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-rw-r--r--v_windows/v/old/examples/sokol/04_multi_shader_glsl/rt_glsl.v634
-rw-r--r--v_windows/v/old/examples/sokol/04_multi_shader_glsl/rt_glsl_march.glsl695
-rw-r--r--v_windows/v/old/examples/sokol/04_multi_shader_glsl/rt_glsl_puppy.glsl568
-rw-r--r--v_windows/v/old/examples/sokol/04_multi_shader_glsl/v.mod0
4 files changed, 1897 insertions, 0 deletions
diff --git a/v_windows/v/old/examples/sokol/04_multi_shader_glsl/rt_glsl.v b/v_windows/v/old/examples/sokol/04_multi_shader_glsl/rt_glsl.v
new file mode 100644
index 0000000..d19d199
--- /dev/null
+++ b/v_windows/v/old/examples/sokol/04_multi_shader_glsl/rt_glsl.v
@@ -0,0 +1,634 @@
+/**********************************************************************
+*
+* Sokol 3d cube multishader demo
+*
+* Copyright (c) 2021 Dario Deledda. All rights reserved.
+* Use of this source code is governed by an MIT license
+* that can be found in the LICENSE file.
+*
+* HOW TO COMPILE SHADERS:
+* - download the sokol shader convertor tool from https://github.com/floooh/sokol-tools-bin
+*
+* - compile the .glsl shared file with:
+* linux : sokol-shdc --input rt_glsl_puppy.glsl --output rt_glsl_puppy.h --slang glsl330
+ sokol-shdc --input rt_glsl_march.glsl --output rt_glsl_march.h --slang glsl330
+* windows: sokol-shdc.exe --input rt_glsl_puppy.glsl --output rt_glsl_puppy.h --slang glsl330
+* sokol-shdc.exe --input rt_glsl_march.glsl --output rt_glsl_march.h --slang glsl330
+*
+* --slang parameter can be:
+* - glsl330: desktop GL
+* - glsl100: GLES2 / WebGL
+* - glsl300es: GLES3 / WebGL2
+* - hlsl4: D3D11
+* - hlsl5: D3D11
+* - metal_macos: Metal on macOS
+* - metal_ios: Metal on iOS device
+* - metal_sim: Metal on iOS simulator
+* - wgpu: WebGPU
+*
+* you can have multiple platforms at the same time passing parameters like this: --slang glsl330:hlsl5:metal_macos
+* for further infos have a look at the sokol shader tool docs.
+*
+* TODO:
+* - frame counter
+**********************************************************************/
+import gg
+import gg.m4
+import gx
+// import math
+import sokol.sapp
+import sokol.gfx
+import sokol.sgl
+import time
+
+// GLSL Include and functions
+#flag -I @VMODROOT/.
+#include "rt_glsl_march.h" #Please use sokol-shdc to generate the necessary rt_glsl_march.h file from rt_glsl_march.glsl (see the instructions at the top of this file)
+#include "rt_glsl_puppy.h" #Please use sokol-shdc to generate the necessary rt_glsl_puppy.h file from rt_glsl_puppy.glsl (see the instructions at the top of this file)
+fn C.rt_march_shader_desc(gfx.Backend) &C.sg_shader_desc
+fn C.rt_puppy_shader_desc(gfx.Backend) &C.sg_shader_desc
+
+const (
+ win_width = 800
+ win_height = 800
+ bg_color = gx.white
+)
+
+struct App {
+mut:
+ gg &gg.Context
+ texture C.sg_image
+ init_flag bool
+ frame_count int
+ mouse_x int = -1
+ mouse_y int = -1
+ mouse_down bool
+ // glsl
+ cube_pip_glsl C.sg_pipeline
+ cube_bind C.sg_bindings
+ pipe map[string]C.sg_pipeline
+ bind map[string]C.sg_bindings
+ // time
+ ticks i64
+}
+
+/******************************************************************************
+* Texture functions
+******************************************************************************/
+fn create_texture(w int, h int, buf byteptr) C.sg_image {
+ sz := w * h * 4
+ mut img_desc := C.sg_image_desc{
+ width: w
+ height: h
+ num_mipmaps: 0
+ min_filter: .linear
+ mag_filter: .linear
+ // usage: .dynamic
+ wrap_u: .clamp_to_edge
+ wrap_v: .clamp_to_edge
+ label: &byte(0)
+ d3d11_texture: 0
+ }
+ // comment if .dynamic is enabled
+ img_desc.data.subimage[0][0] = C.sg_range{
+ ptr: buf
+ size: size_t(sz)
+ }
+
+ sg_img := C.sg_make_image(&img_desc)
+ return sg_img
+}
+
+fn destroy_texture(sg_img C.sg_image) {
+ C.sg_destroy_image(sg_img)
+}
+
+// Use only if usage: .dynamic is enabled
+fn update_text_texture(sg_img C.sg_image, w int, h int, buf byteptr) {
+ sz := w * h * 4
+ mut tmp_sbc := C.sg_image_data{}
+ tmp_sbc.subimage[0][0] = C.sg_range{
+ ptr: buf
+ size: size_t(sz)
+ }
+ C.sg_update_image(sg_img, &tmp_sbc)
+}
+
+/******************************************************************************
+* Draw functions
+******************************************************************************
+Cube vertex buffer with packed vertex formats for color and texture coords.
+ Note that a vertex format which must be portable across all
+ backends must only use the normalized integer formats
+ (BYTE4N, UBYTE4N, SHORT2N, SHORT4N), which can be converted
+ to floating point formats in the vertex shader inputs.
+ The reason is that D3D11 cannot convert from non-normalized
+ formats to floating point inputs (only to integer inputs),
+ and WebGL2 / GLES2 don't support integer vertex shader inputs.
+*/
+struct Vertex_t {
+ x f32
+ y f32
+ z f32
+ color u32
+ // u u16 // for compatibility with D3D11
+ // v u16 // for compatibility with D3D11
+ u f32
+ v f32
+}
+
+// march shader init
+fn init_cube_glsl_m(mut app App) {
+ // cube vertex buffer
+ // d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
+ d := f32(1.0)
+ c := u32(0xFFFFFF_FF) // color RGBA8
+ vertices := [
+ // Face 0
+ Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
+ Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
+ Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
+ Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
+ // Face 1
+ Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
+ Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
+ Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
+ Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
+ // Face 2
+ Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
+ Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
+ Vertex_t{-1.0, 1.0, 1.0, c, d, d},
+ Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
+ // Face 3
+ Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
+ Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
+ Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
+ Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
+ // Face 4
+ Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
+ Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
+ Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
+ Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
+ // Face 5
+ Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
+ Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
+ Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
+ Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
+ ]
+
+ mut vert_buffer_desc := C.sg_buffer_desc{label: c'cube-vertices'}
+ unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
+ vert_buffer_desc.size = size_t(vertices.len * int(sizeof(Vertex_t)))
+ vert_buffer_desc.data = C.sg_range{
+ ptr: vertices.data
+ size: size_t(vertices.len * int(sizeof(Vertex_t)))
+ }
+ vert_buffer_desc.@type = .vertexbuffer
+ vbuf := gfx.make_buffer(&vert_buffer_desc)
+
+ /* create an index buffer for the cube */
+ indices := [
+ u16(0), 1, 2, 0, 2, 3,
+ 6, 5, 4, 7, 6, 4,
+ 8, 9, 10, 8, 10, 11,
+/*
+ u16(14), 13, 12, 15, 14, 12,
+ 16, 17, 18, 16, 18, 19,
+ 22, 21, 20, 23, 22, 20
+*/
+ ]
+
+ mut index_buffer_desc := C.sg_buffer_desc{label: c'cube-indices'}
+ unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
+ index_buffer_desc.size = size_t(indices.len * int(sizeof(u16)))
+ index_buffer_desc.data = C.sg_range{
+ ptr: indices.data
+ size: size_t(indices.len * int(sizeof(u16)))
+ }
+ index_buffer_desc.@type = .indexbuffer
+ ibuf := gfx.make_buffer(&index_buffer_desc)
+
+ // create shader
+ shader := gfx.make_shader(C.rt_march_shader_desc(C.sg_query_backend()))
+
+ mut pipdesc := C.sg_pipeline_desc{}
+ unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
+ pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
+
+ // the constants [C.ATTR_vs_m_pos, C.ATTR_vs_m_color0, C.ATTR_vs_m_texcoord0] are generated by sokol-shdc
+ pipdesc.layout.attrs[C.ATTR_vs_m_pos ].format = .float3 // x,y,z as f32
+ pipdesc.layout.attrs[C.ATTR_vs_m_color0 ].format = .ubyte4n // color as u32
+ pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .float2 // u,v as f32
+ // pipdesc.layout.attrs[C.ATTR_vs_m_texcoord0].format = .short2n // u,v as u16
+
+ pipdesc.shader = shader
+ pipdesc.index_type = .uint16
+
+ pipdesc.depth = C.sg_depth_state{
+ write_enabled: true
+ compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
+ }
+ pipdesc.cull_mode = .back
+ pipdesc.label = 'glsl_shader pipeline'.str
+
+ mut bind := C.sg_bindings{}
+ unsafe { C.memset(&bind, 0, sizeof(bind)) }
+ bind.vertex_buffers[0] = vbuf
+ bind.index_buffer = ibuf
+ bind.fs_images[C.SLOT_tex] = app.texture
+ app.bind['march'] = bind
+
+ app.pipe['march'] = gfx.make_pipeline(&pipdesc)
+
+ println('GLSL March init DONE!')
