GLSL Shader 中的一些有用的功能函数代码实现


//2D grid,for texture or post:

bool grid(vec2 uv)
{
    return fract(uv.x) > 0.5 ^^ fract(uv.y) > 0.5;
}
//Circle:
bool circle(vec2 pos, float rad, vec2 uv)
{
    return dot(uv - pos, uv - pos) < rad * rad;
}
//Smooth circle:
float smooth_circle(float sm, vec2 pos, float rad, vec2 uv)
{
    return 1.0 - smoothstep(rad * rad - sm, rad * rad, dot(uv - pos, uv - pos));
}
//Convert boolean to float:
float b2f(bool a)
{
    if(a) {return 1.0;} else {return 0.0;}
}
//Sphere:
float sphere(in vec3 pos, in float r, in vec3 ro, in vec3 rd, out vec3 nor)
{
    ro -= pos;
    float b = dot(ro, rd);
    float h = b*b - dot(ro, ro) + r*r;
    if (h<0.0) return -1.0;
    float t = -b - sqrt(h);
    nor = (ro + rd * t)/r;
    return t;
}
//Horizontal plane:
float horizontal_plane(in float height, in vec3 ro, in vec3 rd, out vec3 nor)
{
    nor = vec3(0.0, 1.0, 0.0);
    return -(ro.y - height)/rd.y;   
}
//Cube:
float cube(in vec3 a, in vec3 b, in vec3 ro, in vec3 rd, out vec3 nor)
{
    float min_t = -1.0;
    float t;
    t = -(ro.y - b.y)/rd.y;
    {
        vec3 pos = ro + rd * t;
        vec2 ins = step(b.xz, pos.xz) - step(a.xz, pos.xz);
        if(ins.x * ins.y > 0.0)
        {
            nor = vec3(0.0, 1.0, 0.0);
            min_t = t;
        }
    }
    t = -(ro.y - a.y)/rd.y;
    if(min_t == -1.0 || t < min_t)
    {
        vec3 pos = ro + rd * t;
        vec2 ins = step(b.xz, pos.xz) - step(a.xz, pos.xz);
        if(ins.x * ins.y > 0.0)
        {
            nor = vec3(0.0, -1.0, 0.0);
            min_t = t;
        }
    }
    t = -(ro.x - b.x)/rd.x;
    if(min_t == -1.0 || t < min_t)
    {
        vec3 pos = ro + rd * t;
        vec2 ins = step(b.yz, pos.yz) - step(a.yz, pos.yz);
        if(ins.x * ins.y > 0.0)
        {
            nor = vec3(1.0, 0.0, 0.0);
            min_t = t;
        }
    }
    t = -(ro.x - a.x)/rd.x;
    if(min_t == -1.0 || t < min_t)
    {
        vec3 pos = ro + rd * t;
        vec2 ins = step(b.yz, pos.yz) - step(a.yz, pos.yz);
        if(ins.x * ins.y > 0.0)
        {
            nor = vec3(-1.0, 0.0, 0.0);
            min_t = t;
        }
    }
    t = -(ro.z - b.z)/rd.z;
    if(min_t == -1.0 || t < min_t)
    {
        vec3 pos = ro + rd * t;
        vec2 ins = step(b.xy, pos.xy) - step(a.xy, pos.xy);
        if(ins.x * ins.y > 0.0)
        {
            nor = vec3(0.0, 0.0, -1.0);
            min_t = t;
        }
    }
    t = -(ro.z - a.z)/rd.z;
    if(min_t == -1.0 || t < min_t)
    {
        vec3 pos = ro + rd * t;
        vec2 ins = step(b.xy, pos.xy) - step(a.xy, pos.xy);
        if(ins.x * ins.y > 0.0)
        {
            nor = vec3(0.0, 0.0, 1.0);
            min_t = t;
        }
    }

    return min_t;
}
//Order intersection results:
void order(in int oid, in float ot, in vec3 onor,
           in int ignore_id, inout int id, inout float t, inout vec3 nor)
{
    if(ignore_id != oid && ot > 0.0 && ot < t) {t = ot; nor = onor; id = oid;}
}

//Setup rays for ray tracing:
vec2 uv = fragCoord.xy / iResolution.xy;
uv.y *= iResolution.y / iResolution.x;

// Generate a ray with origin ro and direction rd.
vec3 ro = vec3( 0.0, 1.0, 4.0 );
vec3 rd = normalize( vec3( -1.0+2.0*uv, -1.0 ) );

