mirror of
https://github.com/informaticker/network-website.git
synced 2024-11-23 18:21:58 +01:00
889 lines
25 KiB
HTML
889 lines
25 KiB
HTML
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<script id="vertexShader" type="x-shader/x-vertex">
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void main(){
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
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}
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</script>
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<script id="fragmentShader" type="x-shader/x-fragment">
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#define SDF_DERIVATIVE_TYPE 0
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#define NORMAL_DERIVATIVE_TYPE 0
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// ================ variables ================ //
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// ---------------- application ---------------- //
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struct App
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{
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float time;
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vec2 resolution;
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};
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struct Camera
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{
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vec3 position;
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mat4 viewMatrix;
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mat4 projectionMatrix;
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};
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struct Params
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{
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int numIterations;
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float convergenceCriteria;
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float finiteDifferenceEpsilon;
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};
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// ---------------- lighting ---------------- //
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struct PointLight
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{
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vec3 position;
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vec3 ambientColor;
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vec3 diffuseColor;
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vec3 specularColor;
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};
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struct DirectionalLight
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{
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vec3 direction;
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vec3 ambientColor;
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vec3 diffuseColor;
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vec3 specularColor;
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};
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struct Material
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{
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vec3 ambientColor;
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vec3 diffuseColor;
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vec3 specularColor;
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vec3 emissionColor;
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float shininess;
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};
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// ---------------- primitives ---------------- //
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struct Line
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{
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vec3 position;
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vec3 direction;
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};
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struct Sphere
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{
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vec3 position;
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float radius;
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};
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struct Intersection
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{
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vec3 position;
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bool intersected;
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};
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// ---------------- scene ---------------- //
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const int numLights = 2;
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struct Fractal
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{
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int power;
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int numIterations;
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float escapeCriteria;
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};
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struct Scene