+}
+
+// putty shader init
+fn init_cube_glsl_p(mut app App) {
+ // cube vertex buffer
+ // d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
+ d := f32(1.0)
+ c := u32(0xFFFFFF_FF) // color RGBA8
+ vertices := [
+ // Face 0
+ Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
+ Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
+ Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
+ Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
+ // Face 1
+ Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
+ Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
+ Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
+ Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
+ // Face 2
+ Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
+ Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
+ Vertex_t{-1.0, 1.0, 1.0, c, d, d},
+ Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
+ // Face 3
+ Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
+ Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
+ Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
+ Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
+ // Face 4
+ Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
+ Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
+ Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
+ Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
+ // Face 5
+ Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
+ Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
+ Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
+ Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
+ ]
+
+ mut vert_buffer_desc := C.sg_buffer_desc{label: c'cube-vertices'}
+ unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
+ vert_buffer_desc.size = size_t(vertices.len * int(sizeof(Vertex_t)))
+ vert_buffer_desc.data = C.sg_range{
+ ptr: vertices.data
+ size: size_t(vertices.len * int(sizeof(Vertex_t)))
+ }
+ vert_buffer_desc.@type = .vertexbuffer
+ vbuf := gfx.make_buffer(&vert_buffer_desc)
+
+ /* create an index buffer for the cube */
+ indices := [
+/*
+ u16(0), 1, 2, 0, 2, 3,
+ 6, 5, 4, 7, 6, 4,
+ 8, 9, 10, 8, 10, 11,
+*/
+ u16(14), 13, 12, 15, 14, 12,
+ 16, 17, 18, 16, 18, 19,
+ 22, 21, 20, 23, 22, 20
+
+ ]
+
+ mut index_buffer_desc := C.sg_buffer_desc{label: c'cube-indices'}
+ unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
+ index_buffer_desc.size = size_t(indices.len * int(sizeof(u16)))
+ index_buffer_desc.data = C.sg_range{
+ ptr: indices.data
+ size: size_t(indices.len * int(sizeof(u16)))
+ }
+ index_buffer_desc.@type = .indexbuffer
+ ibuf := gfx.make_buffer(&index_buffer_desc)
+
+ // create shader
+ shader := gfx.make_shader(C.rt_puppy_shader_desc(C.sg_query_backend()))
+
+ mut pipdesc := C.sg_pipeline_desc{}
+ unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
+ pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_t))
+
+ // the constants [C.ATTR_vs_p_pos, C.ATTR_vs_p_color0, C.ATTR_vs_p_texcoord0] are generated by sokol-shdc
+ pipdesc.layout.attrs[C.ATTR_vs_p_pos ].format = .float3 // x,y,z as f32
+ pipdesc.layout.attrs[C.ATTR_vs_p_color0 ].format = .ubyte4n // color as u32
+ pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .float2 // u,v as f32
+ // pipdesc.layout.attrs[C.ATTR_vs_p_texcoord0].format = .short2n // u,v as u16
+
+ pipdesc.shader = shader
+ pipdesc.index_type = .uint16
+
+ pipdesc.depth = C.sg_depth_state{
+ write_enabled: true
+ compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
+ }
+ pipdesc.cull_mode = .back
+
+ pipdesc.label = 'glsl_shader pipeline'.str
+
+ mut bind := C.sg_bindings{}
+ unsafe { C.memset(&bind, 0, sizeof(bind)) }
+ bind.vertex_buffers[0] = vbuf
+ bind.index_buffer = ibuf
+ bind.fs_images[C.SLOT_tex] = app.texture
+ app.bind['puppy'] = bind
+
+ app.pipe['puppy'] = gfx.make_pipeline(&pipdesc)
+
+ println('GLSL Puppy init DONE!')
+}
+
+[inline]
+fn vec4(x f32, y f32, z f32, w f32) m4.Vec4 {
+ return m4.Vec4{e:[x, y, z, w]!}
+}
+
+fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) m4.Mat4 {
+ proj := m4.perspective(60, w/h, 0.01, 10.0)
+ view := m4.look_at(vec4(f32(0.0) ,0 , 6, 0), vec4(f32(0), 0, 0, 0), vec4(f32(0), 1, 0, 0))
+ view_proj := view * proj
+
+ rxm := m4.rotate(m4.rad(rx), vec4(f32(1), 0, 0, 0))
+ rym := m4.rotate(m4.rad(ry), vec4(f32(0), 1, 0, 0))
+
+ model := rym * rxm
+ scale_m := m4.scale(vec4(in_scale, in_scale, in_scale, 1))
+
+ res := (scale_m * model) * view_proj
+ return res
+}
+
+// march triangles draw
+fn draw_cube_glsl_m(app App) {
+ if app.init_flag == false {
+ return
+ }
+
+ ws := gg.window_size_real_pixels()
+ ratio := f32(ws.width) / ws.height
+ dw := f32(ws.width / 2)
+ dh := f32(ws.height / 2)
+
+ rot := [f32(app.mouse_y), f32(app.mouse_x)]
+ tr_matrix := calc_tr_matrices(dw, dh, rot[0], rot[1], 2.3)
+
+ gfx.apply_pipeline(app.pipe['march'])
+ gfx.apply_bindings(app.bind['march'])
+
+ // Uniforms
+ // *** vertex shadeer uniforms ***
+ // passing the view matrix as uniform
+ // res is a 4x4 matrix of f32 thus: 4*16 byte of size
+ vs_uniforms_range := C.sg_range{
+ ptr: &tr_matrix
+ size: size_t(4 * 16)
+ }
+ gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_m, &vs_uniforms_range)
+
+ // *** fragment shader uniforms ***
+ time_ticks := f32(time.ticks() - app.ticks) / 1000
+ mut tmp_fs_params := [
+ f32(ws.width),
+ ws.height * ratio, // x,y resolution to pass to FS
+ 0,
+ 0, // dont send mouse position
+ /* app.mouse_x, // mouse x */
+ /* ws.height - app.mouse_y*2, // mouse y scaled */
+ time_ticks, // time as f32
+ app.frame_count, // frame count
+ 0,
+ 0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
+ ]!
+ fs_uniforms_range := C.sg_range{
+ ptr: unsafe { &tmp_fs_params }
+ size: size_t(sizeof(tmp_fs_params))
+ }
+ gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_p, &fs_uniforms_range)
+
+ // 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw
+ gfx.draw(0, (3 * 2) * 3, 1)
+}
+
+// puppy triangles draw
+fn draw_cube_glsl_p(app App) {
+ if app.init_flag == false {
+ return
+ }
+
+ ws := gg.window_size_real_pixels()
+ ratio := f32(ws.width) / ws.height
+ dw := f32(ws.width / 2)
+ dh := f32(ws.height / 2)
+
+ rot := [f32(app.mouse_y), f32(app.mouse_x)]
+ tr_matrix := calc_tr_matrices(dw, dh, rot[0], rot[1], 2.3)
+
+ // apply the pipline and bindings
+ gfx.apply_pipeline(app.pipe['puppy'])
+ gfx.apply_bindings(app.bind['puppy'])
+
+ // Uniforms
+ // *** vertex shadeer uniforms ***
+ // passing the view matrix as uniform
+ // res is a 4x4 matrix of f32 thus: 4*16 byte of size
+ vs_uniforms_range := C.sg_range{
+ ptr: &tr_matrix
+ size: size_t(4 * 16)
+ }
+ gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_p, &vs_uniforms_range)
+
+ // *** fragment shader uniforms ***
+ time_ticks := f32(time.ticks() - app.ticks) / 1000
+ mut tmp_fs_params := [
+ f32(ws.width),
+ ws.height * ratio, // x,y resolution to pass to FS
+ 0,
+ 0, // dont send mouse position
+ /* app.mouse_x, // mouse x */
+ /* ws.height - app.mouse_y*2, // mouse y scaled */
+ time_ticks, // time as f32
+ app.frame_count, // frame count
+ 0,
+ 0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
+ ]!
+ fs_uniforms_range := C.sg_range{
+ ptr: unsafe { &tmp_fs_params }
+ size: size_t(sizeof(tmp_fs_params))
+ }
+ gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_p, &fs_uniforms_range)
+
+ // 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw
+ gfx.draw(0, (3 * 2) * 3, 1)
+}
+
+fn draw_start_glsl(app App) {
+ if app.init_flag == false {
+ return
+ }
+
+ ws := gg.window_size_real_pixels()
+ // ratio := f32(ws.width) / ws.height
+ // dw := f32(ws.width / 2)
+ // dh := f32(ws.height / 2)
+
+ gfx.apply_viewport(0, 0, ws.width, ws.height, true)
+}
+
+fn draw_end_glsl(app App) {
+ gfx.end_pass()
+ gfx.commit()
+}
+
+fn frame(mut app App) {
+ ws := gg.window_size_real_pixels()
+
+ // clear
+ mut color_action := C.sg_color_attachment_action{
+ action: gfx.Action(C.SG_ACTION_CLEAR)
+ value: C.sg_color{
+ r: 0.0
+ g: 0.0
+ b: 0.0
+ a: 1.0
+ }
+ }
+ mut pass_action := C.sg_pass_action{}
+ pass_action.colors[0] = color_action
+ gfx.begin_default_pass(&pass_action, ws.width, ws.height)
+
+ /*
+ // glsl cube
+ if app.frame_count % 1 == 1{
+ draw_cube_glsl_m(app)
+ } else {
+ draw_cube_glsl_p(app)
+ }
+ */
+ draw_start_glsl(app)
+ draw_cube_glsl_m(app)
+ draw_cube_glsl_p(app)
+ draw_end_glsl(app)
+ app.frame_count++
+}
+
+/******************************************************************************
+* Init / Cleanup
+******************************************************************************/
+fn my_init(mut app App) {
+ // set max vertices,
+ // for a large number of the same type of object it is better use the instances!!