//Random number from 2D coordinates:
float rand(vec2 co)
{
    return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
}
//Random direction from 2D coordinates:
vec3 rand_dir(vec2 p)
{
    return normalize(vec3(rand(p)-0.5, rand(p + vec2(1.0))-0.5, rand(p + vec2(2.0))-0.5));
}
//Convert from RGB to HSB:
vec3 rgb2hsb( in vec3 c ){
    vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
    vec4 p = mix(vec4(c.bg, K.wz), 
                 vec4(c.gb, K.xy), 
                 step(c.b, c.g));
    vec4 q = mix(vec4(p.xyw, c.r), 
                 vec4(c.r, p.yzx), 
                 step(p.x, c.r));
    float d = q.x - min(q.w, q.y);
    float e = 1.0e-10;
    return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), 
                d / (q.x + e), 
                q.x);
}
//Convert from HSB to RGB (official standard):
vec3 hsv2rgb( in vec3 c )
{
    vec3 rgb = clamp( abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0 );
    return c.z * mix( vec3(1.0), rgb, c.y);
}
//Smooth conversion from HSB to RGB (https://www.shadertoy.com/view/MsS3Wc):
vec3 hsv2rgb_smooth( in vec3 c )
{
    vec3 rgb = clamp( abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0 );
    rgb = rgb*rgb*(3.0-2.0*rgb); // cubic smoothing	
    return c.z * mix( vec3(1.0), rgb, c.y);
}
//以上code来自于: https://github.com/PistonDevelopers/shaders/wiki/Some-useful-GLSL-functions

float near = 0.1; 
float far  = 500.0;   
float LinearizeDepth(float depth) 
{
    float z = depth * 2.0 - 1.0; // back to NDC 
    return (2.0 * near * far) / (far + near - z * (far - near));	
}

vec4 pixelTo()
{
	float s = uv.y, t = uv.x,w = 64,h = 64;
	//
	s = floor(s * h);
	t = floor(t * w);
	float pu = (t + 0.5f) / w, pv = (s + 0.5f) / h;
	//
	vec4 color;
	vec4 tc;
	vec2 puv = vec2(pu,pv);	
	float dt = 0.8f/w;
	//
	puv.x = pu + dt;
	tc = texture( texSampler, puv ).rgba;
	color += tc;
	puv.x = pu - dt;
	if(puv.x < 0.0f) puv.x = 0.0f;
	tc = texture( texSampler, puv ).rgba;
	color += tc;
	
	puv.x = pu;
	puv.y = pv + dt;
	tc = texture( texSampler, puv ).rgba;
	color += tc;
	puv.y = pv - dt;
	if(puv.y < 0.0f) puv.y = 0.0f;
	tc = texture( texSampler, puv ).rgba;
	color += tc;
	return color * 0.25f;
}
//random of simulation
float randomX(float x){
    return fract(sin(x)*1e4);
}
float randomXY(vec2 st){
    return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);
}
//
const float MATH_PI = 3.1415926;
const float MATH_2PI = 2.0 * MATH_PI;
const float MATH_1PER2PI = 0.5 * MATH_PI;
const float MATH_3PER2PI = 3.0 * MATH_PI * 0.5;
//
float getRadianByXY(float dx,float dy)
{
    if(abs(dx) < 0.00001)
    {
        if(dy >= 0.0) return MATH_1PER2PI;
        else return MATH_3PER2PI;
    }
    float rad = atan(dy/dx);
    if(dx >= 0.0)
    {
        return rad;
    }
    rad = MATH_PI + rad;
    return rad;
}
//
float getMinRadian(float a0, float a1)
{
    a0 = mod(a0,MATH_2PI);
    a1 = mod(a1,MATH_2PI);
    if (a0 < a1)
    {
    	a0 = MATH_2PI - a1 + a0;
    	if (a0 > MATH_PI) return a0 - MATH_2PI;
    	return a0;
    }
    else if (a0 > a1)
    {
    	a1 = MATH_2PI - a0 + a1;
    	if (a1 > MATH_PI) return MATH_2PI - a1;
    	return -a1;
    }
    return 0.0;
}
// smooth min, tnanks:http://www.iquilezles.org/www/articles/smin/smin.htm
// exponential smooth min (k = 32);
float smin( float a, float b, float k )
{
    float res = exp2( -k*a ) + exp2( -k*b );
    return -log2( res )/k;
}
// polynomial smooth min (k = 0.1);
float smin( float a, float b, float k )
{
    float h = clamp( 0.5+0.5*(b-a)/k, 0.0, 1.0 );
    return mix( b, a, h ) - k*h*(1.0-h);
}
// power smooth min (k = 8);
float smin( float a, float b, float k )
{
    a = pow( a, k ); b = pow( b, k );
    return pow( (a*b)/(a+b), 1.0/k );
}
// polynomial smooth min (k = 0.1);
float smin( float a, float b, float k )
{
    float h = max( k-abs(a-b), 0.0 );
    return min( a, b ) - h*h*0.25/k;
}
// polynomial smooth min (k = 0.1);
float sminCubic( float a, float b, float k )
{
    float h = max( k-abs(a-b), 0.0 );
    return min( a, b ) - h*h*h/(6.0*k*k);
}

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转载自blog.csdn.net/vily_lei/article/details/82784982