78 lines
2.3 KiB
Text
78 lines
2.3 KiB
Text
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/* Copyright (c) 2023, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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#version 460
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#extension GL_EXT_ray_tracing : enable
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#extension GL_GOOGLE_include_directive : require
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 1, set = 0, rgba8) uniform image2D image;
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layout(binding = 2, set = 0) uniform CameraProperties
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{
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mat4 viewInverse;
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mat4 projInverse;
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uint frame;
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} cam;
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layout(location = 0) rayPayloadEXT vec3 hitValue;
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layout(location = 3) rayPayloadEXT uint payloadSeed;
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#include "random.glsl"
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void main()
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{
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uint seed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, cam.frame);
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float r1 = rnd(seed);
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float r2 = rnd(seed);
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// Subpixel jitter: send the ray through a different position inside the pixel
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// each time, to provide antialiasing.
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vec2 subpixel_jitter = cam.frame == 0 ? vec2(0.5f, 0.5f) : vec2(r1, r2);
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const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + subpixel_jitter;
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const vec2 inUV = pixelCenter / vec2(gl_LaunchSizeEXT.xy);
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vec2 d = inUV * 2.0 - 1.0;
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// const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
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// const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeEXT.xy);
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// vec2 d = inUV * 2.0 - 1.0;
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vec4 origin = cam.viewInverse * vec4(0,0,0,1);
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vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1) ;
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vec4 direction = cam.viewInverse*vec4(normalize(target.xyz), 0.0) ;
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float tmin = 0.001;
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float tmax = 10000.0;
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hitValue = vec3(0.0);
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vec3 hitValues = vec3(0);
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const int samples = 4;
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// Trace multiple rays for e.g. transparency
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for(int smpl = 0; smpl < samples; smpl++) {
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payloadSeed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, cam.frame);
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traceRayEXT(topLevelAS, gl_RayFlagsNoneEXT, 0xff, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
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hitValues += hitValue;
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}
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// imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValues / float(samples), 0.0));
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vec3 hitVal = hitValues / float(samples);
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if(cam.frame > 0)
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{
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float a = 1.0f / float(cam.frame + 1);
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vec3 old_color = imageLoad(image, ivec2(gl_LaunchIDEXT.xy)).xyz;
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(mix(old_color, hitVal, a), 1.f));
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}
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else
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{
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// First frame, replace the value in the buffer
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitVal, 1.f));
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}
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}
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