+ desc := sapp.create_desc()
+ gfx.setup(&desc)
+ sgl_desc := C.sgl_desc_t{
+ max_vertices: 50 * 65536
+ }
+ sgl.setup(&sgl_desc)
+
+ // create chessboard texture 256*256 RGBA
+ w := 256
+ h := 256
+ sz := w * h * 4
+ tmp_txt := unsafe { malloc(sz) }
+ mut i := 0
+ for i < sz {
+ unsafe {
+ y := (i >> 0x8) >> 5 // 8 cell
+ x := (i & 0xFF) >> 5 // 8 cell
+ // upper left corner
+ if x == 0 && y == 0 {
+ tmp_txt[i + 0] = byte(0xFF)
+ tmp_txt[i + 1] = byte(0)
+ tmp_txt[i + 2] = byte(0)
+ tmp_txt[i + 3] = byte(0xFF)
+ }
+ // low right corner
+ else if x == 7 && y == 7 {
+ tmp_txt[i + 0] = byte(0)
+ tmp_txt[i + 1] = byte(0xFF)
+ tmp_txt[i + 2] = byte(0)
+ tmp_txt[i + 3] = byte(0xFF)
+ } else {
+ col := if ((x + y) & 1) == 1 { 0xFF } else { 128 }
+ tmp_txt[i + 0] = byte(col) // red
+ tmp_txt[i + 1] = byte(col) // green
+ tmp_txt[i + 2] = byte(col) // blue
+ tmp_txt[i + 3] = byte(0xFF) // alpha
+ }
+ i += 4
+ }
+ }
+ app.texture = create_texture(w, h, tmp_txt)
+ unsafe { free(tmp_txt) }
+
+ // glsl
+ init_cube_glsl_m(mut app)
+ init_cube_glsl_p(mut app)
+ app.init_flag = true
+}
+
+fn cleanup(mut app App) {
+ gfx.shutdown()
+}
+
+/******************************************************************************
+* events handling
+******************************************************************************/
+fn my_event_manager(mut ev gg.Event, mut app App) {
+ if ev.typ == .mouse_down {
+ app.mouse_down = true
+ }
+ if ev.typ == .mouse_up {
+ app.mouse_down = false
+ }
+ if app.mouse_down == true && ev.typ == .mouse_move {
+ app.mouse_x = int(ev.mouse_x)
+ app.mouse_y = int(ev.mouse_y)
+ }
+ if ev.typ == .touches_began || ev.typ == .touches_moved {
+ if ev.num_touches > 0 {
+ touch_point := ev.touches[0]
+ app.mouse_x = int(touch_point.pos_x)
+ app.mouse_y = int(touch_point.pos_y)
+ }
+ }
+}
+
+/******************************************************************************
+* Main
+******************************************************************************/
+[console] // is needed for easier diagnostics on windows
+fn main() {
+ // App init
+ mut app := &App{
+ gg: 0
+ }
+
+ app.gg = gg.new_context(
+ width: win_width
+ height: win_height
+ create_window: true
+ window_title: '3D Dual shader Cube - click and rotate with the mouse'
+ user_data: app
+ bg_color: bg_color
+ frame_fn: frame
+ init_fn: my_init
+ cleanup_fn: cleanup
+ event_fn: my_event_manager
+ )
+
+ app.ticks = time.ticks()
+ app.gg.run()
+}
diff --git a/v_windows/v/old/examples/sokol/04_multi_shader_glsl/rt_glsl_march.glsl b/v_windows/v/old/examples/sokol/04_multi_shader_glsl/rt_glsl_march.glsl
new file mode 100644
index 0000000..ed76e25
--- /dev/null
+++ b/v_windows/v/old/examples/sokol/04_multi_shader_glsl/rt_glsl_march.glsl
@@ -0,0 +1,695 @@
+//------------------------------------------------------------------------------
+// Shader code for texcube-sapp sample.
+//
+// NOTE: This source file also uses the '#pragma sokol' form of the
+// custom tags.
+//------------------------------------------------------------------------------
+//#pragma sokol @ctype mat4 hmm_mat4
+
+#pragma sokol @vs vs_m
+uniform vs_params_m {
+ mat4 mvp;
+};
+
+in vec4 pos;
+in vec4 color0;
+in vec2 texcoord0;
+
+out vec4 color;
+out vec2 uv;
+
+void main() {
+ gl_Position = mvp * pos;
+ color = color0;
+ uv = texcoord0;
+}
+#pragma sokol @end
+
+#pragma sokol @fs fs_m
+uniform sampler2D tex;
+uniform fs_params_m {
+ vec2 iResolution;
+ vec2 iMouse;
+ float iTime;
+ float iFrame;
+};
+
+in vec4 color;
+in vec2 uv;
+out vec4 frag_color;
+
+// change to 0 to 4 to increment the AntiAliasing,
+// increase AA will SLOW the rendering!!
+#define AA 1
+
+//*********************************************************
+// Ray Marching
+// original code from: https://www.shadertoy.com/view/Xds3zN
+//*********************************************************
+// The MIT License
+// Copyright © 2013 Inigo Quilez
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+// A list of useful distance function to simple primitives. All
+// these functions (except for ellipsoid) return an exact
+// euclidean distance, meaning they produce a better SDF than
+// what you'd get if you were constructing them from boolean
+// operations.
+//
+// More info here:
+//
+// https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
+
+//------------------------------------------------------------------
+float dot2( in vec2 v ) { return dot(v,v); }
+float dot2( in vec3 v ) { return dot(v,v); }
+float ndot( in vec2 a, in vec2 b ) { return a.x*b.x - a.y*b.y; }
+
+float sdPlane( vec3 p )
+{
+ return p.y;
+}
+
+float sdSphere( vec3 p, float s )
+{
+ return length(p)-s;
+}
+
+float sdBox( vec3 p, vec3 b )
+{
+ vec3 d = abs(p) - b;
+ return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
+}
+
+float sdBoundingBox( vec3 p, vec3 b, float e )
+{
+ p = abs(p )-b;
+ vec3 q = abs(p+e)-e;
+
+ return min(min(
+ length(max(vec3(p.x,q.y,q.z),0.0))+min(max(p.x,max(q.y,q.z)),0.0),
+ length(max(vec3(q.x,p.y,q.z),0.0))+min(max(q.x,max(p.y,q.z)),0.0)),
+ length(max(vec3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0));
+}
+float sdEllipsoid( in vec3 p, in vec3 r ) // approximated
+{
+ float k0 = length(p/r);
+ float k1 = length(p/(r*r));
+ return k0*(k0-1.0)/k1;
+}
+
+float sdTorus( vec3 p, vec2 t )
+{
+ return length( vec2(length(p.xz)-t.x,p.y) )-t.y;
+}
+
+float sdCappedTorus(in vec3 p, in vec2 sc, in float ra, in float rb)
+{
+ p.x = abs(p.x);
+ float k = (sc.y*p.x>sc.x*p.y) ? dot(p.xy,sc) : length(p.xy);
+ return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;
+}
+
+float sdHexPrism( vec3 p, vec2 h )
+{
+ vec3 q = abs(p);
+
+ const vec3 k = vec3(-0.8660254, 0.5, 0.57735);
+ p = abs(p);
+ p.xy -= 2.0*min(dot(k.xy, p.xy), 0.0)*k.xy;
+ vec2 d = vec2(
+ length(p.xy - vec2(clamp(p.x, -k.z*h.x, k.z*h.x), h.x))*sign(p.y - h.x),
+ p.z-h.y );
+ return min(max(d.x,d.y),0.0) + length(max(d,0.0));
+}
+
+float sdOctogonPrism( in vec3 p, in float r, float h )
+{
+ const vec3 k = vec3(-0.9238795325, // sqrt(2+sqrt(2))/2
+ 0.3826834323, // sqrt(2-sqrt(2))/2
+ 0.4142135623 ); // sqrt(2)-1
+ // reflections
+ p = abs(p);
+ p.xy -= 2.0*min(dot(vec2( k.x,k.y),p.xy),0.0)*vec2( k.x,k.y);
+ p.xy -= 2.0*min(dot(vec2(-k.x,k.y),p.xy),0.0)*vec2(-k.x,k.y);
+ // polygon side
+ p.xy -= vec2(clamp(p.x, -k.z*r, k.z*r), r);
+ vec2 d = vec2( length(p.xy)*sign(p.y), p.z-h );
+ return min(max(d.x,d.y),0.0) + length(max(d,0.0));
+}
+
+float sdCapsule( vec3 p, vec3 a, vec3 b, float r )
+{
+ vec3 pa = p-a, ba = b-a;
+ float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
+ return length( pa - ba*h ) - r;
+}
+
+float sdRoundCone( in vec3 p, in float r1, float r2, float h )
+{
+ vec2 q = vec2( length(p.xz), p.y );
+
+ float b = (r1-r2)/h;
+ float a = sqrt(1.0-b*b);
+ float k = dot(q,vec2(-b,a));
+
+ if( k < 0.0 ) return length(q) - r1;
+ if( k > a*h ) return length(q-vec2(0.0,h)) - r2;
+
+ return dot(q, vec2(a,b) ) - r1;
+}
+
+float sdRoundCone(vec3 p, vec3 a, vec3 b, float r1, float r2)
+{
+ // sampling independent computations (only depend on shape)
+ vec3 ba = b - a;
+ float l2 = dot(ba,ba);
+ float rr = r1 - r2;
+ float a2 = l2 - rr*rr;
+ float il2 = 1.0/l2;
+
+ // sampling dependant computations
+ vec3 pa = p - a;
+ float y = dot(pa,ba);
+ float z = y - l2;
+ float x2 = dot2( pa*l2 - ba*y );
+ float y2 = y*y*l2;
+ float z2 = z*z*l2;
+
+ // single square root!
