sh = async () => raymarch({
antiAliasing: 3,
eye: `vec3(-1, 1, 1) * 5.2`,
background: `vec3(${hexToRgb(palette[0]).join(',')})/255.`,
sceneSDF: `
#define PI ${Math.PI}
#define TAU ${Math.PI * 2}
#define NUM_COLORS ${palette.length}.
uniform sampler2D u_texture;
${iqSDF.sdSphere()}
${iqSDF.opSubtraction()}
${iqSDF.opUnion()}
${iqSDF.opIntersection()}
${glslSnippets.rotate3D()}
${await glslSnippets.snoise4()}
float displacement(vec4 p) {
return snoise(p * .5 + float(${seed}));
}
float glow = 0.;
vec2 sceneSDF(vec3 p) {
p *= rotate3D(u_time * TAU, vec3(1, 1, 0));
float d = sdSphere(p, 3.);
float scale = .2;
float disp = displacement(vec4(p, sin(u_time * TAU) * scale) + vec4(cos(u_time * TAU) * scale, -sin(u_time * TAU) * scale, sin(u_time * TAU) * scale * cos(u_time * TAU) * scale, -cos(u_time * TAU) * scale));
d += disp;
d *= .3;
float dd = 10e5;
for(float r = 2.8; r <= 4.; r += .1) {
dd = opUnion(dd, opSubtraction(sdSphere(p, r - 10e-3), opIntersection(d, sdSphere(p, r))));
}
//dd = opSubtraction(d + 10e-10, dd);
//glow += 0.02 / (0.01 + dd * dd * 5.) / (float(AA * AA) * 100.);
return opUnion(vec2(dd, 1.), vec2((sdSphere(p, 2.5) - disp + .1) * .3, 2.));
}`,
computeColor: `
vec3 computeColor(vec3 ro, vec3 rd, vec3 pos, float d, float m) {
vec3 nor = calcNormal(pos);
vec3 ref = reflect(rd, nor); // reflected ray
// material
//vec3 col = texture2D(u_texture, vec2((floor(m) + .5) / NUM_COLORS, .5)).rgb;
vec3 col = m == 2. ? vec3(.5, .6, 1.) : vec3(1);
// lighting
float occ = calcAO(pos, nor); // ambient occlusion
vec3 lig = normalize(vec3(-0.4, 0.7, -0.6)); // sunlight
float amb = clamp(0.5 + 0.5 * nor.y, 0.0, 1.0); // ambient light
float dif = clamp(dot(nor, lig), 0.0, 1.0); // diffuse reflection from sunlight
// backlight
float bac = clamp(dot(nor, normalize(vec3(-lig.x, 0.0, -lig.z))), 0.0, 1.0) * clamp(1.0 - pos.y, 0.0, 1.0);
float dom = smoothstep(-0.1, 0.1, ref.y); // dome light
float fre = pow(clamp(1.0 + dot(nor, rd), 0.0, 1.0), 2.0); // fresnel
float spe = pow(clamp(dot(ref, lig), 0.0, 1.0), 16.0); // specular reflection
dif *= softshadow(pos, lig, 0.02, 2.5);
dom *= softshadow(pos, ref, 0.02, 2.5);
vec3 lin = vec3(0.0);
lin += 1.30 * dif * vec3(1.00, 0.80, 0.55);
lin += 2.00 * spe * vec3(1.00, 0.90, 0.70) * dif;
lin += 0.40 * amb * vec3(0.40, 0.60, 1.00) * occ;
lin += 0.50 * dom * vec3(0.40, 0.60, 1.00) * occ;
lin += 0.50 * bac * vec3(0.25, 0.25, 0.25) * occ;
lin += 0.25 * fre * vec3(1.00, 1.00, 1.00) * occ;
col = col * lin;
// mix in fog?
// col = mix(col, vec3(0.8, 0.9, 1.0), 1.0 - exp(-0.0002 * d * d * d));
// col = mix(col, vec3(0.), 1.0 - exp(-0.003 * d * d * d));
// gamma
// col = pow(col, vec3(0.4545));
return col;
}`,
effect: `
vec3 effect(vec3 c) {
// c += glow * texture2D(u_texture, vec2(0.5 / NUM_COLORS, .5)).rgb;
c += glow * vec3(1);
return c;
}
`,
logShader: true
})