#version 300 es
precision highp float;
uniform vec2 resolution;
uniform float time;
out vec4 fragColor;
float rand(vec2 co){
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = smoothstep(0.0, 1.0, f);
float bl = rand(i);
float br = rand(i + vec2(1, 0));
float tl = rand(i + vec2(0, 1));
float tr = rand(i + vec2(1, 1));
float b = mix(bl, br, f.x);
float t = mix(tl, tr, f.x);
return mix(b, t, f.y);
}
float map(vec3 p) {
return length(p) - 0.5;
}
vec3 calcNormal(vec3 p)
{
float eps = 0.001;
vec2 h = vec2(eps,0);
return normalize(vec3(map(p+h.xyy) - map(p-h.xyy),
map(p+h.yxy) - map(p-h.yxy),
map(p+h.yyx) - map(p-h.yyx)));
}
float raymarch(vec3 ro, vec3 rd) {
float t = 0.0;
vec3 p;
for (int i = 0; i < 100; i++) {
p = ro + rd * t;
float dist = map(p);
t += dist;
if (t > 1000.0) return -1.0;
if (dist < 0.001) return t;
}
return t;
}
void main(void) {
vec2 position = (gl_FragCoord.xy - 0.5 * resolution) / resolution.y;
vec3 color = vec3(0.0);
vec3 ro = vec3(0, 0, 3);
vec3 rd = normalize(vec3(position, -1.0));
float t = raymarch(ro, rd);
if (t > 0.0) {
color = vec3(1.0);
vec3 p = ro + rd * t;
vec3 n = calcNormal(p);
color = n * 0.5 + 0.5;
}
color = vec3(noise(gl_FragCoord.xy / 60.0));
fragColor = vec4(sqrt(color), 1.0 );
}