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{
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vec3 backgroundColor;
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DirectionalLight lights[numLights];
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Material material;
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Sphere bound;
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Fractal fractal;
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};
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// ---------------- uniform ---------------- //
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uniform App uApp;
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uniform Camera uCamera;
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uniform Params uParams;
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uniform Scene uScene;
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// ================ functions ================ //
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// ---------------- utilities ---------------- //
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vec2 linmap(vec2 in_val, vec2 in_min, vec2 in_max, vec2 out_min, vec2 out_max)
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{
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return (in_val - in_min) / (in_max - in_min) * (out_max - out_min) + out_min;
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}
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// ---------------- primitives ---------------- //
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float sdfSphere(Sphere sphere, vec3 position)
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{
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return length(position - sphere.position) - sphere.radius;
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}
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vec3 normalSphere(Sphere sphere, vec3 position)
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{
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return normalize(position - sphere.position);
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}
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Intersection intersectionSphereLine(Sphere sphere, Line line)
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{
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vec3 difference = line.position - sphere.position;
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float a = dot(line.direction, line.direction);
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float b = 2.0 * dot(difference, line.direction);
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float c = dot(difference, difference) - pow(sphere.radius, 2.0);
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float d = pow(b, 2.0) - 4.0 * a * c;
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float t = (-b - sqrt(d)) / (2.0 * a);
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return Intersection(line.position + t * line.direction, d >= 0.0);
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}
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// ---------------- constructive solid geometry ---------------- //
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float csgUnion(float sd1, float sd2) { return min(sd1, sd2); }
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float csgSubtraction(float sd1, float sd2) { return max(-sd1, sd2); }
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float csgIntersection(float sd1, float sd2) { return max(sd1, sd2); }
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// ---------------- complex ---------------- //
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vec2 cAdd(vec2 c1, vec2 c2)
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{
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// return vec2(c1.x + c2.x, c1.y + c2.y);
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return c1 + c2;
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}
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vec2 cSub(vec2 c1, vec2 c2)
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{
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// return vec2(c1.x - c2.x, c1.y - c2.y);
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return c1 - c2;
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}
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vec2 cMul(vec2 c1, vec2 c2)
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{
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return vec2(c1.x * c2.x - c1.y * c2.y, c1.y * c2.x + c1.x * c2.y);
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}
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vec2 cConj(vec2 c)
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{
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return vec2(c.x, -c.y);
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}
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float cNorm(vec2 c)
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{
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// return sqrt(cMul(c, cConj(c)).x);
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return length(c);
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}
