#include "stereokit.hlsli" // --name = dofdev/oriel // float4 color; float _distmax; float _height; float _ypos; float3 _dimensions; float3 _center; float _crown; float4x4 _matrix; Texture2D tex; // : register(t0); SamplerState tex_s; // : register(s0); cbuffer BufferData : register(b3) { float3 position; float time; }; 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 : NORMAL1; 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; 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 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 oriel(float3 ro, float3 rd) { float dist = 0.0; for (int i = 0; i < 256; i++) { float3 pos = ro + dist * rd; float step = sdBox(pos - _center, _dimensions / 2); if (step < 0.0001 || dist > _distmax) break; dist += step; } return dist; } float map(float3 pos) { float3 posOriel = mul(float4(pos, 1), _matrix).xyz; // pos.x = _center.x + pos.x; // pos.y = _center.y + pos.y; // pos.z = _center.z - pos.z; // float3 spin = float3(sin(time), 0, cos(time)) * 0.5; // float sphere = sdSphere(pos + spin - _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, 0.0006); // float3 d = _dimensions / 2; // d.y = _height; // float orielCrown = sdBoxFrame(pos - _center, d, 0.000); // float box = sdBox(pos, float3(0.1, 0.1, 0.1)); float box = sdBox(posOriel, float3(0.7, 0.015, 0.07)); // return lerp(sphere, octo, time); float plane = sdPlane(pos + float3(0, 1.5, 0), float3(0, 1, 0), 0); // float blendd = lerp(octo, frame, time); return min(plane, box); } float raymarch(float3 ro, float3 rd) { float dist = 0.0; for (int i = 0; i < 256; i++) { float3 pos = ro + dist * rd; float step = map(pos); if (step < 0.0001 || dist > _distmax) break; dist += step; } return dist; } 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 dist = raymarch(ro, rd); return (float)(dist > _distmax); } psOut ps(psIn input) { psOut result; result.depth = input.pos.z; float3 ro = input.campos; // ray origin float3 rd = normalize(input.world - ro); // ray direction float ol = oriel(ro, rd); ro += ol * rd; float dist = raymarch(ro, rd); // float dist = raymarch(ro, rd); // shading/lighting float3 pos = ro + dist * rd; float3 light = float3(0.0, 1.0, 0.0); float3 lightDir = normalize(light - pos); float3 col = float3(0.5, 0.75, 0.9); if (dist == 0.0) { col = float3(0.15, 0.15, 0.15); } if (dist < _distmax && dist > 0.0) { 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); dif *= ao * sh; col = float3(0.1, 0.5, 0.3) * amb + float3(0.6, 0.8, 0.3) * dif; // if (sdBox(pos - _center, _dimensions / 2) == 0.0) { // float4 clipPos = mul(float4(pos, 1), sk_viewproj[input.view_id]); // float near = 0.0; // float far = _distmax; // float a = (far + near) / (far - near); // float b = 2.0 * far * near / (far - near); // result.depth = a + b / clipPos.z; // // result.depth = clipPos.z; // } } // input.color = float4(col, 1); if (input.world.y > (_center.y + _dimensions.y / 2.0 ) - _crown) { float value = (col.r + col.r + col.g + col.g + col.g + col.b) / 6; float lit = abs((1 - clamp(dot(input.norm, lightDir), -1.0, 1.0)) / 2); value = (1 + lit + value) / 3; col = lerp(float3(1, 1, 1) * value, col * lit, 0.333); // col = float3(1 - col.r, 1 - col.g, 1 - col.b); } result.color = float4(col, 1); // 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; }