Generates a ray for Shadertoy-style raycasting in GLSL.
Accepts either either a camera origin/target or an arbitrary mat3 matrix.
vec3 cameraRay(vec3 ro, vec3 ta, vec2 screen, float lens)vec3 ro is the position of the camera.vec3 ta is the position the camera is pointing towards.vec2 screen is the position of the fragment on the screen, generally between -1 and 1. For non-square frames you'll want to normalize this using something like glsl-square-framelens is the lens length of the camera. This works
similarly to FOV, where 0.0 is horribly wide and 2.0
is a decent default.#pragma glslify: square = require('glsl-square-frame')
#pragma glslify: camera = require('glsl-camera-ray')
uniform vec2 iResolution;
uniform float iGlobalTime;
void main() {
// Bootstrap a Shadertoy-style raytracing scene:
float cameraAngle = 0.8 * iGlobalTime;
vec3 rayOrigin = vec3(3.5 * sin(cameraAngle), 3.0, 3.5 * cos(cameraAngle));
vec3 rayTarget = vec3(0, 0, 0);
vec2 screenPos = square(iResolution.xy);
float lensLength = 2.0;
vec3 rayDirection = camera(rayOrigin, rayTarget, screenPos, lensLength);
// ...
}
vec3 cameraRay(mat3 camera, vec2 screen, float lens)For more flexibility, you can supply mat3 camera in place
of vec3 ro, vec3 ta. This way, you can use your own camera
modules alongside glsl-camera-ray.
See stackgl/contributing for details.
MIT. See LICENSE.md for details.