LYGIA Shader Library

camera (lygia/v1.1.6/lighting/raymarch/camera)

set a camera for raymarching

Dependencies:

Use:

<mat3> raymarchCamera(in <vec3> ro, [in <vec3> ta [, in <vec3> up] ])

Check it on Github



#ifndef FNC_RAYMARCHCAMERA
#define FNC_RAYMARCHCAMERA

mat3 raymarchCamera( in vec3 ro, in vec3 ta, in vec3 up ) {
    vec3 cw = normalize(ta-ro);
    vec3 cp = up;
    vec3 cu = normalize( cross(cw,cp) );
    vec3 cv = normalize( cross(cu,cw) );
    return mat3( cu, cv, cw );
}

mat3 raymarchCamera( 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 );
}

mat3 raymarchCamera( in vec3 ro, in vec3 ta ) {
    return raymarchCamera( ro, ta, vec3(0.0, 1.0, 0.0) );
}

mat3 raymarchCamera( in vec3 ro ) {
    return raymarchCamera( ro, vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0) );
}

#endif

Dependencies:

Use:

<float3x3> raymarchCamera(in <float3> ro, [in <float3> ta [, in <float3> up] ])

Check it on Github



#ifndef FNC_RAYMARCHCAMERA
#define FNC_RAYMARCHCAMERA

float3x3 raymarchCamera( in float3 ro, in float3 ta, in float3 up ) {
    float3 cw = normalize(ta-ro);
    float3 cp = up;
    float3 cu = normalize( cross(cw,cp) );
    float3 cv = normalize( cross(cu,cw) );
    return float3x3( cu, cv, cw );
}

float3x3 raymarchCamera( in float3 ro, in float3 ta, float cr ) {
    float3 cw = normalize(ta-ro);
    float3 cp = float3(sin(cr), cos(cr),0.0);
    float3 cu = normalize( cross(cw,cp) );
    float3 cv =          ( cross(cu,cw) );
    return float3x3( cu, cv, cw );
}

float3x3 raymarchCamera( in float3 ro, in float3 ta ) {
    return raymarchCamera( ro, ta, float3(0.0, 1.0, 0.0) );
}

float3x3 raymarchCamera( in float3 ro ) {
    return raymarchCamera( ro, float3(0.0, 0.0, 0.0), float3(0.0, 1.0, 0.0) );
}

#endif

Examples

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