This shader is a proof of concept to find out if I could create a “typical” Shadertoy shader, i.e. a shader that renders a non-trivial animated 3D scene, by using a ray tracer instead of the commonly used raymarching techniques.
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#version 300 es precision highp float; uniform float iTime; uniform vec2 iResolution; uniform int iFrame; out vec4 fragColor; // Robotic Arm. Created by Reinder Nijhoff 2019 // Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. // @reindernijhoff // // https://www.shadertoy.com/view/tlSSDV // // This shader is a proof of concept to find out if I could // create a “typical” Shadertoy shader, i.e. a shader that renders // a non-trivial animated 3D scene, by using a ray tracer instead // of the commonly used raymarching techniques. // // Some first conclusions: // // - It is possible to visualize an animated 3D scene in a single // shader using ray tracing. // - The compile-time of this shader is quite long. // - The ray tracer is not super fast, so it was not possible to cast // enough rays per pixel to support global illumination or soft // shadows. Here I miss the cheap AO and soft shadow algorithms that // are available when raymarching an SDF. // - Modelling a 3D scene for a ray tracer in code is verbose. It was // not possible to exploit the symmetries in the arm and the domain // repetition of the sphere-grid that would have simplified the // description of an SDF. // - I ran in GPU-dependent unpredictable precision problems. Hopefully, // most problems are solved now. I’m not sure if they are inherent // to ray tracing, but I didn’t have these kinds of problems using // raymarching before. // #define AA 1 // Set AA to 1 if you have a slow GPU #define PATH_LENGTH 3 #define MAX_DIST 60. #define MIN_DIST .001 #define ZERO (min(int(iTime),0)) // Global variables float time; vec2[2] activeSpheres; vec2[3] joints; float joint0Rot; float jointYRot; // // Hash by Dave_Hoskins: https://www.shadertoy.com/view/4djSRW // vec2 hash22(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973)); p3 += dot(p3, p3.yzx+33.33); return fract((p3.xx+p3.yz)*p3.zy); } // // Ray-primitive intersection routines: https://www.shadertoy.com/view/tl23Rm // float dot2( in vec3 v ) { return dot(v,v); } // Plane float iPlane( const in vec3 ro, const in vec3 rd, in vec2 distBound, inout vec3 normal, const in vec3 planeNormal, const in float planeDist) { float a = dot(rd, planeNormal); float d = -(dot(ro, planeNormal)+planeDist)/a; if (a > 0. || d < distBound.x || d > distBound.y) { return MAX_DIST; } else { normal = planeNormal; return d; } } // Sphere: https://www.shadertoy.com/view/4d2XWV float iSphere( const in vec3 ro, const in vec3 rd, const in vec2 distBound, inout vec3 normal, const float sphereRadius ) { float b = dot(ro, rd); float c = dot(ro, ro) - sphereRadius*sphereRadius; float h = b*b - c; if (h < 0.) { return