Add shaders re-implemented in HLSL
These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.
See `data/hlsl/README.md` for the current status of each sample.
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data/hlsl/computeraytracing/raytracing.comp
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272
data/hlsl/computeraytracing/raytracing.comp
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// Copyright 2020 Google LLC
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// Shader is looseley based on the ray tracing coding session by Inigo Quilez (www.iquilezles.org)
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RWTexture2D<float4> resultImage : register(u0);
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#define EPSILON 0.0001
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#define MAXLEN 1000.0
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#define SHADOW 0.5
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#define RAYBOUNCES 2
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#define REFLECTIONS true
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#define REFLECTIONSTRENGTH 0.4
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#define REFLECTIONFALLOFF 0.5
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struct Camera
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{
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float3 pos;
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float3 lookat;
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float fov;
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};
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struct UBO
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{
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float3 lightPos;
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float aspectRatio;
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float4 fogColor;
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Camera camera;
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float4x4 rotMat;
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};
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cbuffer ubo : register(b1) { UBO ubo; }
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struct Sphere
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{
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float3 pos;
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float radius;
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float3 diffuse;
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float specular;
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int id;
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};
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struct Plane
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{
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float3 normal;
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float distance;
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float3 diffuse;
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float specular;
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int id;
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};
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StructuredBuffer<Sphere> spheres : register(t2);
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StructuredBuffer<Plane> planes : register(t3);
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void reflectRay(inout float3 rayD, in float3 mormal)
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{
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rayD = rayD + 2.0 * -dot(mormal, rayD) * mormal;
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}
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// Lighting =========================================================
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float lightDiffuse(float3 normal, float3 lightDir)
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{
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return clamp(dot(normal, lightDir), 0.1, 1.0);
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}
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float lightSpecular(float3 normal, float3 lightDir, float specularFactor)
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{
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float3 viewVec = normalize(ubo.camera.pos);
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float3 halfVec = normalize(lightDir + viewVec);
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return pow(clamp(dot(normal, halfVec), 0.0, 1.0), specularFactor);
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}
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// Sphere ===========================================================
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float sphereIntersect(in float3 rayO, in float3 rayD, in Sphere sphere)
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{
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float3 oc = rayO - sphere.pos;
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float b = 2.0 * dot(oc, rayD);
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float c = dot(oc, oc) - sphere.radius*sphere.radius;
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float h = b*b - 4.0*c;
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if (h < 0.0)
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{
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return -1.0;
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}
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float t = (-b - sqrt(h)) / 2.0;
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return t;
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}
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float3 sphereNormal(in float3 pos, in Sphere sphere)
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{
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return (pos - sphere.pos) / sphere.radius;
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}
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// Plane ===========================================================
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float planeIntersect(float3 rayO, float3 rayD, Plane plane)
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{
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float d = dot(rayD, plane.normal);
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if (d == 0.0)
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return 0.0;
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float t = -(plane.distance + dot(rayO, plane.normal)) / d;
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if (t < 0.0)
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return 0.0;
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return t;
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}
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int intersect(in float3 rayO, in float3 rayD, inout float resT)
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{
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int id = -1;
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uint spheresLength;
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uint spheresStride;
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spheres.GetDimensions(spheresLength, spheresStride);
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int i;
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for (i = 0; i < spheresLength; i++)
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{
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float tSphere = sphereIntersect(rayO, rayD, spheres[i]);
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if ((tSphere > EPSILON) && (tSphere < resT))
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{
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id = spheres[i].id;
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resT = tSphere;
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}
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}
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uint planesLength;
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uint planesStride;
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planes.GetDimensions(planesLength, planesStride);
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for (i = 0; i < planesLength; i++)
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{
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float tplane = planeIntersect(rayO, rayD, planes[i]);
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if ((tplane > EPSILON) && (tplane < resT))
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{
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id = planes[i].id;
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resT = tplane;
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}
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}
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return id;
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}
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float calcShadow(in float3 rayO, in float3 rayD, in int objectId, inout float t)
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{
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uint spheresLength;
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uint spheresStride;
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spheres.GetDimensions(spheresLength, spheresStride);
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for (int i = 0; i < spheresLength; i++)
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{
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if (spheres[i].id == objectId)
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continue;
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float tSphere = sphereIntersect(rayO, rayD, spheres[i]);
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if ((tSphere > EPSILON) && (tSphere < t))
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{
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t = tSphere;
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return SHADOW;
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}
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}
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return 1.0;
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}
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float3 fog(in float t, in float3 color)
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{
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return lerp(color, ubo.fogColor.rgb, clamp(sqrt(t*t)/20.0, 0.0, 1.0));
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}
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float3 renderScene(inout float3 rayO, inout float3 rayD, inout int id)
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{
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float3 color = float3(0, 0, 0);
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float t = MAXLEN;
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// Get intersected object ID
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int objectID = intersect(rayO, rayD, t);
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if (objectID == -1)
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{
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return color;
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}
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float3 pos = rayO + t * rayD;
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float3 lightVec = normalize(ubo.lightPos - pos);
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float3 normal;
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// Planes
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// Spheres
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uint planesLength;
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uint planesStride;
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planes.GetDimensions(planesLength, planesStride);
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int i;
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for (i = 0; i < planesLength; i++)
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{
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if (objectID == planes[i].id)
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{
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normal = planes[i].normal;
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float diffuse = lightDiffuse(normal, lightVec);
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float specular = lightSpecular(normal, lightVec, planes[i].specular);
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color = diffuse * planes[i].diffuse + specular;
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}
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}
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uint spheresLength;
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uint spheresStride;
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spheres.GetDimensions(spheresLength, spheresStride);
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for (i = 0; i < spheresLength; i++)
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{
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if (objectID == spheres[i].id)
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{
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normal = sphereNormal(pos, spheres[i]);
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float diffuse = lightDiffuse(normal, lightVec);
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float specular = lightSpecular(normal, lightVec, spheres[i].specular);
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color = diffuse * spheres[i].diffuse + specular;
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}
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}
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if (id == -1)
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return color;
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id = objectID;
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// Shadows
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t = length(ubo.lightPos - pos);
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color *= calcShadow(pos, lightVec, id, t);
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// Fog
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color = fog(t, color);
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// Reflect ray for next render pass
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reflectRay(rayD, normal);
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rayO = pos;
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return color;
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}
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[numthreads(16, 16, 1)]
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void main(uint3 GlobalInvocationID : SV_DispatchThreadID)
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{
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int2 dim;
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resultImage.GetDimensions(dim.x, dim.y);
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float2 uv = float2(GlobalInvocationID.xy) / dim;
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float3 rayO = ubo.camera.pos;
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float3 rayD = normalize(float3((-1.0 + 2.0 * uv) * float2(ubo.aspectRatio, 1.0), -1.0));
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// Basic color path
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int id = 0;
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float3 finalColor = renderScene(rayO, rayD, id);
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// Reflection
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if (REFLECTIONS)
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{
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float reflectionStrength = REFLECTIONSTRENGTH;
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for (int i = 0; i < RAYBOUNCES; i++)
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{
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float3 reflectionColor = renderScene(rayO, rayD, id);
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finalColor = (1.0 - reflectionStrength) * finalColor + reflectionStrength * lerp(reflectionColor, finalColor, 1.0 - reflectionStrength);
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reflectionStrength *= REFLECTIONFALLOFF;
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}
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}
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resultImage[int2(GlobalInvocationID.xy)] = float4(finalColor, 0.0);
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}
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