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vec2 cInv(vec2 c)
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{
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return cConj(c) / pow(cNorm(c), 2.0);
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}
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vec2 cDiv(vec2 c1, vec2 c2)
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{
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return cMul(c1, cInv(c2));
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}
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vec2 cPow(vec2 c, int n)
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{
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vec2 p = vec2(1.0, 0.0);
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for (int i = 0; i < n; ++i)
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{
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p = cMul(p, c);
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}
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return p;
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}
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// ---------------- quaternion ---------------- //
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vec4 qAdd(vec4 q1, vec4 q2)
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{
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// return vec4(q1.x + q2.x, q1.yzw + q2.yzw);
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return q1 + q2;
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}
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vec4 qSub(vec4 q1, vec4 q2)
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{
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// return vec4(q1.x - q2.x, q1.yzw - q2.yzw);
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return q1 - q2;
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}
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vec4 qMul(vec4 q1, vec4 q2)
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{
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return vec4(q1.x * q2.x - dot(q1.yzw, q2.yzw), q2.x * q1.yzw + q1.x * q2.yzw + cross(q1.yzw, q2.yzw));
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}
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vec4 qConj(vec4 q)
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{
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return vec4(q.x, -q.yzw);
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}
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float qNorm(vec4 q)
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{
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// return sqrt(qMul(q, qConj(q)).x);
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return length(q);
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}
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vec4 qInv(vec4 q)
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{
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return qConj(q) / pow(qNorm(q), 2.0);
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}
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vec4 qDiv(vec4 q1, vec4 q2)
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{
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return qMul(q1, qInv(q2));
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}
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vec4 qPow(vec4 q, int n)
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{
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vec4 p = vec4(1.0, vec3(0.0));
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for (int i = 0; i < n; ++i)
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{
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p = qMul(p, q);
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}
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return p;
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}
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// ---------------- trinion ---------------- //
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vec3 tAdd(vec3 t1, vec3 t2)
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{
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return t1 + t2;
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}
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vec3 tSub(vec3 t1, vec3 t2)
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{
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return t1 - t2;
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}
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vec3 tMul(vec3 t1, vec3 t2)
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{
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float r1 = length(t1);
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float r2 = length(t2);
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if (r1 > 0.0 && r2 > 0.0)
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{
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float a1 = asin(t1.z / r1);
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float a2 = asin(t2.z / r2);
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float b1 = atan(t1.y, t1.x);
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float b2 = atan(t2.y, t2.x);