+ float k = sign(rr)*rr*rr*x2;
+ if( sign(z)*a2*z2 > k ) return sqrt(x2 + z2) *il2 - r2;
+ if( sign(y)*a2*y2 < k ) return sqrt(x2 + y2) *il2 - r1;
+ return (sqrt(x2*a2*il2)+y*rr)*il2 - r1;
+}
+
+float sdTriPrism( vec3 p, vec2 h )
+{
+ const float k = sqrt(3.0);
+ h.x *= 0.5*k;
+ p.xy /= h.x;
+ p.x = abs(p.x) - 1.0;
+ p.y = p.y + 1.0/k;
+ if( p.x+k*p.y>0.0 ) p.xy=vec2(p.x-k*p.y,-k*p.x-p.y)/2.0;
+ p.x -= clamp( p.x, -2.0, 0.0 );
+ float d1 = length(p.xy)*sign(-p.y)*h.x;
+ float d2 = abs(p.z)-h.y;
+ return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
+}
+
+// vertical
+float sdCylinder( vec3 p, vec2 h )
+{
+ vec2 d = abs(vec2(length(p.xz),p.y)) - h;
+ return min(max(d.x,d.y),0.0) + length(max(d,0.0));
+}
+
+// arbitrary orientation
+float sdCylinder(vec3 p, vec3 a, vec3 b, float r)
+{
+ vec3 pa = p - a;
+ vec3 ba = b - a;
+ float baba = dot(ba,ba);
+ float paba = dot(pa,ba);
+
+ float x = length(pa*baba-ba*paba) - r*baba;
+ float y = abs(paba-baba*0.5)-baba*0.5;
+ float x2 = x*x;
+ float y2 = y*y*baba;
+ float d = (max(x,y)<0.0)?-min(x2,y2):(((x>0.0)?x2:0.0)+((y>0.0)?y2:0.0));
+ return sign(d)*sqrt(abs(d))/baba;
+}
+
+// vertical
+float sdCone( in vec3 p, in vec2 c, float h )
+{
+ vec2 q = h*vec2(c.x,-c.y)/c.y;
+ vec2 w = vec2( length(p.xz), p.y );
+
+ vec2 a = w - q*clamp( dot(w,q)/dot(q,q), 0.0, 1.0 );
+ vec2 b = w - q*vec2( clamp( w.x/q.x, 0.0, 1.0 ), 1.0 );
+ float k = sign( q.y );
+ float d = min(dot( a, a ),dot(b, b));
+ float s = max( k*(w.x*q.y-w.y*q.x),k*(w.y-q.y) );
+ return sqrt(d)*sign(s);
+}
+
+float sdCappedCone( in vec3 p, in float h, in float r1, in float r2 )
+{
+ vec2 q = vec2( length(p.xz), p.y );
+
+ vec2 k1 = vec2(r2,h);
+ vec2 k2 = vec2(r2-r1,2.0*h);
+ vec2 ca = vec2(q.x-min(q.x,(q.y < 0.0)?r1:r2), abs(q.y)-h);
+ vec2 cb = q - k1 + k2*clamp( dot(k1-q,k2)/dot2(k2), 0.0, 1.0 );
+ float s = (cb.x < 0.0 && ca.y < 0.0) ? -1.0 : 1.0;
+ return s*sqrt( min(dot2(ca),dot2(cb)) );
+}
+
+float sdCappedCone(vec3 p, vec3 a, vec3 b, float ra, float rb)
+{
+ float rba = rb-ra;
+ float baba = dot(b-a,b-a);
+ float papa = dot(p-a,p-a);
+ float paba = dot(p-a,b-a)/baba;
+
+ float x = sqrt( papa - paba*paba*baba );
+
+ float cax = max(0.0,x-((paba<0.5)?ra:rb));
+ float cay = abs(paba-0.5)-0.5;
+
+ float k = rba*rba + baba;
+ float f = clamp( (rba*(x-ra)+paba*baba)/k, 0.0, 1.0 );
+
+ float cbx = x-ra - f*rba;
+ float cby = paba - f;
+
+ float s = (cbx < 0.0 && cay < 0.0) ? -1.0 : 1.0;
+
+ return s*sqrt( min(cax*cax + cay*cay*baba,
+ cbx*cbx + cby*cby*baba) );
+}
+
+// c is the sin/cos of the desired cone angle
+float sdSolidAngle(vec3 pos, vec2 c, float ra)
+{
+ vec2 p = vec2( length(pos.xz), pos.y );
+ float l = length(p) - ra;
+ float m = length(p - c*clamp(dot(p,c),0.0,ra) );
+ return max(l,m*sign(c.y*p.x-c.x*p.y));
+}
+
+float sdOctahedron(vec3 p, float s)
+{
+ p = abs(p);
+ float m = p.x + p.y + p.z - s;
+
+// exact distance
+#if 0
+ vec3 o = min(3.0*p - m, 0.0);
+ o = max(6.0*p - m*2.0 - o*3.0 + (o.x+o.y+o.z), 0.0);
+ return length(p - s*o/(o.x+o.y+o.z));
+#endif
+
+// exact distance
+#if 1
+ vec3 q;
+ if( 3.0*p.x < m ) q = p.xyz;
+ else if( 3.0*p.y < m ) q = p.yzx;
+ else if( 3.0*p.z < m ) q = p.zxy;
+ else return m*0.57735027;
+ float k = clamp(0.5*(q.z-q.y+s),0.0,s);
+ return length(vec3(q.x,q.y-s+k,q.z-k));
+#endif
+
+// bound, not exact
+#if 0
+ return m*0.57735027;
+#endif
+}
+
+float sdPyramid( in vec3 p, in float h )
+{
+ float m2 = h*h + 0.25;
+
+ // symmetry
+ p.xz = abs(p.xz);
+ p.xz = (p.z>p.x) ? p.zx : p.xz;
+ p.xz -= 0.5;
+
+ // project into face plane (2D)
+ vec3 q = vec3( p.z, h*p.y - 0.5*p.x, h*p.x + 0.5*p.y);
+
+ float s = max(-q.x,0.0);
+ float t = clamp( (q.y-0.5*p.z)/(m2+0.25), 0.0, 1.0 );
+
+ float a = m2*(q.x+s)*(q.x+s) + q.y*q.y;
+ float b = m2*(q.x+0.5*t)*(q.x+0.5*t) + (q.y-m2*t)*(q.y-m2*t);
+
+ float d2 = min(q.y,-q.x*m2-q.y*0.5) > 0.0 ? 0.0 : min(a,b);
+
+ // recover 3D and scale, and add sign
+ return sqrt( (d2+q.z*q.z)/m2 ) * sign(max(q.z,-p.y));
+}
+
+// la,lb=semi axis, h=height, ra=corner
+float sdRhombus(vec3 p, float la, float lb, float h, float ra)
+{
+ p = abs(p);
+ vec2 b = vec2(la,lb);
+ float f = clamp( (ndot(b,b-2.0*p.xz))/dot(b,b), -1.0, 1.0 );
+ vec2 q = vec2(length(p.xz-0.5*b*vec2(1.0-f,1.0+f))*sign(p.x*b.y+p.z*b.x-b.x*b.y)-ra, p.y-h);
+ return min(max(q.x,q.y),0.0) + length(max(q,0.0));
+}
+
+//------------------------------------------------------------------
+
+vec2 opU( vec2 d1, vec2 d2 )
+{
+ return (d1.x<d2.x) ? d1 : d2;
+}
+
+//------------------------------------------------------------------
+
+#define ZERO (min(int(iFrame),0))
+
+//------------------------------------------------------------------
+
+vec2 map( in vec3 pos )
+{
+ vec2 res = vec2( 1e10, 0.0 );
+
+ {
+ res = opU( res, vec2( sdSphere( pos-vec3(-2.0,0.25, 0.0), 0.25 ), 26.9 ) );
+ }
+
+ // bounding box
+ if( sdBox( pos-vec3(0.0,0.3,-1.0),vec3(0.35,0.3,2.5) )<res.x )
+ {
+ // more primitives
+ res = opU( res, vec2( sdBoundingBox( pos-vec3( 0.0,0.25, 0.0), vec3(0.3,0.25,0.2), 0.025 ), 16.9 ) );
+ res = opU( res, vec2( sdTorus( (pos-vec3( 0.0,0.30, 1.0)).xzy, vec2(0.25,0.05) ), 25.0 ) );
+ res = opU( res, vec2( sdCone( pos-vec3( 0.0,0.45,-1.0), vec2(0.6,0.8),0.45 ), 55.0 ) );
+ res = opU( res, vec2( sdCappedCone( pos-vec3( 0.0,0.25,-2.0), 0.25, 0.25, 0.1 ), 13.67 ) );
+ res = opU( res, vec2( sdSolidAngle( pos-vec3( 0.0,0.00,-3.0), vec2(3,4)/5.0, 0.4 ), 49.13 ) );
+ }
+
+ // bounding box
+ if( sdBox( pos-vec3(1.0,0.3,-1.0),vec3(0.35,0.3,2.5) )<res.x )
+ {
+ // more primitives
+ res = opU( res, vec2( sdCappedTorus((pos-vec3( 1.0,0.30, 1.0))*vec3(1,-1,1), vec2(0.866025,-0.5), 0.25, 0.05), 8.5) );
+ res = opU( res, vec2( sdBox( pos-vec3( 1.0,0.25, 0.0), vec3(0.3,0.25,0.1) ), 3.0 ) );
+ res = opU( res, vec2( sdCapsule( pos-vec3( 1.0,0.00,-1.0),vec3(-0.1,0.1,-0.1), vec3(0.2,0.4,0.2), 0.1 ), 31.9 ) );
+ res = opU( res, vec2( sdCylinder( pos-vec3( 1.0,0.25,-2.0), vec2(0.15,0.25) ), 8.0 ) );
+ res = opU( res, vec2( sdHexPrism( pos-vec3( 1.0,0.2,-3.0), vec2(0.2,0.05) ), 18.4 ) );
+ }
+
+ // bounding box
+ if( sdBox( pos-vec3(-1.0,0.35,-1.0),vec3(0.35,0.35,2.5))<res.x )
+ {
+ // more primitives
