297 lines
6.8 KiB
HLSL
297 lines
6.8 KiB
HLSL
#ifndef LIBGARBAGE_INCLUDED
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#define LIBGARBAGE_INCLUDED
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#include "UnityCG.cginc"
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/*
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## defines with no defaults
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# default is object space
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USE_WORLD_SPACE
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# renders missed rays as transparent
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DISCARD_ON_MISS
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# use if the shape of the scene is significnatly different from the shape of the material space
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# will use SCENE_FN only for the final step, and DISTANCE_FN for raymarching
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# DISTANCE_FN must return a float
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SEPARATE_MATERIAL_AND_DIST_FUNCTIONS
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# don't write depth (will have the depth defined by the original mesh)
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DISABLE_DEPTH
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# meant for frontface culled meshes, makes depth no further than the mesh edges
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LIMIT_DEPTH_TO_MESH
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START_RAYS_IN_BOX // TODO: implement
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START_RAYS_IN_SPHERE // TODO: implement
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*/
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// sky used as background unless DISCARD_ON_MISS is set, and used in reflections
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// TODO: implement
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#ifndef SKY_FN
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#define SKY_FN default_sky
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#endif
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// scene sdf that includes material data
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#ifndef SCENE_FN
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#define SCENE_FN default_material_sdf
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#endif
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#ifdef SEPARATE_MATERIAL_AND_DIST_FUNCTIONS
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// scene sdf with only distance
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#ifndef DISTANCE_FN
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#define DISTANCE_FN default_distance_sdf
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#endif
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#else
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#define DISTANCE_FN material_fn_as_dist
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#endif
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// calculates a color from a Ray
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#ifndef LIGHT_FN
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#define LIGHT_FN default_lighting
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#endif
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// set to less than one if there are artifacts in distorted sdfs
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#ifndef STEP_MULTIPLIER
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#define STEP_MULTIPLIER 1
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#endif
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// max ray steps, from last bounce (reset on each reflection)
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#ifndef MAX_STEPS
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#define MAX_STEPS 128
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#endif
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// max ray length, from last bounce (length is reset on each reflection)
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#ifndef MAX_DIST
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#define MAX_DIST 128
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#endif
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// the largest surface distance that is counted as a hit
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#ifndef SURF_DIST
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#define SURF_DIST 0.001
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#endif
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#ifndef REFLECTIONS
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#define REFLECTIONS 0
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#endif
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#ifndef SCENE_SCALE
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#define SCENE_SCALE 1
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#endif
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struct AppData {
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct V2F {
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float4 vertex : SV_POSITION;
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float3 cam_pos : TEXCOORD0;
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float3 hit_pos : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct FragOut {
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fixed3 col : SV_Target;
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#ifndef DISABLE_DEPTH
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float depth : SV_Depth;
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#endif
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};
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struct Material {
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float3 col;
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float gloss;
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};
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#define DEFAULT_MAT {float3(1, 1, 1), 0}
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Material mat(float3 col = float3(1, 1,1 ), float gloss = 0) {
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Material m;
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m.col = col;
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m.gloss = gloss;
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return m;
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}
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Material mat(float r, float g, float b) {
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return mat(float3(r, g, b));
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}
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struct SurfacePoint {
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float dist;
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Material mat;
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};
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//used for lighting a point
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struct Ray {
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float dist;
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int steps;
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Material mat;
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float3 start;
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float3 dir;
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float3 hit_pos;
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float3 normal;
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bool missed;
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float min_dist; // smallest distance encountered along the path (only useful for misses; shadow calculations)
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};
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float DISTANCE_FN(float3 p);
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SurfacePoint SCENE_FN(float3 p);
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float3 LIGHT_FN(Ray ray);
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Ray cast_ray(float3 p, float3 d, float startDist = 0);
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#include "libgarbage_shapes.cginc"
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#include "libgarbage_operations.cginc"
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#include "libgarbage_lighting.cginc"
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V2F vert (AppData v) {
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V2F o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(V2F, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef USE_WORLD_SPACE
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o.cam_pos = _WorldSpaceCameraPos;
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o.hit_pos = mul(unity_ObjectToWorld, v.vertex);
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#else
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o.cam_pos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
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o.hit_pos = v.vertex;
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#endif
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return o;
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}
