/* 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)); } }