GLSL Code
precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
varying vec2 vUv;
const float PI = 3.1415926;
const float TAU = 6.2831853;
float sphereSDF(vec3 p) {
return length(p) - 1.0;
}
float sceneSDF(vec3 p) {
return sphereSDF(p);
}
vec3 gradSDF(vec3 p) {
float eps = 0.001;
return normalize(vec3(
sceneSDF(p + vec3(eps, 0.0, 0.0)) - sceneSDF(p - vec3(eps, 0.0, 0.0)),
sceneSDF(p + vec3(0.0, eps, 0.0)) - sceneSDF(p - vec3(0.0, eps, 0.0)),
sceneSDF(p + vec3(0.0, 0.0, eps)) - sceneSDF(p - vec3(0.0, 0.0, eps))
));
}
void main() {
vec2 pos = (2.0 * gl_FragCoord.xy - u_resolution.xy) / min(u_resolution.x, u_resolution.y);
vec3 cPos = vec3(0.0, 0.0, 2.0);
vec3 cDir = vec3(0.0, 0.0, -1.0);
vec3 cUp = vec3(0.0, 1.0, 0.0);
vec3 cSide = cross(cDir, cUp);
float targetDepth = 1.0;
vec3 lPos = vec3(2.0);
vec3 ray = cSide * pos.x + cUp * pos.y + cDir * targetDepth;
vec3 rPos = ray + cPos;
ray = normalize(ray);
gl_FragColor.rgb = vec3(0.0);
for (int i = 0; i < 50; i++) {
if (sceneSDF(rPos) > 0.001) {
rPos += sceneSDF(rPos) * ray;
} else {
float amb = 0.1;
float diff = 0.9 * max(dot(normalize(lPos - rPos), gradSDF(rPos)), 0.0);
vec3 col = vec3(0.0, 1.0, 1.0);
col *= diff + amb;
gl_FragColor.rgb = col;
break;
}
}
gl_FragColor.a = 1.0;
}