+ res = opU( res, vec2( sdPyramid( pos-vec3(-1.0,-0.6,-3.0), 1.0 ), 13.56 ) );
+ res = opU( res, vec2( sdOctahedron( pos-vec3(-1.0,0.15,-2.0), 0.35 ), 23.56 ) );
+ res = opU( res, vec2( sdTriPrism( pos-vec3(-1.0,0.15,-1.0), vec2(0.3,0.05) ),43.5 ) );
+ res = opU( res, vec2( sdEllipsoid( pos-vec3(-1.0,0.25, 0.0), vec3(0.2, 0.25, 0.05) ), 43.17 ) );
+ res = opU( res, vec2( sdRhombus( (pos-vec3(-1.0,0.34, 1.0)).xzy, 0.15, 0.25, 0.04, 0.08 ),17.0 ) );
+ }
+
+ // bounding box
+ if( sdBox( pos-vec3(2.0,0.3,-1.0),vec3(0.35,0.3,2.5) )<res.x )
+ {
+ // more primitives
+ res = opU( res, vec2( sdOctogonPrism(pos-vec3( 2.0,0.2,-3.0), 0.2, 0.05), 51.8 ) );
+ res = opU( res, vec2( sdCylinder( pos-vec3( 2.0,0.15,-2.0), vec3(0.1,-0.1,0.0), vec3(-0.2,0.35,0.1), 0.08), 31.2 ) );
+ res = opU( res, vec2( sdCappedCone( pos-vec3( 2.0,0.10,-1.0), vec3(0.1,0.0,0.0), vec3(-0.2,0.40,0.1), 0.15, 0.05), 46.1 ) );
+ res = opU( res, vec2( sdRoundCone( pos-vec3( 2.0,0.15, 0.0), vec3(0.1,0.0,0.0), vec3(-0.1,0.35,0.1), 0.15, 0.05), 51.7 ) );
+ res = opU( res, vec2( sdRoundCone( pos-vec3( 2.0,0.20, 1.0), 0.2, 0.1, 0.3 ), 37.0 ) );
+ }
+
+ return res;
+}
+
+// http://iquilezles.org/www/articles/boxfunctions/boxfunctions.htm
+vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad )
+{
+ vec3 m = 1.0/rd;
+ vec3 n = m*ro;
+ vec3 k = abs(m)*rad;
+ vec3 t1 = -n - k;
+ vec3 t2 = -n + k;
+ return vec2( max( max( t1.x, t1.y ), t1.z ),
+ min( min( t2.x, t2.y ), t2.z ) );
+}
+
+vec2 raycast( in vec3 ro, in vec3 rd )
+{
+ vec2 res = vec2(-1.0,-1.0);
+
+ float tmin = 1.0;
+ float tmax = 20.0;
+
+ // raytrace floor plane
+ float tp1 = (0.0-ro.y)/rd.y;
+ if( tp1>0.0 )
+ {
+ tmax = min( tmax, tp1 );
+ res = vec2( tp1, 1.0 );
+ }
+ //else return res;
+
+ // raymarch primitives
+ vec2 tb = iBox( ro-vec3(0.0,0.4,-0.5), rd, vec3(2.5,0.41,3.0) );
+ if( tb.x<tb.y && tb.y>0.0 && tb.x<tmax)
+ {
+ //return vec2(tb.x,2.0);
+ tmin = max(tb.x,tmin);
+ tmax = min(tb.y,tmax);
+
+ float t = tmin;
+ for( int i=0; i<70 && t<tmax; i++ )
+ {
+ vec2 h = map( ro+rd*t );
+ if( abs(h.x)<(0.0001*t) )
+ {
+ res = vec2(t,h.y);
+ break;
+ }
+ t += h.x;
+ }
+ }
+
+ return res;
+}
+
+// http://iquilezles.org/www/articles/rmshadows/rmshadows.htm
+float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
+{
+ // bounding volume
+ float tp = (0.8-ro.y)/rd.y; if( tp>0.0 ) tmax = min( tmax, tp );
+
+ float res = 1.0;
+ float t = mint;
+ for( int i=ZERO; i<24; i++ )
+ {
+ float h = map( ro + rd*t ).x;
+ float s = clamp(8.0*h/t,0.0,1.0);
+ res = min( res, s*s*(3.0-2.0*s) );
+ t += clamp( h, 0.02, 0.2 );
+ if( res<0.004 || t>tmax ) break;
+ }
+ return clamp( res, 0.0, 1.0 );
+}
+
+// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm
+vec3 calcNormal( in vec3 pos )
+{
+#if 0
+ vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
+ return normalize( e.xyy*map( pos + e.xyy ).x +
+ e.yyx*map( pos + e.yyx ).x +
+ e.yxy*map( pos + e.yxy ).x +
+ e.xxx*map( pos + e.xxx ).x );
+#else
+ // inspired by tdhooper and klems - a way to prevent the compiler from inlining map() 4 times
+ vec3 n = vec3(0.0);
+ for( int i=ZERO; i<4; i++ )
+ {
+ vec3 e = 0.5773*(2.0*vec3((((i+3)>>1)&1),((i>>1)&1),(i&1))-1.0);
+ n += e*map(pos+0.0005*e).x;
+ //if( n.x+n.y+n.z>100.0 ) break;
+ }
+ return normalize(n);
+#endif
+}
+
+float calcAO( in vec3 pos, in vec3 nor )
+{
+ float occ = 0.0;
+ float sca = 1.0;
+ for( int i=ZERO; i<5; i++ )
+ {
+ float h = 0.01 + 0.12*float(i)/4.0;
+ float d = map( pos + h*nor ).x;
+ occ += (h-d)*sca;
+ sca *= 0.95;
+ if( occ>0.35 ) break;
+ }
+ return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ) * (0.5+0.5*nor.y);
+}
+
+// http://iquilezles.org/www/articles/checkerfiltering/checkerfiltering.htm
+float checkersGradBox( in vec2 p, in vec2 dpdx, in vec2 dpdy )
+{
+ // filter kernel
+ vec2 w = abs(dpdx)+abs(dpdy) + 0.001;
+ // analytical integral (box filter)
+ vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
+ // xor pattern
+ return 0.5 - 0.5*i.x*i.y;
+}
+
+vec3 render( in vec3 ro, in vec3 rd, in vec3 rdx, in vec3 rdy )
+{
+ // background
+ vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
+
+ // raycast scene
+ vec2 res = raycast(ro,rd);
+ float t = res.x;
+ float m = res.y;
+ if( m>-0.5 )
+ {
+ vec3 pos = ro + t*rd;
+ vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal( pos );
+ vec3 ref = reflect( rd, nor );
+
+ // material
+ col = 0.2 + 0.2*sin( m*2.0 + vec3(0.0,1.0,2.0) );
+ float ks = 1.0;
+
+ if( m<1.5 )
+ {
+ // project pixel footprint into the plane
+ vec3 dpdx = ro.y*(rd/rd.y-rdx/rdx.y);
+ vec3 dpdy = ro.y*(rd/rd.y-rdy/rdy.y);
+
+ float f = checkersGradBox( 3.0*pos.xz, 3.0*dpdx.xz, 3.0*dpdy.xz );
+ col = 0.15 + f*vec3(0.05);
+ ks = 0.4;
+ }
+
+ // lighting
+ float occ = calcAO( pos, nor );
+
+ vec3 lin = vec3(0.0);
+
+ // sun
+ {
+ vec3 lig = normalize( vec3(-0.5, 0.4, -0.6) );
+ vec3 hal = normalize( lig-rd );
+ float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
+ //if( dif>0.0001 )
+ dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
+ float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0);
+ spe *= dif;
+ spe *= 0.04+0.96*pow(clamp(1.0-dot(hal,lig),0.0,1.0),5.0);
+ lin += col*2.20*dif*vec3(1.30,1.00,0.70);
+ lin += 5.00*spe*vec3(1.30,1.00,0.70)*ks;
+ }
+ // sky
+ {
+ float dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
+ dif *= occ;
+ float spe = smoothstep( -0.2, 0.2, ref.y );
+ spe *= dif;
+ spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0 );
+ //if( spe>0.001 )
+ spe *= calcSoftshadow( pos, ref, 0.02, 2.5 );
+ lin += col*0.60*dif*vec3(0.40,0.60,1.15);
+ lin += 2.00*spe*vec3(0.40,0.60,1.30)*ks;
+ }
+ // back
+ {
+ float dif = clamp( dot( nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
+ dif *= occ;
+ lin += col*0.55*dif*vec3(0.25,0.25,0.25);
+ }
+ // sss
+ {
+ float dif = pow(clamp(1.0+dot(nor,rd),0.0,1.0),2.0);
+ dif *= occ;
+ lin += col*0.25*dif*vec3(1.00,1.00,1.00);
+ }
+
+ col = lin;
+
+ col = mix( col, vec3(0.7,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
+ }
+
+ return vec3( clamp(col,0.0,1.0) );
+}
+
+mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
+{
+ vec3 cw = normalize(ta-ro);
+ vec3 cp = vec3(sin(cr), cos(cr),0.0);
+ vec3 cu = normalize( cross(cw,cp) );