MAX_DIST; } else { h = sqrt(h); float d1 = -b-h; float d2 = -b+h; if (d1 >= distBound.x && d1 <= distBound.y) { normal = normalize(ro + rd*d1); return d1; } else { return MAX_DIST; } } } // Capped Cylinder: https://www.shadertoy.com/view/4lcSRn float iCylinder( const in vec3 oc, const in vec3 rd, const in vec2 distBound, inout vec3 normal, const in vec3 ca, const float ra, const bool traceCaps ) { float caca = dot(ca,ca); float card = dot(ca,rd); float caoc = dot(ca,oc); float a = caca - card*card; float b = caca*dot( oc, rd) - caoc*card; float c = caca*dot( oc, oc) - caoc*caoc - ra*ra*caca; float h = b*b - a*c; if (h < 0.) return MAX_DIST; h = sqrt(h); float d = (-b-h)/a; float y = caoc + d*card; if (y >= 0. && y <= caca && d >= distBound.x && d <= distBound.y) { normal = (oc+d*rd-ca*y/caca)/ra; return d; } else if(!traceCaps) { return MAX_DIST; } else { d = ((y < 0. ? 0. : caca) - caoc)/card; if( abs(b+a*d) < h && d >= distBound.x && d <= distBound.y) { normal = normalize(ca*sign(y)/caca); return d; } else { return MAX_DIST; } } } // Capped Cone: https://www.shadertoy.com/view/llcfRf float iCone( const in vec3 oa, const in vec3 rd, const in vec2 distBound, inout vec3 normal, const in vec3 pb, const in float ra, const in float rb ) { vec3 ba = pb; vec3 ob = oa - pb; float m0 = dot(ba,ba); float m1 = dot(oa,ba); float m2 = dot(ob,ba); float m3 = dot(rd,ba); //caps - only top cap needed for scene if (m1 < 0. && dot2(oa*m3-rd*m1)<(ra*ra*m3*m3) ) { float d = -m1/m3; if (d >= distBound.x && d <= distBound.y) { normal = -ba*inversesqrt(m0); return d; } } // body float m4 = dot(rd,oa); float m5 = dot(oa,oa); float rr = ra - rb; float hy = m0 + rr*rr; float k2 = m0*m0 - m3*m3*hy; float k1 = m0*m0*m4 - m1*m3*hy + m0*ra*(rr*m3*1.0 ); float k0 = m0*m0*m5 - m1*m1*hy + m0*ra*(rr*m1*2.0 - m0*ra); float h = k1*k1 - k2*k0; if( h < 0. ) return MAX_DIST; float t = (-k1-sqrt(h))/k2; float y = m1 + t*m3; if (y > 0. && y < m0 && t >= distBound.x && t <= distBound.y) { normal = normalize(m0*(m0*(oa+t*rd)+rr*ba*ra)-ba*hy*y); return t; } else { return MAX_DIST; } } // Box: https://www.shadertoy.com/view/ld23DV float iBox( const in vec3 ro, const in vec3 rd, const in vec2 distBound, inout vec3 normal, const in vec3 boxSize ) { vec3 m = sign(rd)/max(abs(rd), 1e-8); vec3 n = m*ro; vec3 k = abs(m)*boxSize; vec3 t1 = -n - k; vec3 t2 = -n + k; float tN = max( max( t1.x, t1.y ), t1.z ); float tF = min( min( t2.x, t2.y ), t2.z ); if (tN > tF || tF <= 0.) { return MAX_DIST; } else { if (tN >= distBound.x && tN <= distBound.y) { normal = -sign(rd)*step(t1.yzx,t1.xyz)*step(t1.zxy,t1.xyz); return tN; } else if (tF >= distBound.x && tF <= distBound.y) { // normal = sign(rd)*step(t1.yzx,t1.xyz)*step(t1.zxy,t1.xyz); return tF; } else { return MAX_DIST; } } } // // Ray tracer helper functions // vec3 FresnelSchlick(vec3 SpecularColor, vec3 E, vec3 H) { return SpecularColor + (1. - SpecularColor) * pow(1.0 - max(0., dot(E, H)), 5.); } vec2 randomInUnitDisk(const vec2 seed) { vec2 h = hash22(seed) * vec2(1.,6.28318530718); float phi = h.y; float r = sqrt(h.x); return r*vec2(sin(phi),cos(phi)); } // // Sphere functions // vec2 activeSphereGrid(float t) { vec2 p = randomInUnitDisk(vec2(floor(t),.5)); return floor(p * 8.5 + 1.75*normalize(p)); } vec3 sphereCenter(vec2 pos) { vec3 c = vec3(pos.x, 0., pos.y)+vec3(.25,.25,.25); c.xz += .5*hash22(pos); return c; } vec3 sphereCol(in float t) { return normalize(.5 + .5*cos(6.28318530718*(1.61803398875*floor(t)+vec3(0,.1,.2)))); } // // Inverse Kinematics // // Very hacky, analytical, inverse kinematics. I came up with the algorithm myself; // Íñigo Quílez can probably implement it without using trigonometry: // http://www.iquilezles.org/www/articles/noacos/noacos.htm // void initDynamics() { time = iTime * .25; activeSpheres[0] = activeSphereGrid(time); activeSpheres[1] = activeSphereGrid(time+1.); vec3 ta0 = sphereCenter(activeSpheres[0]); vec3 ta1 = sphereCenter(activeSpheres[1]); float taa0 = atan(-ta0.z, ta0.x); float taa1 = atan(-ta1.z, ta1.x); if (abs(taa0-taa1) > 3.14159265359) { taa1 += taa1 < taa0 ? 2. * 3.14159265359 : -2. * 3.14159265359; } jointYRot = mix(taa0, taa1, clamp(fract(time)*2.-.5,0.,1.)); float tal = mix(length(ta0), length(ta1), clamp(fract(time)*2.5-1.,0.,1.)); vec2 target = vec2(tal,.5-.5*smoothstep(.35,.4,abs(fract(time)-.5))); float c0 = length(target); float b0 = min(11., 4. + 2. * c0 / 11.); vec2 sd = normalize(target); float t0 = asin(sd.y)+acos(-(b0*b0-25.-c0*c0)/(10.*c0)); joints[0] = vec2(5. * cos(t0), 5.* sin(t0)); joint0Rot = t0; sd = normalize(target-joints[0]); float c1 = min(6., distance(joints[0], target)); const float b1 = 2.; float t1 = asin(sd.y) * sign(sd.x) + acos(-(b1*b1-16.-c1*c1)/(8.*c1)); t1 += sd.x < 0. ? 3.1415 : 0.; joints[1] = joints[0] + 4. * vec2(cos(t1),sin(t1)); joints[2] = target; } // // Scene description // vec3 opU( const in vec3 d, const in float iResult, const in float mat ) { return (iResult < d.y) ? vec3(d.x, iResult, mat) : d; } vec3 iPlaneInt(vec3 ro, vec3 rd, float d) { d = -(ro.y - d) / rd.y; return ro + d * rd; } vec3 traceSphereGrid( in vec3 ro, in vec3 rd, in vec2 dist, out vec3 normal, const int maxsteps ) { float m = 0.; if (ro.y < .5 || rd.y < 0.) { vec3 ros = ro.y < .5 ? ro : iPlaneInt(ro, rd, .5); if (length(ros.xz) < 11.) { vec3 roe = iPlaneInt(ro, rd,rd.y < 0. ?0.:.5); vec3 pos = floor(ros); vec3 rdi = 1./rd; vec3 rda = abs(rdi); vec3 rds = sign(rd); vec3 dis = (pos-ros+ .5 + rds*.5) * rdi; bool b_hit = false; // traverse grid in 2D vec2 mm = vec2(0); for (int i = ZERO; i<maxsteps; i++) { float l = length(pos.xz+.5); if (pos.y > .5 || pos.y < -1.5 || l > 11.) { break; } else if ( l > 2. && pos.y > -.5 && pos.y < 1.5 ) { float d = iSphere(ro-sphereCenter(pos.xz), rd, dist, normal, .25); if (d < dist.y) { m = 2.; dist.y = d; break; } } vec3 mm = step(dis.xyz, dis.yxy) * step(dis.xyz, dis.zzx); dis += mm*rda; pos += mm*rds; } } } return vec3(dist, m); } vec3 rotateY( const in vec3 p, const in float t ) { float co = cos(t); float si = sin(t); vec2 xz = mat2(co,si,-si,co)*p.xz; return vec3(xz.x, p.y, xz.y); } vec3 worldhit( const in vec3 ro, const in vec3 rd, const in vec2 dist, out vec3 normal ) { vec3 d = vec3(dist, 0.); d = traceSphereGrid(ro, rd, d.xy, normal, 10); d = opU(d, iPlane (ro, rd, d.xy, normal, vec3(0,1,0), 0.), 1.); d = opU(d, iCone (ro-vec3(0,.2,0), rd, d.xy, normal, vec3(0,.2,0), 1.5, 1.4), 4.); d = opU(d, iCylinder(ro, rd, d.xy, normal, vec3(0,.2,0), 1.5, false), 4.); float dmax = d.y; vec3 roa = rotateY(vec3(ro.x, ro.y-1., ro.z), jointYRot); vec3 rda = rotateY(rd, jointYRot); vec3 bb = vec3(.5*max(joints[1].x,joints[2].x), joints[0].y*.5, .0); vec3 bbn; if (iBox(roa-bb, rda, vec2(0,100), bbn, bb+vec3(.75,.75,.8)) < 100.) { vec3 dr = vec3(-sin(joint0Rot), cos(joint0Rot), 0); vec2 j21 = joints[2]-joints[1]; for (int axis=0; axis<=1; axis++) { float a = axis == 0 ? -1. : 1.; d = opU(d, iCylinder(roa-vec3(0,0,a*.67), rda, d.xy, normal, vec3(0,0,-a*.2),.55, true), 3.); d = opU(d, iCylinder(roa-vec3(0,0,a*.58)-.4*dr, rda, d.xy, normal, vec3(joints[0],-a*.24)-.24*dr,.07, false), 4.); d = opU(d, iCylinder(roa-vec3(0,0,a*.58)+.4*dr, rda, d.xy, normal, vec3(joints[0],-a*.24)+.24*dr,.07, false), 4.); d = opU(d, iCylinder(roa-vec3(joints[0],a*.45), rda, d.xy, normal, vec3(0,0,-a*.2),.35, true), 3.); d = opU(d, iCylinder(roa-vec3(joints[1],a*.29), rda, d.xy, normal, vec3(0,0,-a*.08),.25, true), 3.); d = opU(d, iCylinder(roa-vec3(joints[1],a*.24), rda, d.xy, normal, vec3(j21,a*.08),.03, false), 4.); } vec2 j10 = joints[1]-joints[0]; d = opU(d, iCylinder(roa-vec3(0,0,-.72), rda, d.xy, normal, vec3(0,0,1.44),.5, true), 5.); d = opU(d, iBox (roa+vec3(0,.5,0), rda, d.xy, normal, vec3(.5,.5,.47)), 5.); d = opU(d, iCone (roa-vec3(joints[0],0), rda, d.xy, normal, vec3(j10,0),.25, .15), 5.); d = opU(d, iCylinder(roa-vec3(joints[0],-.5), rda, d.xy, normal, vec3(0,0,1.),.3, true), 5.); d = opU(d, iCylinder(roa-vec3(joints[1],-.35), rda, d.xy, normal, vec3(0,0,.7),.2, true), 5.); d = opU(d, iCylinder(roa-vec3(joints[2],-.4), rda, d.xy, normal, vec3(0,0,.8),.2, true), 3.); d = opU(d, iSphere (roa-vec3(joints[2],0), rda, d.xy, normal, .32), 5.); d = opU(d, iCylinder(roa-vec3(joints[2],0), rda, d.xy, normal, vec3(0,-.5,0),.06, true), 3.); if (d.y < dmax) { normal = rotateY(normal, -jointYRot); } } return d; } float shadowhit( const vec3 ro, const vec3 rd, const float dist) { vec3 normal; float d = traceSphereGrid( ro, rd, vec2(.3, dist), normal, 4).y; d = min(d, iCylinder(ro, rd, vec2(.3, dist), normal, vec3(0,.2,0), 1.5, false)); return d < dist-0.001 ? 0. : 1.; } // // Simple ray tracer // float getSphereLightIntensity(float num) { return num > .5 ? clamp(fract(time)*10.-1., 0., 1.) : max(0., 1.