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FragOut frag (V2F i) {
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float ray_len = 0;
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float3 ray_dir = normalize(i.hit_pos - i.cam_pos);
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float3 ray_origin = i.cam_pos / SCENE_SCALE;
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Ray ray;
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float3 col;
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float color_used = 0;// what amount of the final color has been calculated
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float prev_gloss = 0;
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float3 first_hit;
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bool inside_shape;
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int ray_num = 0;
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for (; ray_num < REFLECTIONS + 1;) {
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ray = cast_ray(ray_origin, ray_dir);
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if (ray_num == 0) { // before any bounces
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col = LIGHT_FN(ray);
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first_hit = ray.hit_pos;
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inside_shape = ray.steps == 0;
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} else {
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float col_amount = color_used + ((1 - prev_gloss) * (1 - color_used));
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col = lerp(LIGHT_FN(ray), col, col_amount);
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color_used = col_amount;
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}
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ray_num++;
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if (ray.missed || ray.mat.gloss < 0.01) {
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break;
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}
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prev_gloss = ray.mat.gloss;
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ray_dir = reflect(ray_dir, ray.normal);
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ray_origin = ray.hit_pos + ray_dir * SURF_DIST * 2;
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}
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#ifdef DISCARD_ON_MISS
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if (ray.missed && ray_num == 1) discard;
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#endif
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FragOut o;
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o.col = clamp(col, 0, 1);
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#ifndef DISABLE_DEPTH
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float3 depth_point = first_hit * SCENE_SCALE;
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if (ray.missed && ray_num == 1)
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depth_point = i.hit_pos;
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#ifdef LIMIT_DEPTH_TO_MESH
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if (length(i.cam_pos - first_hit * SCENE_SCALE) > length(i.cam_pos - i.hit_pos))
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depth_point = i.hit_pos;
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#endif
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if (inside_shape) {
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depth_point = i.cam_pos + normalize(i.hit_pos - i.cam_pos) * 0.01;
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}
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#ifdef USE_WORLD_SPACE
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float4 clip_pos = mul(UNITY_MATRIX_VP, float4(depth_point, 1));
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#else
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float4 clip_pos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(depth_point, 1)));
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#endif
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o.depth = clip_pos.z / clip_pos.w;
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#ifndef UNITY_REVERSED_Z // basically only OpenGL (unity editor on linux)
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o.depth = o.depth * 0.5 + 0.5; // remap -1 to 1 range to 0.0 to 1.0
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#endif
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#endif
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return o;
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}
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inline float3 get_normal(float3 pos, float surface_distance, float epsilon = 0.001) {
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// if epsilon is smaller than 0.001, there are often artifacts
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const float2 e = float2(epsilon, 0);
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float3 n = surface_distance - float3(
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DISTANCE_FN(pos - e.xyy),
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DISTANCE_FN(pos - e.yxy),
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DISTANCE_FN(pos - e.yyx));
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return normalize(n);
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}
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Ray cast_ray(float3 start, float3 dir, float start_len) {
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float ray_len = start_len;
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Ray ray;
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ray.dir = dir;
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ray.start = start;
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ray.min_dist = 100100100; // budget "infinity"
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ray.missed = true;
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for (int i = 0; i < MAX_STEPS; i++) {
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ray.hit_pos = start + ray_len * dir;
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ray.dist = DISTANCE_FN(ray.hit_pos);
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if (ray.dist < SURF_DIST) {
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ray.missed = false;
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break;
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}
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ray.min_dist = min(ray.min_dist, ray.dist);
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ray_len += ray.dist * STEP_MULTIPLIER;
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if (ray_len > MAX_DIST) break;
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}
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ray.steps = i;
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if (ray.missed) {
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ray.normal = float3(0, 0, 0);
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ray.mat = mat();
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} else {
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ray.normal = get_normal(ray.hit_pos, ray.dist);
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ray.mat = SCENE_FN(ray.hit_pos).mat;
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}
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return ray;
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}
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float3 default_sky(float3 dir) {
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return lRenderSky(dir, normalize(float3(2, 1, 0)));
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}
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float default_distance_sdf(float3 p) {
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return sdSphere(p, 0.5);
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}
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float material_fn_as_dist(float3 p) {
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return SCENE_FN(p).dist;
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}
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SurfacePoint default_material_sdf(float3 p) {
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return mSphere(p, 0.5);
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}
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float3 default_lighting(Ray ray) {
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float3 sun_dir = normalize(float3(1, 0.5, -0.5));
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if (ray.missed)
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return lRenderSky(ray.dir, sun_dir);
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float3 light = lSun(ray.normal, sun_dir);
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light *= lShadow(ray.hit_pos + ray.normal * SURF_DIST, sun_dir, 50);
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light += lSky(ray.normal);
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return light * ray.mat.col;
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}
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#endif // LIBGARBAGE_INCLUDED
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