【GLSL】変形するボックス
See the Pen morphing box by aadebdeb (@aadebdeb) on CodePen.
#define PI 3.14159265359
#define TWO_PI PI * 2.0
precision mediump float;
uniform float u_time;
uniform vec2 u_mouse;
uniform vec2 u_resolution;
float calcBoxDistance(vec3 p, vec3 size) {
return length(max(abs(p) - size, 0.0));
}
float calcDistance(vec3 p) {
float t = u_time * 0.0004;
float x = (sin(t) + 1.0) / 2.0 * 0.2;
float y = (sin(t * 3.0) + 1.0) / 2.0 * 0.2;
float z = (sin(t * 7.0) + 1.0) / 2.0 * 0.2;
vec3 size = vec3(x, y, z);
float d = calcBoxDistance(p, size);
return d;
}
vec3 calcNormal(vec3 p) {
float delta = 0.00001;
return normalize(vec3(
calcDistance(p + vec3(delta, 0.0, 0.0)) - calcDistance(p - vec3(delta, 0.0, 0.0)),
calcDistance(p + vec3(0.0, delta, 0.0)) - calcDistance(p - vec3(0.0, delta, 0.0)),
calcDistance(p + vec3(0.0, 0.0, delta)) - calcDistance(p - vec3(0.0, 0.0, delta))
));
}
void main(void) {
vec2 st = (gl_FragCoord.xy * 2.0 - u_resolution) / min(u_resolution.x, u_resolution.y);
vec3 cameraPosition = vec3(3.0, 3.0, 3.0);
vec3 rayDirection = normalize(vec3(st, 0.0) - cameraPosition);
vec3 rayPosition = cameraPosition;
float radian = u_time * 0.0003;
vec3 lightPositionR = vec3(10.0 * sin(radian), sin(radian) * 10.0, 10.0 * cos(radian));
vec3 lightPositionG = vec3(10.0 * sin(radian * 3.0), 10.0, sin(radian) * 10.0 * cos(radian * 3.0));
vec3 lightPositionB = vec3(10.0 * sin(radian * 5.0), 10.0, sin(radian) * 10.0 * cos(radian * 5.0));
vec3 color = vec3(0.0);
for (int i = 0; i < 16; i++) {
float d = calcDistance(rayPosition);
if (d < 0.0001) {
vec3 normal = calcNormal(rayPosition);
float weightR = dot(normal, normalize(lightPositionR));
float weightG = dot(normal, normalize(lightPositionG));
float weightB = dot(normal, normalize(lightPositionB));
color = vec3(1.0, 0.0, 0.0) * max(weightR, 0.0)
+ vec3(0.0, 1.0, 0.0) * max(weightG, 0.0)
+ vec3(0.0, 0.0, 1.0) * max(weightB, 0.0)
+ vec3(0.1);
break;
}
rayPosition += rayDirection * d;
}
gl_FragColor = vec4(color, 1.0);
}