+ vec3 cv = ( cross(cu,cw) );
+ return mat3( cu, cv, cw );
+}
+
+vec4 mainImage( vec2 fragCoord )
+{
+ vec2 mo = iMouse.xy/iResolution.xy;
+ float time = 32.0 + iTime*1.5;
+
+ // camera
+ vec3 ta = vec3( 0.5, -0.5, -0.6 );
+ vec3 ro = ta + vec3( 4.5*cos(0.1*time + 7.0*mo.x), 1.3 + 2.0*mo.y, 4.5*sin(0.1*time + 7.0*mo.x) );
+ // camera-to-world transformation
+ mat3 ca = setCamera( ro, ta, 0.0 );
+
+ vec3 tot = vec3(0.0);
+#if AA>1
+ for( int m=ZERO; m<AA; m++ )
+ for( int n=ZERO; n<AA; n++ )
+ {
+ // pixel coordinates
+ vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;
+ vec2 p = (2.0*(fragCoord+o)-iResolution.xy)/iResolution.y;
+#else
+ vec2 p = (2.0*fragCoord-iResolution.xy)/iResolution.y;
+#endif
+
+ // focal length
+ const float fl = 2.5;
+
+ // ray direction
+ vec3 rd = ca * normalize( vec3(p,fl) );
+
+ // ray differentials
+ vec2 px = (2.0*(fragCoord+vec2(1.0,0.0))-iResolution.xy)/iResolution.y;
+ vec2 py = (2.0*(fragCoord+vec2(0.0,1.0))-iResolution.xy)/iResolution.y;
+ vec3 rdx = ca * normalize( vec3(px,fl) );
+ vec3 rdy = ca * normalize( vec3(py,fl) );
+
+ // render
+ vec3 col = render( ro, rd, rdx, rdy );
+
+ // gain
+ // col = col*3.0/(2.5+col);
+
+ // gamma
+ col = pow( col, vec3(0.4545) );
+
+ tot += col;
+#if AA>1
+ }
+ tot /= float(AA*AA);
+#endif
+
+ //fragColor = vec4( tot, 1.0 );
+ return vec4( tot, 1.0 );
+}
+
+//*********************************************************
+// END Ray Marching
+//*********************************************************
+
+void main() {
+ vec4 c = color;
+ vec4 txt = texture(tex, uv);
+ c = txt * c;
+ vec2 uv1 = uv * iResolution;
+ vec4 col_ray = mainImage(uv1);
+
+ // use this to mix the chessboart texture with the ray marching
+ //frag_color = clamp(c*iMouse.y/512.0,0.0,1.0) * col_ray ;
+
+ frag_color = c*0.00001 + col_ray ;
+}
+
+#pragma sokol @end
+
+#pragma sokol @program rt_march vs_m fs_m
diff --git a/v_windows/v/old/examples/sokol/04_multi_shader_glsl/rt_glsl_puppy.glsl b/v_windows/v/old/examples/sokol/04_multi_shader_glsl/rt_glsl_puppy.glsl
new file mode 100644
index 0000000..bea60d5
--- /dev/null
+++ b/v_windows/v/old/examples/sokol/04_multi_shader_glsl/rt_glsl_puppy.glsl
@@ -0,0 +1,568 @@
+//------------------------------------------------------------------------------
+// Shader code for texcube-sapp sample.
+//
+// NOTE: This source file also uses the '#pragma sokol' form of the
+// custom tags.
+//------------------------------------------------------------------------------
+//#pragma sokol @ctype mat4 hmm_mat4
+
+#pragma sokol @vs vs_p
+uniform vs_params_p {
+ mat4 mvp;
+};
+
+in vec4 pos;
+in vec4 color0;
+in vec2 texcoord0;
+
+out vec4 color;
+out vec2 uv;
+
+void main() {
+ gl_Position = mvp * pos;
+ color = color0;
+ uv = texcoord0;
+}
+#pragma sokol @end
+
+#pragma sokol @fs fs_p
+uniform sampler2D tex;
+uniform fs_params_p {
+ vec2 iResolution;
+ vec2 iMouse;
+ float iTime;
+ float iFrame;
+};
+
+in vec4 color;
+in vec2 uv;
+out vec4 frag_color;
+
+// change to 0 to 4 to increment the AntiAliasing,
+// increase AA will SLOW the rendering!!
+#define AA 1
+
+//*********************************************************
+// Ray Marching
+// original code from: https://www.shadertoy.com/view/Xds3zN
+//*********************************************************
+// Created by inigo quilez - iq/2019
+// I share this piece (art and code) here in Shadertoy and through its Public API, only for educational purposes.
+// You cannot use, share or host this piece or modifications of it as part of your own commercial or non-commercial product, website or project.
+// You can share a link to it or an unmodified screenshot of it provided you attribute "by Inigo Quilez, @iquilezles and iquilezles.org".
+// If you are a teacher, lecturer, educator or similar and these conditions are too restrictive for your needs, please contact me and we'll work it out.
+
+
+// An animation test - a happy and blobby creature
+// jumping and looking around. It gets off-model very
+// often, but it looks good enough I think.
+//
+// Making-of with math/shader/art explanations (6 hours
+// long): https://www.youtube.com/watch?v=Cfe5UQ-1L9Q
+//
+// Video capture: https://www.youtube.com/watch?v=s_UOFo2IULQ
+//
+// Buy a metal print here: https://www.redbubble.com/i/metal-print/Happy-Jumping-by-InigoQuilez/43594745.0JXQP
+
+//------------------------------------------------------------------
+
+
+// http://iquilezles.org/www/articles/smin/smin.htm
+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;
+}
+
+// http://iquilezles.org/www/articles/smin/smin.htm
+vec2 smin( vec2 a, vec2 b, float k )
+{
+ float h = clamp( 0.5+0.5*(b.x-a.x)/k, 0.0, 1.0 );
+ return mix( b, a, h ) - k*h*(1.0-h);
+}
+
+// http://iquilezles.org/www/articles/smin/smin.htm
+float smax( float a, float b, float k )
+{
+ float h = max(k-abs(a-b),0.0);
+ return max(a, b) + h*h*0.25/k;
+}
+
+// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
+float sdSphere( vec3 p, float s )
+{
+ return length(p)-s;
+}
+
+// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
+float sdEllipsoid( in vec3 p, in vec3 r ) // approximated
+{
+ float k0 = length(p/r);
+ float k1 = length(p/(r*r));
+ return k0*(k0-1.0)/k1;
+}
+
+vec2 sdStick(vec3 p, vec3 a, vec3 b, float r1, float r2) // approximated
+{
+ vec3 pa = p-a, ba = b-a;
+ float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
+ return vec2( length( pa - ba*h ) - mix(r1,r2,h*h*(3.0-2.0*h)), h );
+}
+
+// http://iquilezles.org/www/articles/smin/smin.htm
+vec4 opU( vec4 d1, vec4 d2 )
+{
+ return (d1.x<d2.x) ? d1 : d2;
+}
+
+//------------------------------------------------------------------
+
+#define ZERO (min(int(iFrame),0))
+
+//------------------------------------------------------------------
+
+float href;
+float hsha;
+
+vec4 map( in vec3 pos, float atime )
+{
+ hsha = 1.0;
+
+ float t1 = fract(atime);
+ float t4 = abs(fract(atime*0.5)-0.5)/0.5;
+
+ float p = 4.0*t1*(1.0-t1);
+ float pp = 4.0*(1.0-2.0*t1); // derivative of p
+
+ vec3 cen = vec3( 0.5*(-1.0 + 2.0*t4),
+ pow(p,2.0-p) + 0.1,
+ floor(atime) + pow(t1,0.7) -1.0 );
+
+ // body
+ vec2 uu = normalize(vec2( 1.0, -pp ));
