#include "stereokit.hlsli" //--name = dofdev/oriel // float4 color; float _height; float _ypos; float3 _dimensions; float3 _center; Texture2D tex; // : register(t0); SamplerState tex_s; // : register(s0); cbuffer BufferData : register(b3) { float3 position; float windStrength; }; struct vsIn { float4 pos : SV_POSITION; float3 norm : NORMAL0; float2 uv : TEXCOORD0; float4 col : COLOR0; }; struct psIn { float4 color : COLOR0; float4 pos : SV_POSITION; float3 norm : NORMAL2; float2 uv : TEXCOORD0; float3 campos : TEXCOORD1; float3 world : TEXCOORD2; uint view_id : SV_RenderTargetArrayIndex; }; struct psOut { float4 color : SV_Target; float depth : SV_Depth; }; psIn vs(vsIn input, uint id : SV_InstanceID) { psIn o; o.view_id = id % sk_view_count; id = id / sk_view_count; o.campos = sk_camera_pos[o.view_id].xyz; o.world = mul(input.pos, sk_inst[id].world).xyz; o.pos = mul(float4(o.world, 1), sk_viewproj[o.view_id]); o.norm = normalize(mul(input.norm, (float3x3)sk_inst[id].world)); o.uv = input.uv; o.color = input.col; float lighting = dot(o.norm, normalize(float3(-0.3, 0.6, 0.1))); lighting = (clamp(lighting, 0, 1) * 0.8) + 0.2; o.color.rgb = o.color.rgb * lighting; // * sk_inst[id].color; return o; } float3 cross(float3 a, float3 b) { return float3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); } float dot(float3 a, float3 b) { return a.x * b.x + a.y * b.y + a.z * b.z; } // float tri_raycast(float3 origin, float3 dir) { // float final = -1; // float3 v0 = tri[0].xyz; // float3 v1 = tri[1].xyz; // float3 v2 = tri[2].xyz; // float3 e1 = v1 - v0; // float3 e2 = v2 - v0; // float3 h = cross(dir, e2); // float a = dot(e1, h); // if (a > -0.00001 && a < 0.00001) {} else{ // float f = 1 / a; // float3 s = origin - v0; // float u = f * dot(s, h); // if (u < 0.0 || u > 1.0) {} else { // float3 q = cross(s, e1); // float v = f * dot(dir, q); // if (v < 0.0 || u + v > 1.0) {} else { // float t = f * dot(e2, q); // if (t > 0.00001) { final = 1.0;} // t // } // } // } // return final; // } float sdSphere(float3 p, float s) { return length(p) - s; } float sdPlane(float3 p, float3 n, float h) { // n must be normalized return dot(p,n) + h; } float sdBox(float3 p, float3 b) { float3 q = abs(p) - b; return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0); } float sdOctahedron(float3 p, float s) { p = abs(p); return (p.x + p.y + p.z - s) * 0.57735027; } float sdBoxFrame(float3 p, float3 b, float e) { p = abs(p) - b; float3 q = abs(p + e) - e; return min( min( length(max(float3(p.x,q.y,q.z),0.0))+min(max(p.x,max(q.y,q.z)),0.0), length(max(float3(q.x,p.y,q.z),0.0))+min(max(q.x,max(p.y,q.z)),0.0) ), length(max(float3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0) ); } float opRep(float3 p, float3 c) { float3 q = modf(p + 0.5 * c, c) - 0.5 * c; return sdSphere(q, 0.1); } float map(float3 pos) { // pos.x = _center.x + pos.x; // pos.y = _center.y + pos.y; // pos.z = _center.z - pos.z; float sphere = sdSphere(pos + float3(0, 0, -1) - _center, 0.1); // return sdLink(pos, 0.1, 0.1, 0.1); // float octo = sdOctahedron(pos - _center - position, 0.2); float frame = sdBoxFrame(pos - _center - position, float3(0.06, 0.06, 0.06), 0.004); float orielFrame = sdBoxFrame(pos - _center, _dimensions / 2, 0.004); // return lerp(sphere, octo, windStrength); float plane = sdPlane(pos - _center + float3(0, 0.5, 0), float3(0, 1, 0), 0); // float blendd = lerp(octo, frame, windStrength); // return