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float r = r1 * r2;
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float a = a1 + a2;
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float b = b1 + b2;
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float x = r * cos(a) * cos(b);
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float y = r * cos(a) * sin(b);
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float z = r * sin(a);
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return vec3(x, y, z);
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}
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else
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{
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return vec3(0.0);
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}
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}
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vec3 tPow(vec3 t, int n)
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{
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/* NOTE: This does not work
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vec3 p = vec3(1.0, vec2(0.0));
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for (int i = 0; i < n; ++i)
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{
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p = tMul(p, t);
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}
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return p;
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*/
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float r = length(t);
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if (r > 0.0)
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{
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float a = asin(t.z / r);
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float b = atan(t.y, t.x);
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float pr = pow(r, float(n));
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float pa = a * float(n);
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float pb = b * float(n);
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float x = pr * cos(pa) * cos(pb);
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float y = pr * cos(pa) * sin(pb);
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float z = pr * sin(pa);
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return vec3(x, y, z);
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}
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else
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{
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return vec3(0.0);
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}
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}
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// ---------------- dual ---------------- //
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struct DualQ
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{
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vec4 q;
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vec4 d;
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};
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DualQ dqAdd(DualQ dq1, DualQ dq2)
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{
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return DualQ(qAdd(dq1.q, dq2.q), qAdd(dq1.d, dq2.d));
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}
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DualQ dqSub(DualQ dq1, DualQ dq2)
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{
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return DualQ(qSub(dq1.q, dq2.q), qSub(dq1.d, dq2.d));
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}
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DualQ dqMul(DualQ dq1, DualQ dq2)
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{
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return DualQ(qMul(dq1.q, dq2.q), qAdd(qMul(dq1.d, dq2.q), qMul(dq1.q, dq2.d)));
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}
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DualQ dqDiv(DualQ dq1, DualQ dq2)
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{
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return DualQ(qDiv(dq1.q, dq2.q), qDiv(qSub(qMul(dq1.d, dq2.q), qMul(dq1.q, dq2.d)), qMul(dq2.q, dq2.q)));
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}
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DualQ dqPow(DualQ dq, int n)
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{
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DualQ dp = DualQ(vec4(1.0, vec3(0.0)), vec4(0.0, vec3(0.0)));
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for (int i = 0; i < n; ++i)
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{
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dp = dqMul(dp, dq);
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}
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return dp;
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}
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struct DualS
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{
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float s;