-fract(time)*10.); } float getLightIntensity( const vec3 pos, const vec3 normal, const vec3 light, const float intensity) { vec3 rd = pos - light; float i = max(0., dot(normal, -normalize(rd)) / dot(rd,rd)); i = i > 0.0001 ? i * intensity * shadowhit(light, normalize(rd), length(rd)) : 0.; return max(0., i-0.0001); } vec3 getLighting( vec3 p, vec3 normal ) { vec3 l = vec3(0.); float i = getSphereLightIntensity(0.); if (i > 0.) { l += sphereCol(time) * (i * getLightIntensity(p, normal, sphereCenter(activeSpheres[0]), .375)); } else { i = getSphereLightIntensity(1.); if (i > 0.) { l += sphereCol(time+1.) * (i * getLightIntensity(p, normal, sphereCenter(activeSpheres[1]), .25)); } } vec3 robot = mix(sphereCol(time), sphereCol(time-1.), getSphereLightIntensity(0.)); vec3 lp = rotateY(vec3(joints[2].x, joints[2].y+1.,0), -jointYRot); i = getLightIntensity(p, normal, lp, .5); i += getLightIntensity(p, normal, vec3(0,2,0), .25); l += i * robot; return l; } vec3 getEmissive( in vec2 pos, in float mat ) { if (mat > 2.5 ) { return mix(sphereCol(time), sphereCol(time-1.), getSphereLightIntensity(0.)); } else if (mat > 1.5 ) { float li0 = getSphereLightIntensity(0.); float li1 = getSphereLightIntensity(1.); if (li0 > 0. && pos == activeSpheres[0]) { return sphereCol(time) * li0 * 1.25; } else if (li1 > 0. && pos == activeSpheres[1]) { return sphereCol(time+1.) * li1; } else { return vec3(0); } } else { return vec3(0); } } vec3 render( in vec3 ro, in vec3 rd) { vec3 col = vec3(1); vec3 emitted = vec3(0); vec3 normal; for (int i=ZERO; i<PATH_LENGTH; ++i) { vec3 res = worldhit( ro, rd, vec2(MIN_DIST, MAX_DIST-1.), normal ); if (res.z > 0.) { ro += rd * res.y; if (res.z < 3.5) { vec3 F = FresnelSchlick(vec3(0.4), normal, -rd); emitted += (col * (getEmissive(floor(ro.xz), res.z) + .5 * getLighting(ro, normal))) * (1.-F); col *= .5 * F; } else { col *= res.z < 4.5 ? vec3(.7,.75,.8) : vec3(.9,.6,.2); } rd = normalize(reflect(rd,normal)); } else { return emitted; } } return emitted; } mat3 setCamera( in vec3 ro, in vec3 ta, float cr ) { vec3 cw = normalize(ta-ro); vec3 cp = vec3(sin(cr), cos(cr),0.0); vec3 cu = normalize( cross(cw,cp) ); vec3 cv = ( cross(cu,cw) ); return mat3( cu, cv, cw ); } void main() { vec2 fragCoord = gl_FragCoord.xy; initDynamics(); vec2 mo = vec2(0); vec3 ro = vec3(10.5*cos(1.5+6.*mo.x), 6.+10.*mo.y, 8.5*sin(1.5+6.*mo.x)); vec3 ta = vec3(ro.x*ro.y*.02, .8, 0); mat3 ca = setCamera(ro, ta, 0.); vec3 col = vec3(0); #if AA>1 for( int m=ZERO; m<AA + min(0,iFrame); m++ ) for( int n=ZERO; n<AA + min(0,iFrame); n++ ) { vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5; vec2 p = (-iResolution.xy + 2.0*(fragCoord+o))/iResolution.y; #else vec2 p = (-iResolution.xy + 2.0*fragCoord)/iResolution.y; #endif vec3 rd = ca * normalize( vec3(p.xy,1.6) ); col += pow(8. * render(ro, rd), vec3(1./2.2)); #if AA>1 } col /= float(AA*AA); #endif col = clamp(col + ((hash22(fragCoord).x-.5)/64.), vec3(0), vec3(1)); fragColor = vec4(col , 1); }