min(min(plane, orielFrame), frame); return min(min(plane, orielFrame), sphere); // return opRep(pos - _center, float3(0, 0, 0)); } float3 calcNormal(float3 pos) { float2 e = float2(1.0, -1.0) * 0.5773; float eps = 0.0005; return normalize( e.xyy * map(pos + e.xyy * eps) + e.yyx * map(pos + e.yyx * eps) + e.yxy * map(pos + e.yxy * eps) + e.xxx * map(pos + e.xxx * eps) ); } float calcAO(float3 pos, float3 nor) { float occ = 0.0; float sca = 1.0; for (int i = 0; i < 5; i++) { float h = 0.01 + 0.12 * float(i)/4.0; float d = map(pos + h * nor).x; occ += (h - d) * sca; sca *= 0.95; if (occ > 0.35) break; } return clamp(1.0 - 3.0 * occ, 0.0, 1.0) * (0.5 + 0.5 * nor.y); } float calcShadow(float3 pos, float3 light) { float3 rd = normalize(light - pos); float3 ro = pos + rd * 0.1; float tmax = 100; float t = 0.0; for (int i = 0; i < 256; i++) { float3 pos = ro + t * rd; float h = map(pos); if (h < 0.0001 || t > tmax) break; t += h; } if (t < tmax) { t = 0; } else { t = 1; } return t; } float calcSoftshadow(in float3 ro, in float3 rd, in float mint, in float tmax, in float k) { // bounding volume float tp = (0.8-ro.y)/rd.y; if( tp>0.0 ) tmax = min( tmax, tp ); float res = 1.0; float t = mint; for( int i=0; i<24; i++ ) { float h = map( ro + rd*t ).x; float s = clamp(8.0*h/t,0.0,1.0); res = min( res, k*s*s*(3.0-2.0*s) ); t += clamp( h, 0.02, 0.2 ); if( res<0.004 || t>tmax ) break; } return clamp( res, 0.0, 1.0 ); } // float RayMarch(vec3 ro, vec3 rd) { // float dO=0.; // for(int i=0; iMAX_DIST || dS tmax) break; t += h; } // shading/lighting float3 col = float3(0.5, 0.75, 0.9); if (t < tmax) { float3 pos = ro + (t * rd); float3 light = float3(0.0, 1.0, 0.0); float3 lightDir = normalize(light - pos); float3 nor = calcNormal(pos); float dif = clamp(dot(nor, lightDir), 0.0, 1.0); float amb = 0.5 + 0.5 * dot(nor, lightDir); float ao = calcAO(pos, nor); float sh = calcShadow(pos, light); // float sh = calcSoftshadow(pos, light, 0.02, 2.5, 32); dif *= ao * sh; col = float3(0.1, 0.5, 0.3) * amb + float3(0.6, 0.8, 0.3) * dif; // float3 lightPos = float3(0, 3, 0); // float3 rayo = pos; // float3 rayd = normalize(lightPos - pos); // float ttmax = 6.0; // float tt = 0.0; // for (int i = 0; i < 256; i++) { // float3 pp = rayo + tt * rayd; // float hh = map(pp); // if (hh < 0.0001 || tt > tmax) break; // tt += hh; // } // if (tt < length(lightPos - rayo)) { // col *= 0.5; // } if(sdBox(pos - _center, _dimensions / 2) <= 0.005) { float4 clipPos = mul(float4(pos, 1), sk_viewproj[input.view_id]); // o.pos = mul(float4(o.world, 1), sk_viewproj[o.view_id]); result.depth = clipPos.z; // float4 viewWorldPos = mul(float4(pos, 1), sk_view[input.view_id]); // float near = 0.05; // float far = 100; // float a = (far+near)/(far-near); // float b = 2.0*far*near/(far-near); // result.depth = a + b/viewWorldPos.z; } } // input.color = float4(float3(1,1,1) * max(t, 0.0), 1); input.color = float4(col, 1); // input.color = float4(float3(1,1,1) * sdSphere(input.uv, float2(0.2, 0.2), float2(0.8, 0.8)), 1); // input.color.r = rr; result.color = input.color; // float4x4 worldToViewMatrix = sk_view[input.view_id]; // float4 viewIntersectionPos = worldToViewMatrix * float4(worldIntersection, 1.0); // float n = 0.0f; // float f = 200.0f; // result.depth = (-viewIntersectionPos.z - n) / (f - n) * viewIntersectionPos.w; // worldIntersection = float3(0.0); ///input.pos.w; // result.depth = zc/wc; // result.color.rgb = float3(zc/wc); return result; }