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float d;
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};
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DualS dAdd(DualS d1, DualS d2)
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{
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return DualS(d1.s + d2.s, d1.d + d2.d);
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}
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DualS dSub(DualS d1, DualS d2)
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{
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return DualS(d1.s - d2.s, d1.d - d2.d);
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}
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DualS dMul(DualS d1, DualS d2)
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{
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return DualS(d1.s * d2.s, d1.d * d2.s + d1.s * d2.d);
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}
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DualS dDiv(DualS d1, DualS d2)
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{
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return DualS(d1.s / d2.s, (d1.d * d2.s - d1.s * d2.d) / (d2.s * d2.s));
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}
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DualS dPow(DualS d, float n)
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{
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return DualS(pow(d.s, n), d.d * n * pow(d.s, n - 1.0));
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}
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DualS dSqrt(DualS d)
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{
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return DualS(sqrt(d.s), d.d * 0.5 / sqrt(d.s));
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}
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DualS dSin(DualS d)
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{
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return DualS(sin(d.s), d.d * cos(d.s));
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}
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DualS dCos(DualS d)
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{
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return DualS(cos(d.s), d.d * -sin(d.s));
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}
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DualS dTan(DualS d)
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{
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return DualS(tan(d.s), d.d / pow(cos(d.s), 2.0));
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}
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DualS dArcSin(DualS d)
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{
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return DualS(asin(d.s), d.d / sqrt(1.0 - pow(d.s, 2.0)));
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}
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DualS dArcCos(DualS d)
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{
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return DualS(acos(d.s), d.d / -sqrt(1.0 - pow(d.s, 2.0)));
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}
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DualS dArcTan(DualS d)
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{
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return DualS(atan(d.s), d.d / (1.0 + pow(d.s, 2.0)));
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}
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struct DualT
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{
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vec3 t;
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vec3 d;
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};
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DualT dtAdd(DualT dt1, DualT dt2)
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{
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return DualT(dt1.t + dt2.t, dt1.d + dt2.d);
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}
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DualT dtSub(DualT dt1, DualT dt2)
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{
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return DualT(dt1.t - dt2.t, dt1.d - dt2.d);
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}
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DualT dtMul(DualT dt1, DualT dt2)
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{
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// return DualT(tMul(dt1.t, dt2.t), tAdd(tMul(dt1.d, dt2.t), tMul(dt1.t, dt2.d)));
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DualS dx1 = DualS(dt1.t.x, dt1.d.x);
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DualS dy1 = DualS(dt1.t.y, dt1.d.y);
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DualS dz1 = DualS(dt1.t.z, dt1.d.z);
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DualS dx2 = DualS(dt2.t.x, dt2.d.x);
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DualS dy2 = DualS(dt2.t.y, dt2.d.y);
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DualS dz2 = DualS(dt2.t.z, dt2.d.z);