+ vec2 vv = vec2(-uu.y, uu.x);
+
+ float sy = 0.5 + 0.5*p;
+ float compress = 1.0-smoothstep(0.0,0.4,p);
+ sy = sy*(1.0-compress) + compress;
+ float sz = 1.0/sy;
+
+ vec3 q = pos - cen;
+ float rot = -0.25*(-1.0 + 2.0*t4);
+ float rc = cos(rot);
+ float rs = sin(rot);
+ q.xy = mat2x2(rc,rs,-rs,rc)*q.xy;
+ vec3 r = q;
+ href = q.y;
+ q.yz = vec2( dot(uu,q.yz), dot(vv,q.yz) );
+
+ vec4 res = vec4( sdEllipsoid( q, vec3(0.25, 0.25*sy, 0.25*sz) ), 2.0, 0.0, 1.0 );
+
+ if( res.x-1.0 < pos.y ) // bounding volume
+ {
+ float t2 = fract(atime+0.8);
+ float p2 = 0.5-0.5*cos(6.2831*t2);
+ r.z += 0.05-0.2*p2;
+ r.y += 0.2*sy-0.2;
+ vec3 sq = vec3( abs(r.x), r.yz );
+
+ // head
+ vec3 h = r;
+ float hr = sin(0.791*atime);
+ hr = 0.7*sign(hr)*smoothstep(0.5,0.7,abs(hr));
+ h.xz = mat2x2(cos(hr),sin(hr),-sin(hr),cos(hr))*h.xz;
+ vec3 hq = vec3( abs(h.x), h.yz );
+ float d = sdEllipsoid( h-vec3(0.0,0.20,0.02), vec3(0.08,0.2,0.15) );
+ float d2 = sdEllipsoid( h-vec3(0.0,0.21,-0.1), vec3(0.20,0.2,0.20) );
+ d = smin( d, d2, 0.1 );
+ res.x = smin( res.x, d, 0.1 );
+
+ // belly wrinkles
+ {
+ float yy = r.y-0.02-2.5*r.x*r.x;
+ res.x += 0.001*sin(yy*120.0)*(1.0-smoothstep(0.0,0.1,abs(yy)));
+ }
+
+ // arms
+ {
+ vec2 arms = sdStick( sq, vec3(0.18-0.06*hr*sign(r.x),0.2,-0.05), vec3(0.3+0.1*p2,-0.2+0.3*p2,-0.15), 0.03, 0.06 );
+ res.xz = smin( res.xz, arms, 0.01+0.04*(1.0-arms.y)*(1.0-arms.y)*(1.0-arms.y) );
+ }
+
+ // ears
+ {
+ float t3 = fract(atime+0.9);
+ float p3 = 4.0*t3*(1.0-t3);
+ vec2 ear = sdStick( hq, vec3(0.15,0.32,-0.05), vec3(0.2+0.05*p3,0.2+0.2*p3,-0.07), 0.01, 0.04 );
+ res.xz = smin( res.xz, ear, 0.01 );
+ }
+
+ // mouth
+ {
+ d = sdEllipsoid( h-vec3(0.0,0.15+4.0*hq.x*hq.x,0.15), vec3(0.1,0.04,0.2) );
+ res.w = 0.3+0.7*clamp( d*150.0,0.0,1.0);
+ res.x = smax( res.x, -d, 0.03 );
+ }
+
+ // legs
+ {
+ float t6 = cos(6.2831*(atime*0.5+0.25));
+ float ccc = cos(1.57*t6*sign(r.x));
+ float sss = sin(1.57*t6*sign(r.x));
+ vec3 base = vec3(0.12,-0.07,-0.1); base.y -= 0.1/sy;
+ vec2 legs = sdStick( sq, base, base + vec3(0.2,-ccc,sss)*0.2, 0.04, 0.07 );
+ res.xz = smin( res.xz, legs, 0.07 );
+ }
+
+ // eye
+ {
+ float blink = pow(0.5+0.5*sin(2.1*iTime),20.0);
+ float eyeball = sdSphere(hq-vec3(0.08,0.27,0.06),0.065+0.02*blink);
+ res.x = smin( res.x, eyeball, 0.03 );
+
+ vec3 cq = hq-vec3(0.1,0.34,0.08);
+ cq.xy = mat2x2(0.8,0.6,-0.6,0.8)*cq.xy;
+ d = sdEllipsoid( cq, vec3(0.06,0.03,0.03) );
+ res.x = smin( res.x, d, 0.03 );
+
+ float eo = 1.0-0.5*smoothstep(0.01,0.04,length((hq.xy-vec2(0.095,0.285))*vec2(1.0,1.1)));
+ res = opU( res, vec4(sdSphere(hq-vec3(0.08,0.28,0.08),0.060),3.0,0.0,eo));
+ res = opU( res, vec4(sdSphere(hq-vec3(0.075,0.28,0.102),0.0395),4.0,0.0,1.0));
+ }
+ }
+
+ // ground
+ float fh = -0.1 - 0.05*(sin(pos.x*2.0)+sin(pos.z*2.0));
+ float t5f = fract(atime+0.05);
+ float t5i = floor(atime+0.05);
+ float bt4 = abs(fract(t5i*0.5)-0.5)/0.5;
+ vec2 bcen = vec2( 0.5*(-1.0+2.0*bt4),t5i+pow(t5f,0.7)-1.0 );
+
+ float k = length(pos.xz-bcen);
+ float tt = t5f*15.0-6.2831 - k*3.0;
+ fh -= 0.1*exp(-k*k)*sin(tt)*exp(-max(tt,0.0)/2.0)*smoothstep(0.0,0.01,t5f);
+ float d = pos.y - fh;
+
+ // bubbles
+ {
+ vec3 vp = vec3( mod(abs(pos.x),3.0)-1.5,pos.y,mod(pos.z+1.5,3.0)-1.5);
+ vec2 id = vec2( floor(pos.x/3.0), floor((pos.z+1.5)/3.0) );
+ float fid = id.x*11.1 + id.y*31.7;
+ float fy = fract(fid*1.312+atime*0.1);
+ float y = -1.0+4.0*fy;
+ vec3 rad = vec3(0.7,1.0+0.5*sin(fid),0.7);
+ rad -= 0.1*(sin(pos.x*3.0)+sin(pos.y*4.0)+sin(pos.z*5.0));
+ float siz = 4.0*fy*(1.0-fy);
+ float d2 = sdEllipsoid( vp-vec3(0.5,y,0.0), siz*rad );
+
+ d2 -= 0.03*smoothstep(-1.0,1.0,sin(18.0*pos.x)+sin(18.0*pos.y)+sin(18.0*pos.z));
+ d2 *= 0.6;
+ d2 = min(d2,2.0);
+ d = smin( d, d2, 0.32 );
+ if( d<res.x ) { res = vec4(d,1.0,0.0,1.0); hsha=sqrt(siz); }
+ }
+
+ // candy
+ {
+ float fs = 5.0;
+ vec3 qos = fs*vec3(pos.x, pos.y-fh, pos.z );
+ vec2 id = vec2( floor(qos.x+0.5), floor(qos.z+0.5) );
+ vec3 vp = vec3( fract(qos.x+0.5)-0.5,qos.y,fract(qos.z+0.5)-0.5);
+ vp.xz += 0.1*cos( id.x*130.143 + id.y*120.372 + vec2(0.0,2.0) );
+ float den = sin(id.x*0.1+sin(id.y*0.091))+sin(id.y*0.1);
+ float fid = id.x*0.143 + id.y*0.372;
+ float ra = smoothstep(0.0,0.1,den*0.1+fract(fid)-0.95);
+ d = sdSphere( vp, 0.35*ra )/fs;
+ if( d<res.x ) res = vec4(d,5.0,qos.y,1.0);
+ }
+
+ return res;
+}
+
+vec4 raycast( in vec3 ro, in vec3 rd, float time )
+{
+ vec4 res = vec4(-1.0,-1.0,0.0,1.0);
+
+ float tmin = 0.5;
+ float tmax = 20.0;
+
+ #if 1
+ // raytrace bounding plane
+ float tp = (3.5-ro.y)/rd.y;
+ if( tp>0.0 ) tmax = min( tmax, tp );
+ #endif
+
+ // raymarch scene
+ float t = tmin;
+ for( int i=0; i<256 && t<tmax; i++ )
+ {
+ vec4 h = map( ro+rd*t, time );
+ if( abs(h.x)<(0.0005*t) )
+ {
+ res = vec4(t,h.yzw);
+ break;
+ }
+ t += h.x;
+ }
+
+ return res;
+}
+
+// http://iquilezles.org/www/articles/rmshadows/rmshadows.htm
+float calcSoftshadow( in vec3 ro, in vec3 rd, float time )
+{
+ float res = 1.0;
+
+ float tmax = 12.0;
+ #if 1
+ float tp = (3.5-ro.y)/rd.y; // raytrace bounding plane
+ if( tp>0.0 ) tmax = min( tmax, tp );
+ #endif
+
+ float t = 0.02;
+ for( int i=0; i<50; i++ )
+ {
+ float h = map( ro + rd*t, time ).x;
+ res = min( res, mix(1.0,16.0*h/t, hsha) );
+ t += clamp( h, 0.05, 0.40 );
+ if( res<0.005 || t>tmax ) break;
+ }
+ return clamp( res, 0.0, 1.0 );
+}
+
+// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm
+vec3 calcNormal( in vec3 pos, float time )
+{
+
+#if 0
+ vec2 e = vec2(1.0,-1.0)*0.5773*0.001;
+ return normalize( e.xyy*map( pos + e.xyy, time ).x +
+ e.yyx*map( pos + e.yyx, time ).x +
+ e.yxy*map( pos + e.yxy, time ).x +
+ e.xxx*map( pos + e.xxx, time ).x );
+#else
+ // inspired by tdhooper and klems - a way to prevent the compiler from inlining map() 4 times
+ vec3 n = vec3(0.0);
+ for( int i=ZERO; i<4; i++ )
+ {
+ vec3 e = 0.5773*(2.0*vec3((((i+3)>>1)&1),((i>>1)&1),(i&1))-1.0);
+ n += e*map(pos+0.001*e,time).x;
+ }
+ return normalize(n);
+#endif
+}
+
+float calcOcclusion( in vec3 pos, in vec3 nor, float time )
+{
+ float occ = 0.0;
+ float sca = 1.0;
+ for( int i=ZERO; i<5; i++ )
+ {
+ float h = 0.01 + 0.11*float(i)/4.0;
+ vec3 opos = pos + h*nor;
