#version 300 es precision highp float; out vec4 outColor; // --- inversive geometry --- struct vecInv { vec3 sp; vec2 lt; }; vecInv sphere(vec3 center, float radius) { return vecInv( center / radius, vec2( 0.5 / radius, 0.5 * (dot(center, center) / radius - radius) ) ); } // --- uniforms --- // construction. the SPHERE_MAX array size seems to affect frame rate a lot, // even though we should only be using the first few elements of each array const int SPHERE_MAX = 200; uniform int sphere_cnt; uniform vecInv sphere_list[SPHERE_MAX]; uniform vec3 color_list[SPHERE_MAX]; // view uniform vec2 resolution; uniform float shortdim; // controls uniform vec2 ctrl; uniform vec2 radius; uniform float opacity; uniform float highlight; uniform int layer_threshold; uniform bool debug_mode; // light and camera const float focal_slope = 0.3; const vec3 light_dir = normalize(vec3(2., 2., 1.)); const float ixn_threshold = 0.005; const float INTERIOR_DIMMING = 0.7; // --- sRGB --- // map colors from RGB space to sRGB space, as specified in the sRGB standard // (IEC 61966-2-1:1999) // // https://www.color.org/sRGB.pdf // https://www.color.org/chardata/rgb/srgb.xalter // // in RGB space, color value is proportional to light intensity, so linear // color-vector interpolation corresponds to physical light mixing. in sRGB // space, the color encoding used by many monitors, we use more of the value // interval to represent low intensities, and less of the interval to represent // high intensities. this improves color quantization float sRGB(float t) { if (t <= 0.0031308) { return 12.92*t; } else { return 1.055*pow(t, 5./12.) - 0.055; } } vec3 sRGB(vec3 color) { return vec3(sRGB(color.r), sRGB(color.g), sRGB(color.b)); } // --- shading --- struct taggedFrag { int id; vec4 color; vec3 pt; vec3 normal; }; taggedFrag[2] sort(taggedFrag a, taggedFrag b) { taggedFrag[2] result; if (a.pt.z > b.pt.z) { result[0] = a; result[1] = b; } else { result[0] = b; result[1] = a; } return result; } taggedFrag sphere_shading(vecInv v, vec3 pt, vec3 base_color, int id) { // the expression for normal needs to be checked. it's supposed to give the // negative gradient of the lorentz product between the impact point vector // and the sphere vector with respect to the coordinates of the impact // point. i calculated it in my head and decided that the result looked good // enough for now vec3 normal = normalize(-v.sp + 2.*v.lt.s*pt); float incidence = dot(normal, light_dir); float illum = mix(0.4, 1.0, max(incidence, 0.0)); return taggedFrag(id, vec4(illum * base_color, opacity), pt, normal); } // --- ray-casting --- vec2 sphere_cast(vecInv v, vec3 dir) { float a = -v.lt.s * dot(dir, dir); float b = dot(v.sp, dir); float c = -v.lt.t; float scale = -b/(2.*a); float adjust = 4.*a*c/(b*b); if (adjust < 1.) { float offset = sqrt(1. - adjust); return vec2( scale * (1. - offset), scale * (1. + offset) ); } else { // these parameters describe points behind the camera, so the // corresponding fragments won't be drawn return vec2(-1., -1.); } } void main() { vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim; vec3 dir = vec3(focal_slope * scr, -1.); // cast rays through the spheres const int LAYER_MAX = 12; taggedFrag frags [LAYER_MAX]; int layer_cnt = 0; for (int id = 0; id < sphere_cnt; ++id) { // find out where the ray hits the sphere vec2 hit_depths = sphere_cast(sphere_list[id], dir); // insertion-sort the fragments we hit into the fragment list float dimming = 1.; for (int side = 0; side < 2; ++side) { float hit_z = -hit_depths[side]; if (0. > hit_z) { for (int layer = layer_cnt; layer >= 0; --layer) { if (layer < 1 || frags[layer-1].pt.z >= hit_z) { // we're not as close to the screen as the fragment // before the empty slot, so insert here if (layer < LAYER_MAX) { frags[layer] = sphere_shading( sphere_list[id], hit_depths[side] * dir, dimming * color_list[id], id ); } break; } else { // we're closer to the screen than the fragment before // the empty slot, so move that fragment into the empty // slot frags[layer] = frags[layer-1]; } } layer_cnt = min(layer_cnt + 1, LAYER_MAX); dimming = INTERIOR_DIMMING; } } } /* DEBUG */ // in debug mode, show the layer count instead of the shaded image if (debug_mode) { // at the bottom of the screen, show the color scale instead of the // layer count if (gl_FragCoord.y < 10.) layer_cnt = 2 * int(8. * gl_FragCoord.x / resolution.x); // convert number to color vec3 color; if (layer_cnt % 2 == 0) { ivec3 bits = layer_cnt / ivec3(2, 4, 8); color = mod(vec3(bits), 2.); } else { color = vec3(0.5); } outColor = vec4(color, 1.); return; } // highlight intersections and cusps for (int i = layer_cnt-1; i >= 1; --i) { // intersections taggedFrag frag0 = frags[i]; taggedFrag frag1 = frags[i-1]; float ixn_sin = length(cross(frag0.normal, frag1.normal)); vec3 disp = frag0.pt - frag1.pt; float ixn_dist = max( abs(dot(frag1.normal, disp)), abs(dot(frag0.normal, disp)) ) / ixn_sin; float ixn_highlight = 0.5 * highlight * (1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist)); frags[i].color = mix(frags[i].color, vec4(1.), ixn_highlight); frags[i-1].color = mix(frags[i-1].color, vec4(1.), ixn_highlight); // cusps float cusp_cos = abs(dot(dir, frag0.normal)); float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list[frag0.id].lt.s); float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos)); frags[i].color = mix(frags[i].color, vec4(1.), cusp_highlight); } // composite the sphere fragments vec3 color = vec3(0.); for (int i = layer_cnt-1; i >= layer_threshold; --i) { if (frags[i].pt.z < 0.) { vec4 frag_color = frags[i].color; color = mix(color, frag_color.rgb, frag_color.a); } } outColor = vec4(sRGB(color), 1.); }