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DualS dr1 = dSqrt(dAdd(dPow(dx1, 2.0), dAdd(dPow(dy1, 2.0), dPow(dz1, 2.0))));
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DualS dr2 = dSqrt(dAdd(dPow(dx2, 2.0), dAdd(dPow(dy2, 2.0), dPow(dz2, 2.0))));
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if (dr1.s > 0.0 && dr2.s > 0.0)
|
||
|
{
|
||
|
DualS da1 = dArcSin(dDiv(dz1, dr1));
|
||
|
DualS da2 = dArcSin(dDiv(dz2, dr2));
|
||
|
|
||
|
DualS db1 = dArcTan(dDiv(dy1, dx1));
|
||
|
DualS db2 = dArcTan(dDiv(dy2, dx2));
|
||
|
|
||
|
DualS dr = dMul(dr1, dr2);
|
||
|
DualS da = dAdd(da1, da2);
|
||
|
DualS db = dAdd(db1, db2);
|
||
|
|
||
|
DualS dx = dMul(dr, dMul(dCos(da), dCos(db)));
|
||
|
DualS dy = dMul(dr, dMul(dCos(da), dSin(db)));
|
||
|
DualS dz = dMul(dr, dSin(da));
|
||
|
|
||
|
return DualT(vec3(dx.s, dy.s, dz.s), vec3(dx.d, dy.d, dz.d));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return DualT(vec3(0.0), vec3(0.0));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
DualT dtPow(DualT dt, int n)
|
||
|
{
|
||
|
/* NOTE: This does not work
|
||
|
|
||
|
DualT dp = DualT(vec3(1.0, vec2(0.0)), vec3(0.0, vec2(0.0)));
|
||
|
for (int i = 0; i < n; ++i)
|
||
|
{
|
||
|
dp = dtMul(dp, dt);
|
||
|
}
|
||
|
return dp;
|
||
|
|
||
|
*/
|
||
|
|
||
|
DualS dx = DualS(dt.t.x, dt.d.x);
|
||
|
DualS dy = DualS(dt.t.y, dt.d.y);
|
||
|
DualS dz = DualS(dt.t.z, dt.d.z);
|
||
|
|
||
|
DualS dr = dSqrt(dAdd(dPow(dx, 2.0), dAdd(dPow(dy, 2.0), dPow(dz, 2.0))));
|
||
|
|
||
|
if (dr.s > 0.0)
|
||
|
{
|
||
|
DualS da = dArcSin(dDiv(dz, dr));
|
||
|
DualS db = dArcTan(dDiv(dy, dx));
|
||
|
|
||
|
DualS dpr = dPow(dr, float(n));
|
||
|
DualS dpa = dMul(da, DualS(float(n), 0.0));
|
||
|
DualS dpb = dMul(db, DualS(float(n), 0.0));
|
||
|
|
||
|
DualS dx = dMul(dpr, dMul(dCos(dpa), dCos(dpb)));
|
||
|
DualS dy = dMul(dpr, dMul(dCos(dpa), dSin(dpb)));
|
||
|
DualS dz = dMul(dpr, dSin(dpa));
|
||
|
|
||
|
return DualT(vec3(dx.s, dy.s, dz.s), vec3(dx.d, dy.d, dz.d));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return DualT(vec3(0.0), vec3(0.0));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ---------------- fractals ---------------- //
|
||
|
|
||
|
#if SDF_DERIVATIVE_TYPE == 0
|
||
|
float sdfJulia(Fractal fractal, vec4 z, vec4 c)
|
||
|
{
|
||
|
DualQ dzx = DualQ(z, vec4(1.0, 0.0, 0.0, 0.0));
|
||
|
DualQ dzy = DualQ(z, vec4(0.0, 1.0, 0.0, 0.0));
|
||
|
DualQ dzz = DualQ(z, vec4(0.0, 0.0, 1.0, 0.0));
|
||
|
DualQ dzw = DualQ(z, vec4(0.0, 0.0, 0.0, 1.0));
|
||
|
|
||
|
DualQ dcx = DualQ(c, vec4(0.0, 0.0, 0.0, 0.0));
|
||
|
DualQ dcy = DualQ(c, vec4(0.0, 0.0, 0.0, 0.0));
|
||
|
DualQ dcz = DualQ(c, vec4(0.0, 0.0, 0.0, 0.0));
|
||
|
DualQ dcw = DualQ(c, vec4(0.0, 0.0, 0.0, 0.0));
|
||
|
|
||
|
for (int i = 0; i < fractal.numIterations; ++i)
|
||
|
{
|
||
|
// forward-mode automatic differentiation
|
||
|
dzx = dqAdd(dqPow(dzx, fractal.power), dcx);
|
||
|
dzy = dqAdd(dqPow(dzy, fractal.power), dcy);
|
||
|
dzz = dqAdd(dqPow(dzz, fractal.power), dcz);
|
||
|
dzw = dqAdd(dqPow(dzw, fractal.power), dcw);
|
||
|
|
||
|
if (qNorm(dzx.q) > fractal.escapeCriteria) break;
|
||
|
}
|
||
|
|
||
|
mat4 J = mat4(dzx.d, dzy.d, dzz.d, dzw.d);
|
||
|
return (qNorm(dzx.q) * log(qNorm(dzx.q))) / (2.0 * qNorm(normalize(dzx.q) * J));
|
||
|
}
|
||
|
float sdfMandelbrot(Fractal fractal, vec4 c, vec4 z)
|
||
|
{
|
||
|
DualQ dzx = DualQ(z, vec4(0.0, 0.0, 0.0, 0.0));
|
||
|
DualQ dzy = DualQ(z, vec4(0.0, 0.0, 0.0, 0.0));
|
||
|
DualQ dzz = DualQ(z, vec4(0.0, 0.0, 0.0, 0.0));
|
||
|
DualQ dzw = DualQ(z, vec4(0.0, 0.0, 0.0, 0.0));
|
||
|
|
||
|
DualQ dcx = DualQ(c, vec4(1.0, 0.0, 0.0, 0.0));
|
||
|
DualQ dcy = DualQ(c, vec4(0.0, 1.0, 0.0, 0.0));
|
||
|
DualQ dcz = DualQ(c, vec4(0.0, 0.0, 1.0, 0.0));
|
||
|
DualQ dcw = DualQ(c, vec4(0.0, 0.0, 0.0, 1.0));
|
||
|
|
||
|
for (int i = 0; i < fractal.numIterations; ++i)
|
||
|
{
|
||
|
// forward-mode automatic differentiation
|
||
|
dzx = dqAdd(dqPow(dzx, fractal.power), dcx);
|
||
|
dzy = dqAdd(dqPow(dzy, fractal.power), dcy);
|
||
|
dzz = dqAdd(dqPow(dzz, fractal.power), dcz);
|
||
|
dzw = dqAdd(dqPow(dzw, fractal.power), dcw);
|
||
|
|
||
|
if (qNorm(dzx.q) > fractal.escapeCriteria) break;
|
||
|
}
|
||
|
|
||
|
mat4 J = mat4(dzx.d, dzy.d, dzz.d, dzw.d);
|
||
|
return (qNorm(dzx.q) * log(qNorm(dzx.q))) / (2.0 * qNorm(normalize(dzx.q) * J));
|
||
|
}
|
||
|
float sdfMandelbulb(Fractal fractal, vec3 c, vec3 z)
|
||
|
{
|
||
|
DualT dzx = DualT(z, vec3(0.0, 0.0, 0.0));
|
||
|
DualT dzy = DualT(z, vec3(0.0, 0.0, 0.0));
|
||
|
DualT dzz = DualT(z, vec3(0.0, 0.0, 0.0));
|
||
|
|
||
|
DualT dcx = DualT(c, vec3(1.0, 0.0, 0.0));
|
||
|
DualT dcy = DualT(c, vec3(0.0, 1.0, 0.0));
|
||
|
DualT dcz = DualT(c, vec3(0.0, 0.0, 1.0));
|
||
|
|
||
|
for (int i = 0; i < fractal.numIterations; ++i)
|
||
|
{
|
||
|
// forward-mode automatic differentiation
|
||
|
dzx = dtAdd(dtPow(dzx, fractal.power), dcx);
|
||
|
dzy = dtAdd(dtPow(dzy, fractal.power), dcy);
|
||
|
dzz = dtAdd(dtPow(dzz, fractal.power), dcz);
|
||
|
|
||
|
if (length(dzx.t) > fractal.escapeCriteria) break;
|
||
|
}
|
||
|
|
||
|
mat3 J = mat3(dzx.d, dzy.d, dzz.d);
|
||
|
return (length(dzx.t) * log(length(dzx.t))) / (2.0 * length(normalize(dzx.t) * J));
|
||
|
}
|
||
|
#elif SDF_DERIVATIVE_TYPE == 1
|
||
|
float sdfJulia(Fractal fractal, vec4 z, vec4 c)
|
||
|
{
|
||
|
vec4 dzx = vec4(1.0, 0.0, 0.0, 0.0);
|
||
|
