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;
vec2 rot2(vec2 p, float t) {
return vec2(cos(t) * p.x - sin(t) * p.y, sin(t) * p.x + cos(t) * p.y);
}
vec3 rotX(vec3 p, float t) {
return vec3(p.x, rot2(p.yz, t));
}
vec3 rotY(vec3 p, float t) {
return vec3(p.y, rot2(p.zx, t)).zxy;
}
vec3 rotZ(vec3 p, float t) {
return vec3(rot2(p.xy, t), p.z);
}
vec3 euler(vec3 p, vec3 t){
return rotZ(rotY(rotX(p, t.x), t.y), t.z);
}
float boxSDF(vec3 p, vec3 c, vec3 d, float t) {
p = abs(p - c);
return length(max(p - d, vec3(0.0))) + min(max(max(p.x - d.x, p.y - d.y), p.z - d.z), 0.0) - t;
}
float sceneSDF(vec3 p) {
vec3 cent = vec3(0.0);
vec3 scale = vec3(0.5);
float thickness = 0.1;
return boxSDF(p, cent, scale, thickness);
}
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 t = vec3(u_time * 0.5);
vec3 cPos = euler(vec3(0.0, 0.0, 2.0), t);
vec3 cDir = euler(vec3(0.0, 0.0, -1.0), t);
vec3 cUp = euler(vec3(0.0, 1.0, 0.0), t);
vec3 lDir = euler(vec3(0.0, 0.0, 1.0), t);
vec3 cSide = cross(cDir, cUp);
float targetDepth = 1.0;
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(lDir), gradSDF(rPos)), 0.0);
vec3 col = vec3(0.0, 1.0, 1.0);
gl_FragColor.rgb = col * (diff + amb);
break;
}
}
gl_FragColor.a = 1.0;
}