oriels/Assets/oriel.hlsl
2021-12-08 14:57:37 -06:00

309 lines
No EOL
8 KiB
HLSL

#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; i<MAX_STEPS; i++) {
// vec3 p = ro + rd*dO;
// float dS = GetDist(p);
// dO += dS;
// if(dO>MAX_DIST || dS<SURF_DIST) break;
// }
// return dO;
// }
psOut ps(psIn input) {
psOut result;
result.depth = input.pos.z;
float3 worldIntersection;
float3 ro = input.campos; // ray origin
float3 rd = normalize(input.world - ro); // ray direction
// input.color = float4(float3(1,1,1) * max(tri_raycast(input.world, ray), 0.0), 1);
// raymarch
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;
}
// 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;
}