vec4 dzy = vec4(0.0, 1.0, 0.0, 0.0);
|
||
|
vec4 dzz = vec4(0.0, 0.0, 1.0, 0.0);
|
||
|
vec4 dzw = vec4(0.0, 0.0, 0.0, 1.0);
|
||
|
|
||
|
vec4 dcx = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
vec4 dcy = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
vec4 dcz = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
vec4 dcw = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
|
||
|
for (int i = 0; i < fractal.numIterations; ++i)
|
||
|
{
|
||
|
vec4 zp = qPow(z, fractal.power - 1);
|
||
|
|
||
|
// forward-mode manual differentiation
|
||
|
dzx = qAdd(float(fractal.power) * qMul(zp, dzx), dcx);
|
||
|
dzy = qAdd(float(fractal.power) * qMul(zp, dzy), dcy);
|
||
|
dzz = qAdd(float(fractal.power) * qMul(zp, dzz), dcz);
|
||
|
dzw = qAdd(float(fractal.power) * qMul(zp, dzw), dcw);
|
||
|
|
||
|
z = qAdd(qMul(zp, z), c);
|
||
|
|
||
|
if (qNorm(z) > fractal.escapeCriteria) break;
|
||
|
}
|
||
|
|
||
|
mat4 J = mat4(dzx, dzy, dzz, dzw);
|
||
|
return (qNorm(z) * log(qNorm(z))) / (2.0 * qNorm(normalize(z) * J));
|
||
|
}
|
||
|
float sdfMandelbrot(Fractal fractal, vec4 c, vec4 z)
|
||
|
{
|
||
|
vec4 dzx = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
vec4 dzy = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
vec4 dzz = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
vec4 dzw = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
|
||
|
vec4 dcx = vec4(1.0, 0.0, 0.0, 0.0);
|
||
|
vec4 dcy = vec4(0.0, 1.0, 0.0, 0.0);
|
||
|
vec4 dcz = vec4(0.0, 0.0, 1.0, 0.0);
|
||
|
vec4 dcw = vec4(0.0, 0.0, 0.0, 1.0);
|
||
|
|
||
|
for (int i = 0; i < fractal.numIterations; ++i)
|
||
|
{
|
||
|
vec4 zp = qPow(z, fractal.power - 1);
|
||
|
|
||
|
// forward-mode manual differentiation
|
||
|
dzx = qAdd(float(fractal.power) * qMul(zp, dzx), dcx);
|
||
|
dzy = qAdd(float(fractal.power) * qMul(zp, dzy), dcy);
|
||
|
dzz = qAdd(float(fractal.power) * qMul(zp, dzz), dcz);
|
||
|
dzw = qAdd(float(fractal.power) * qMul(zp, dzw), dcw);
|
||
|
|
||
|
z = qAdd(qMul(zp, z), c);
|
||
|
|
||
|
if (qNorm(z) > fractal.escapeCriteria) break;
|
||
|
}
|
||
|
|
||
|
mat4 J = mat4(dzx, dzy, dzz, dzw);
|
||
|
return (qNorm(z) * log(qNorm(z))) / (2.0 * qNorm(normalize(z) * J));
|
||
|
}
|
||
|
#else
|
||
|
#endif
|
||
|
|
||
|
#if NORMAL_DERIVATIVE_TYPE == 0
|
||
|
vec4 normalJulia(Fractal fractal, vec4 z, vec4 c)
|
||
|
{
|
||
|
DualQ dzx = DualQ(z, vec4(1.0, 0.0, 0.0, 0.0));
|
||
|
DualQ dzy = DualQ(z, vec4(0.0, 1.0, 0.0, 0.0));
|
||
|
DualQ dzz = DualQ(z, vec4(0.0, 0.0, 1.0, 0.0));
|
||
|
DualQ dzw = DualQ(z, vec4(0.0, 0.0, 0.0, 1.0));
|
||
|
|
||
|
DualQ dcx = DualQ(c, vec4(0.0, 0.0, 0.0, 0.0));
|
||
|
DualQ dcy = DualQ(c, vec4(0.0, 0.0, 0.0, 0.0));
|
||
|
DualQ dcz = DualQ(c, vec4(0.0, 0.0, 0.0, 0.0));
|
||
|
DualQ dcw = DualQ(c, vec4(0.0, 0.0, 0.0, 0.0));
|
||
|
|
||
|
for (int i = 0; i < fractal.numIterations; ++i)
|
||
|
{
|
||
|
// forward-mode automatic differentiation
|
||
|
dzx = dqAdd(dqPow(dzx, fractal.power), dcx);
|
||
|
dzy = dqAdd(dqPow(dzy, fractal.power), dcy);
|
||
|
dzz = dqAdd(dqPow(dzz, fractal.power), dcz);
|
||
|
dzw = dqAdd(dqPow(dzw, fractal.power), dcw);
|
||
|
|
||
|
if (qNorm(dzx.q) > fractal.escapeCriteria) break;
|
||
|
}
|
||
|
|
||
|
mat4 J = mat4(dzx.d, dzy.d, dzz.d, dzw.d);
|
||
|
return dzx.q * J;
|
||
|
}
|
||
|
vec4 normalMandelbrot(Fractal fractal, vec4 c, vec4 z)
|
||
|
{
|
||
|
DualQ dzx = DualQ(z, vec4(0.0, 0.0, 0.0, 0.0));
|
||
|
DualQ dzy = DualQ(z, vec4(0.0, 0.0, 0.0, 0.0));
|
||
|
DualQ dzz = DualQ(z, vec4(0.0, 0.0, 0.0, 0.0));
|
||
|
DualQ dzw = DualQ(z, vec4(0.0, 0.0, 0.0, 0.0));
|
||
|
|
||
|
DualQ dcx = DualQ(c, vec4(1.0, 0.0, 0.0, 0.0));
|
||
|
DualQ dcy = DualQ(c, vec4(0.0, 1.0, 0.0, 0.0));
|
||
|
DualQ dcz = DualQ(c, vec4(0.0, 0.0, 1.0, 0.0));
|
||
|
DualQ dcw = DualQ(c, vec4(0.0, 0.0, 0.0, 1.0));
|
||
|
|
||
|
for (int i = 0; i < fractal.numIterations; ++i)
|
||
|
{
|
||
|
// forward-mode automatic differentiation
|
||
|
dzx = dqAdd(dqPow(dzx, fractal.power), dcx);
|
||
|
dzy = dqAdd(dqPow(dzy, fractal.power), dcy);
|
||
|
dzz = dqAdd(dqPow(dzz, fractal.power), dcz);
|
||
|
dzw = dqAdd(dqPow(dzw, fractal.power), dcw);
|
||
|
|
||
|
if (qNorm(dzx.q) > fractal.escapeCriteria) break;
|
||
|
}
|
||
|
|
||
|
mat4 J = mat4(dzx.d, dzy.d, dzz.d, dzw.d);
|
||
|
return dzx.q * J;
|
||
|
}
|
||
|
vec3 normalMandelbulb(Fractal fractal, vec3 c, vec3 z)
|
||
|
{
|
||
|
DualT dzx = DualT(z, vec3(0.0, 0.0, 0.0));
|
||
|
DualT dzy = DualT(z, vec3(0.0, 0.0, 0.0));
|
||
|
DualT dzz = DualT(z, vec3(0.0, 0.0, 0.0));
|
||
|
|
||
|
DualT dcx = DualT(c, vec3(1.0, 0.0, 0.0));
|
||
|
DualT dcy = DualT(c, vec3(0.0, 1.0, 0.0));
|
||
|
DualT dcz = DualT(c, vec3(0.0, 0.0, 1.0));
|
||
|
|
||
|
for (int i = 0; i < fractal.numIterations; ++i)
|
||
|
{
|
||
|
// forward-mode automatic differentiation
|
||
|
dzx = dtAdd(dtPow(dzx, fractal.power), dcx);
|
||
|
dzy = dtAdd(dtPow(dzy, fractal.power), dcy);
|
||
|
dzz = dtAdd(dtPow(dzz, fractal.power), dcz);
|
||
|
|
||
|
if (length(dzx.t) > fractal.escapeCriteria) break;
|
||
|
}
|
||
|
|
||
|
mat3 J = mat3(dzx.d, dzy.d, dzz.d);
|
||
|
return dzx.t * J;
|
||
|
}
|
||
|
#elif NORMAL_DERIVATIVE_TYPE == 1
|
||
|
vec4 normalJulia(Fractal fractal, vec4 z, vec4 c)
|
||
|
{
|
||
|
vec4 dzx = vec4(1.0, 0.0, 0.0, 0.0);
|
||
|
vec4 dzy = vec4(0.0, 1.0, 0.0, 0.0);
|
||
|
vec4 dzz = vec4(0.0, 0.0, 1.0, 0.0);
|
||
|