+ float d = map( opos, time ).x;
+ occ += (h-d)*sca;
+ sca *= 0.95;
+ }
+ return clamp( 1.0 - 2.0*occ, 0.0, 1.0 );
+}
+
+vec3 render( in vec3 ro, in vec3 rd, float time )
+{
+ // sky dome
+ vec3 col = vec3(0.5, 0.8, 0.9) - max(rd.y,0.0)*0.5;
+ // sky clouds
+ vec2 uv = 1.5*rd.xz/rd.y;
+ float cl = 1.0*(sin(uv.x)+sin(uv.y)); uv *= mat2(0.8,0.6,-0.6,0.8)*2.1;
+ cl += 0.5*(sin(uv.x)+sin(uv.y));
+ col += 0.1*(-1.0+2.0*smoothstep(-0.1,0.1,cl-0.4));
+ // sky horizon
+ col = mix( col, vec3(0.5, 0.7, .9), exp(-10.0*max(rd.y,0.0)) );
+
+
+ // scene geometry
+ vec4 res = raycast(ro,rd, time);
+ if( res.y>-0.5 )
+ {
+ float t = res.x;
+ vec3 pos = ro + t*rd;
+ vec3 nor = calcNormal( pos, time );
+ vec3 ref = reflect( rd, nor );
+ float focc = res.w;
+
+ // material
+ col = vec3(0.2);
+ float ks = 1.0;
+
+ if( res.y>4.5 ) // candy
+ {
+ col = vec3(0.14,0.048,0.0);
+ vec2 id = floor(5.0*pos.xz+0.5);
+ col += 0.036*cos((id.x*11.1+id.y*37.341) + vec3(0.0,1.0,2.0) );
+ col = max(col,0.0);
+ focc = clamp(4.0*res.z,0.0,1.0);
+ }
+ else if( res.y>3.5 ) // eyeball
+ {
+ col = vec3(0.0);
+ }
+ else if( res.y>2.5 ) // iris
+ {
+ col = vec3(0.4);
+ }
+ else if( res.y>1.5 ) // body
+ {
+ col = mix(vec3(0.144,0.09,0.0036),vec3(0.36,0.1,0.04),res.z*res.z);
+ col = mix(col,vec3(0.14,0.09,0.06)*2.0, (1.0-res.z)*smoothstep(-0.15, 0.15, -href));
+ }
+ else // terrain
+ {
+ // base green
+ col = vec3(0.05,0.09,0.02);
+ float f = 0.2*(-1.0+2.0*smoothstep(-0.2,0.2,sin(18.0*pos.x)+sin(18.0*pos.y)+sin(18.0*pos.z)));
+ col += f*vec3(0.06,0.06,0.02);
+ ks = 0.5 + pos.y*0.15;
+
+ // footprints
+ vec2 mp = vec2(pos.x-0.5*(mod(floor(pos.z+0.5),2.0)*2.0-1.0), fract(pos.z+0.5)-0.5 );
+ float mark = 1.0-smoothstep(0.1, 0.5, length(mp));
+ mark *= smoothstep(0.0, 0.1, floor(time) - floor(pos.z+0.5) );
+ col *= mix( vec3(1.0), vec3(0.5,0.5,0.4), mark );
+ ks *= 1.0-0.5*mark;
+ }
+
+ // lighting (sun, sky, bounce, back, sss)
+ float occ = calcOcclusion( pos, nor, time )*focc;
+ float fre = clamp(1.0+dot(nor,rd),0.0,1.0);
+
+ vec3 sun_lig = normalize( vec3(0.6, 0.35, 0.5) );
+ float sun_dif = clamp(dot( nor, sun_lig ), 0.0, 1.0 );
+ vec3 sun_hal = normalize( sun_lig-rd );
+ float sun_sha = calcSoftshadow( pos, sun_lig, time );
+ float sun_spe = ks*pow(clamp(dot(nor,sun_hal),0.0,1.0),8.0)*sun_dif*(0.04+0.96*pow(clamp(1.0+dot(sun_hal,rd),0.0,1.0),5.0));
+ float sky_dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
+ float sky_spe = ks*smoothstep( 0.0, 0.5, ref.y )*(0.04+0.96*pow(fre,4.0));
+ float bou_dif = sqrt(clamp( 0.1-0.9*nor.y, 0.0, 1.0 ))*clamp(1.0-0.1*pos.y,0.0,1.0);
+ float bac_dif = clamp(0.1+0.9*dot( nor, normalize(vec3(-sun_lig.x,0.0,-sun_lig.z))), 0.0, 1.0 );
+ float sss_dif = fre*sky_dif*(0.25+0.75*sun_dif*sun_sha);
+
+ vec3 lin = vec3(0.0);
+ lin += sun_dif*vec3(8.10,6.00,4.20)*vec3(sun_sha,sun_sha*sun_sha*0.5+0.5*sun_sha,sun_sha*sun_sha);
+ lin += sky_dif*vec3(0.50,0.70,1.00)*occ;
+ lin += bou_dif*vec3(0.20,0.70,0.10)*occ;
+ lin += bac_dif*vec3(0.45,0.35,0.25)*occ;
+ lin += sss_dif*vec3(3.25,2.75,2.50)*occ;
+ col = col*lin;
+ col += sun_spe*vec3(9.90,8.10,6.30)*sun_sha;
+ col += sky_spe*vec3(0.20,0.30,0.65)*occ*occ;
+
+ col = pow(col,vec3(0.8,0.9,1.0) );
+
+ // fog
+ col = mix( col, vec3(0.5,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
+ }
+
+ return col;
+}
+
+mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
+{
+ vec3 cw = normalize(ta-ro);
+ vec3 cp = vec3(sin(cr), cos(cr),0.0);
+ vec3 cu = normalize( cross(cw,cp) );
+ vec3 cv = ( cross(cu,cw) );
+ return mat3( cu, cv, cw );
+}
+
+//void mainImage( out vec4 fragColor, in vec2 fragCoord )
+vec4 mainImage( vec2 fragCoord )
+{
+ vec3 tot = vec3(0.0);
+#if AA>1
+ for( int m=ZERO; m<AA; m++ )
+ for( int n=ZERO; n<AA; n++ )
+ {
+ // pixel coordinates
+ vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;
+ vec2 p = (-iResolution.xy + 2.0*(fragCoord+o))/iResolution.y;
+ // time coordinate (motion blurred, shutter=0.5)
+ float d = 0.5+0.5*sin(fragCoord.x*147.0)*sin(fragCoord.y*131.0);
+ float time = iTime - 0.5*(1.0/24.0)*(float(m*AA+n)+d)/float(AA*AA);
+#else
+ vec2 p = (-iResolution.xy + 2.0*fragCoord)/iResolution.y;
+ float time = iTime;
+#endif
+ time += -2.6;
+ time *= 0.9;
+
+ // camera
+ float cl = sin(0.5*time);
+ float an = 1.57 + 0.7*sin(0.15*time);
+ vec3 ta = vec3( 0.0, 0.65, -0.6+time*1.0 - 0.4*cl);
+ vec3 ro = ta + vec3( 1.3*cos(an), -0.250, 1.3*sin(an) );
+ float ti = fract(time-0.15);
+ ti = 4.0*ti*(1.0-ti);
+ ta.y += 0.15*ti*ti*(3.0-2.0*ti)*smoothstep(0.4,0.9,cl);
+
+ // camera bounce
+ float t4 = abs(fract(time*0.5)-0.5)/0.5;
+ float bou = -1.0 + 2.0*t4;
+ ro += 0.06*sin(time*12.0+vec3(0.0,2.0,4.0))*smoothstep( 0.85, 1.0, abs(bou) );
+
+ // camera-to-world rotation
+ mat3 ca = setCamera( ro, ta, 0.0 );
+
+ // ray direction
+ vec3 rd = ca * normalize( vec3(p,1.8) );
+
+ // render
+ vec3 col = render( ro, rd, time );
+
+ // color grading
+ col = col*vec3(1.11,0.89,0.79);
+
+ // compress
+ col = 1.35*col/(1.0+col);
+
+ // gamma
+ col = pow( col, vec3(0.4545) );
+
+ tot += col;
+#if AA>1
+ }
+ tot /= float(AA*AA);
+#endif
+
+ // s-surve
+ tot = clamp(tot,0.0,1.0);
+ tot = tot*tot*(3.0-2.0*tot);
+
+ // vignetting
+ vec2 q = fragCoord/iResolution.xy;
+ tot *= 0.5 + 0.5*pow(16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y),0.25);
+
+ // output
+ //fragColor = vec4( tot, 1.0 );
+ return vec4( tot, 1.0 );
+}
+
+//*********************************************************
+// END Ray Marching
+//*********************************************************
+
+void main() {
+ vec4 c = color;
+ vec4 txt = texture(tex, uv);
+ c = txt * c;
+ vec2 uv1 = uv * iResolution;
+ vec4 col_ray = mainImage(uv1);
+
+ // use this to mix the chessboart texture with the ray marching
+ //frag_color = clamp(c*iMouse.y/512.0,0.0,1.0) * col_ray ;
+
+ frag_color = c*0.00001 + col_ray ;
+}
+
+#pragma sokol @end
+
+#pragma sokol @program rt_puppy vs_p fs_p
diff --git a/v_windows/v/old/examples/sokol/04_multi_shader_glsl/v.mod b/v_windows/v/old/examples/sokol/04_multi_shader_glsl/v.mod
new file mode 100644
index 0000000..e69de29
--- /dev/null
+++ b/v_windows/v/old/examples/sokol/04_multi_shader_glsl/v.mod