c = dot(ray.origin, ray.origin) - rad * rad;
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244
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245 float d = b * b - 4.0 * a * c;
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246 if(d < 0.0) return res;
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247
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248 float sqrt_d = sqrt(d);
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249 float t1 = (-b + sqrt_d) / (2.0 * a);
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250 float t2 = (-b - sqrt_d) / (2.0 * a);
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251
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252 if((t1 >= 0.0 || t2 >= 0.0)) {
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253 if(t1 < 0.0) t1 = t2;
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254 if(t2 < 0.0) t2 = t1;
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255
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256 res.hit = true;
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257 res.t = min(t1, t2);
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258 res.pos = ray.origin + ray.dir * res.t;
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259 //res.mat.kd = vec3(1.0, 0.3, 0.2);
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260 //res.normal = res.pos / rad;
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261 }
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262
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263 return res;
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264 }
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265
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266 #define FLOOR_HEIGHT (-2.0)
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267
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268 ISect ray_floor(Ray ray)
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269 {
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270 ISect res;
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271 res.hit = false;
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272
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273 if(ray.origin.y < FLOOR_HEIGHT || ray.dir.y >= 0.0) {
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274 return res;
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275 }
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276
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277 res.normal = vec3(0.0, 1.0, 0.0);
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278 float ndotdir = dot(res.normal, ray.dir);
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279
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280 float t = (FLOOR_HEIGHT - ray.origin.y) / ndotdir;
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281 res.pos = ray.origin + ray.dir * t;
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282
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283 if(abs(res.pos.x) > 8.0 || abs(res.pos.z) > 8.0) {
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284 res.hit = false;
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285 } else {
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286 res.hit = true;
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287
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288 float chess = mod(floor(res.pos.x) + floor(res.pos.z), 2.0);
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289 res.mat.kd = mix(vec3(0.498, 0.165, 0.149), vec3(0.776, 0.851, 0.847), chess);
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290 res.mat.ks = vec3(0.0, 0.0, 0.0);
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291 res.mat.spow = 1.0;
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292 res.mat.kr = 0.0;
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293 }
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294 return res;
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295 }
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296
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297 Ray get_primary_ray()
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298 {
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299 Ray ray;
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300 vec2 tc = gl_TexCoord[0].xy;
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301 ray.dir = gl_NormalMatrix * normalize(texture2D(ray_tex, tc).xyz);
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302 ray.origin = (gl_ModelViewMatrix * vec4(eye_offs, 0.0, 0.0, 1.0)).xyz;
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303 return ray;
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304 }
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305
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306
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307 vec3 steps_color(int steps)
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308 {
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309 if(steps <= 1) {
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310 return vec3(0.0, 0.5, 0.0);
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311 } else if(steps == 2) {
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312 return vec3(0.0, 1.0, 0.0);
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313 } else if(steps == 3) {
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314 return vec3(0.0, 0.0, 0.5);
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315 } else if(steps == 4) {
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316 return vec3(0.0, 0.0, 1.0);
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317 } else if(steps == 5) {
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318 return vec3(0.0, 0.5, 0.5);
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319 } else if(steps == 6) {
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320 return vec3(0.0, 1.0, 1.0);
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321 } else if(steps == 7) {
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322 return vec3(0.5, 0.0, 0.5);
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323 } else if(steps == 8) {
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324 return vec3(1.0, 0.0, 1.0);
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325 } else if(steps == 9) {
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326 return vec3(0.5, 0.0, 0.0);
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327 }
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328 return vec3(0.5 + float(steps - 9) / 10.0, 0.0, 0.0);
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329 }
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