vec4 dzw = vec4(0.0, 0.0, 0.0, 1.0);
|
||
|
|
||
|
vec4 dcx = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
vec4 dcy = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
vec4 dcz = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
vec4 dcw = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
|
||
|
for (int i = 0; i < fractal.numIterations; ++i)
|
||
|
{
|
||
|
vec4 zp = qPow(z, fractal.power - 1);
|
||
|
|
||
|
// forward-mode manual differentiation
|
||
|
dzx = qAdd(float(fractal.power) * qMul(zp, dzx), dcx);
|
||
|
dzy = qAdd(float(fractal.power) * qMul(zp, dzy), dcy);
|
||
|
dzz = qAdd(float(fractal.power) * qMul(zp, dzz), dcz);
|
||
|
dzw = qAdd(float(fractal.power) * qMul(zp, dzw), dcw);
|
||
|
|
||
|
z = qAdd(qMul(zp, z), c);
|
||
|
|
||
|
if (qNorm(z) > fractal.escapeCriteria) break;
|
||
|
}
|
||
|
|
||
|
mat4 J = mat4(dzx, dzy, dzz, dzw);
|
||
|
return z * J;
|
||
|
}
|
||
|
vec4 normalMandelbrot(Fractal fractal, vec4 c, vec4 z)
|
||
|
{
|
||
|
vec4 dzx = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
vec4 dzy = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
vec4 dzz = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
vec4 dzw = vec4(0.0, 0.0, 0.0, 0.0);
|
||
|
|
||
|
vec4 dcx = vec4(1.0, 0.0, 0.0, 0.0);
|
||
|
vec4 dcy = vec4(0.0, 1.0, 0.0, 0.0);
|
||
|
vec4 dcz = vec4(0.0, 0.0, 1.0, 0.0);
|
||
|
vec4 dcw = vec4(0.0, 0.0, 0.0, 1.0);
|
||
|
|
||
|
for (int i = 0; i < fractal.numIterations; ++i)
|
||
|
{
|
||
|
vec4 zp = qPow(z, fractal.power - 1);
|
||
|
|
||
|
// forward-mode manual differentiation
|
||
|
dzx = qAdd(float(fractal.power) * qMul(zp, dzx), dcx);
|
||
|
dzy = qAdd(float(fractal.power) * qMul(zp, dzy), dcy);
|
||
|
dzz = qAdd(float(fractal.power) * qMul(zp, dzz), dcz);
|
||
|
dzw = qAdd(float(fractal.power) * qMul(zp, dzw), dcw);
|
||
|
|
||
|
z = qAdd(qMul(zp, z), c);
|
||
|
|
||
|
if (qNorm(z) > fractal.escapeCriteria) break;
|
||
|
}
|
||
|
|
||
|
mat4 J = mat4(dzx, dzy, dzz, dzw);
|
||
|
return z * J;
|
||
|
}
|
||
|
#else
|
||
|
#endif
|
||
|
|
||
|
// ---------------- reflection ---------------- //
|
||
|
|
||
|
vec3 phongReflection(vec3 surfaceNormal, vec3 viewDirection, DirectionalLight lights[numLights], Material material)
|
||
|
{
|
||
|
surfaceNormal = normalize(surfaceNormal);
|
||
|
viewDirection = normalize(viewDirection);
|
||
|
|
||
|
vec3 ambientColor = vec3(0.0);
|
||
|
vec3 diffuseColor = vec3(0.0);
|
||
|
vec3 specularColor = vec3(0.0);
|
||
|
|
||
|
for (int i = 0; i < lights.length(); ++i)
|
||
|
{
|
||
|
vec3 lightDirection = normalize(lights[i].direction);
|
||
|
vec3 reflectedDirection = reflect(lightDirection, surfaceNormal);
|
||
|
float diffuseCoefficient = max(dot(-lightDirection, surfaceNormal), 0.0);
|
||
|
float specularCoefficient = pow(max(dot(reflectedDirection, -viewDirection), 0.0), material.shininess);
|
||
|
ambientColor += lights[i].ambientColor * material.ambientColor;
|
||
|
diffuseColor += lights[i].diffuseColor * material.diffuseColor * diffuseCoefficient;
|
||
|
specularColor += lights[i].specularColor * material.specularColor * specularCoefficient;
|
||
|
}
|
||
|
|
||
|
vec3 color = clamp(ambientColor + diffuseColor + specularColor + material.emissionColor, 0.0, 1.0);
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
// ---------------- sphere tracing ---------------- //
|
||
|
|
||
|
vec3 sphereTracing(App app, Scene scene, Params params, Line ray)
|
||
|
{
|
||
|
Intersection intersection = intersectionSphereLine(scene.bound, ray);
|
||
|
|
||
|
if (intersection.intersected)
|
||
|
{
|
||
|
ray.position = intersection.position;
|
||
|
|
||
|
// The hyperparameter from Inigo Quilez (https://www.shadertoy.com/view/MsfGRr)
|
||
|
vec4 juliaType = 0.45 * cos(vec4(0.5, 3.9, 1.4, 1.1) + app.time * 0.15 * vec4(1.2, 1.7, 1.3, 2.5)) - vec4(0.3, 0.0, 0.0, 0.0);
|
||
|
vec4 criticalPoint = vec4(0.0);
|
||
|
|
||
|
for (int i = 0; i < params.numIterations; ++i)
|
||
|
{
|
||
|
float sd = sdfMandelbulb(scene.fractal, ray.position, criticalPoint.xyz);
|
||
|
|
||
|
// ray marching
|
||
|
ray.position += sd * ray.direction;
|
||
|
|
||
|
// collision detection
|
||
|
if (abs(sd) < params.convergenceCriteria)
|
||
|
{
|
||
|
vec3 surfaceNormal = normalize(normalMandelbulb(scene.fractal, ray.position, criticalPoint.xyz));
|
||
|
|
||
|
vec3 fragColor = phongReflection(surfaceNormal, ray.direction, scene.lights, scene.material);
|
||
|
|
||
|
return fragColor;
|
||
|
}
|
||
|
|
||
|
if (sdfSphere(scene.bound, ray.position) > 0.0) break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return scene.backgroundColor;
|
||
|
}
|
||
|
|
||
|
// ---------------- main ---------------- //
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec2 fragCoord = linmap(gl_FragCoord.xy, vec2(0, 0), uApp.resolution, vec2(-1.0, -1.0), vec2(1.0, 1.0));
|
||
|
vec3 rayDirection = normalize(inverse(mat3(uCamera.projectionMatrix) * mat3(uCamera.viewMatrix)) * vec3(fragCoord, 1.0));
|
||
|
|
||
|
Line ray = Line(uCamera.position, rayDirection);
|
||
|
vec3 fragColor = sphereTracing(uApp, uScene, uParams, ray);
|
||
|
gl_FragColor = vec4(fragColor, 1.0);
|
||
|
}
|
||
|
|
||
|
</script>
|
||
|
<script src="bulb.js"></script>
|
||
|
<script src="https://unpkg.com/three@0.139.2/build/three.min.js"></script>
|
||
|
<script src="https://unpkg.com/three@0.139.2/examples/js/controls/OrbitControls.js"></script>
|