8_6_sphere
Code 8.9, 8.10, Figure 8.9:​
8_6_sphere.frag
#version 300 esprecision highp float;precision highp int;out vec4 fragColor;uniform float u_time;uniform vec2 u_resolution;float sphereSDF(vec3 p){return length(p) - 1.0;}float sceneSDF(vec3 p){return sphereSDF(p);}vec3 gradSDF(vec3 p){float eps = 0.001;return normalize(vec3(sceneSDF(p + vec3(eps, 0.0, 0.0)) - sceneSDF(p - vec3(eps, 0.0, 0.0)),sceneSDF(p + vec3(0.0, eps, 0.0)) - sceneSDF(p - vec3(0.0, eps, 0.0)),sceneSDF(p + vec3(0.0, 0.0, eps)) - sceneSDF(p - vec3(0.0, 0.0, eps))));}void main(){vec2 p = (gl_FragCoord.xy * 2.0 - u_resolution) / min(u_resolution.x, u_resolution.y);vec3 cPos = vec3(0.0, 0.0, 2.0);vec3 cDir = vec3(0.0, 0.0, - 1.0);vec3 cUp = vec3(0.0, 1.0, 0.0);vec3 cSide = cross(cDir, cUp);float targetDepth = 1.0;vec3 lPos = vec3(2.0);vec3 ray = cSide * p.x + cUp * p.y + cDir * targetDepth;vec3 rPos = ray + cPos;ray = normalize(ray);fragColor.rgb = vec3(0.0);for(int i = 0; i < 50; i ++ ){if (sceneSDF(rPos) > 0.001){rPos += sceneSDF(rPos) * ray;} else {float amb = 0.1;float diff = 0.9 * max(dot(normalize(lPos - rPos), gradSDF(rPos)), 0.0);vec3 col = vec3(0.0, 1.0, 1.0);col *= diff + amb;fragColor.rgb = col;break;}}fragColor.a = 1.0;}