Files
first-voxels/src/shaders/shader.frag
T
2021-04-15 10:05:28 +02:00

34 lines
743 B
GLSL

// shader.frag
#version 450
// Variables
layout(location=0) in vec2 vert_uv;
layout(location=0) out vec4 out_color;
layout(set=0, binding=0) uniform texture2D tex;
layout(set=0, binding=1) uniform sampler tex_smp;
layout(set=1, binding=0) uniform Uniforms
{
mat4 view_matrix;
mat4 proj_matrix_inv;
vec3 cam_pos;
};
// Defines
#define PI 3.141592
#define EPSILON 0.01
#define NEAR 0.01
#define MAX_STEPS 200
// Include
#include "shapes.cginc"
#include "raymarching.cginc"
void main()
{
// Calculate ray direction
vec3 view_dir = (proj_matrix_inv * vec4(vert_uv, 0, 1)).xyz;
vec3 ray_dir = normalize(view_matrix * vec4(view_dir,0)).xyz;
// Calculate color
out_color = vec4(raymarch(cam_pos, ray_dir), 1);
}