procedural-3d-engine/shaders/glsl/raytracinggltf/raygen.rgen

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