#version 330 core in vec3 f_p; out vec4 f_color; uniform vec3 u_cam; uniform float u_time; uniform int u_mode; uniform float u_sigma; // Ray-AABB intersection // ref: https://tavianator.com/2022/ray_box_boundary.html bool intersect(vec3 ro, vec3 rd, vec3 bbmin, vec3 bbmax, out float t0, out float t1) { vec3 inv = 1.0f / rd; vec3 ta = (bbmin - ro) * inv; vec3 tb = (bbmax - ro) * inv; vec3 tmin = min(ta, tb); vec3 tmax = max(ta, tb); t0 = max(max(tmin.x, tmin.y), tmin.z); t1 = min(min(tmax.x, tmax.y), tmax.z); return t1 >= max(t0, 0.0f); } // Mode 0: Basic void main_0() { vec3 bbmin = vec3(0.0f, 0.0f, 0.0f); vec3 bbmax = vec3(1.0f, 1.0f, 1.0f); vec3 ro = u_cam; vec3 rd = normalize(f_p - ro); float t0 = 0.0f; float t1 = 0.0f; if (!intersect(ro, rd, bbmin, bbmax, t0, t1)) { f_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); return; } // Clamp entry point in front of camera float t_enter = max(t0, 0.0f); float t_exit = t1; float t_len = max(0.0f, t_exit - t_enter); // Beer-Lambert attenuation // ref: https://en.wikipedia.org/wiki/Beer%E2%80%93Lambert_law float a = 1.0f - exp(-u_sigma * t_len); f_color = vec4(vec3(1.0f), a); } void main() { switch (u_mode) { case 0: { main_0(); } break; default: { f_color = vec4(0.0f, 1.0f, 0.0f, 1.0f); } break; } }