#version 460 #extension GL_EXT_ray_tracing : require #extension GL_GOOGLE_include_directive : enable #include "random.glsl" #include "raycommon.glsl" layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS; layout(binding = 1, set = 0, rgba32f) uniform image2D image; layout(location = 0) rayPayloadEXT hitPayload prd; layout(binding = 0, set = 1) uniform CameraProperties { mat4 view; mat4 proj; mat4 viewInverse; mat4 projInverse; } cam; layout(push_constant) uniform Constants { vec4 clearColor; vec3 lightPosition; float lightIntensity; vec3 lightDirection; float lightSpotCutoff; float lightSpotOuterCutoff; int lightType; int frame; } pushC; const int NBSAMPLES = 5; void main() { // Initialize the random number uint seed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, pushC.frame * NBSAMPLES); prd.seed = seed; vec3 hitValues = vec3(0); for(int smpl = 0; smpl < NBSAMPLES; smpl++) { 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 = pushC.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; 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); uint rayFlags = gl_RayFlagsNoneEXT; float tMin = 0.001; float tMax = 10000.0; prd.done = 1; prd.rayOrigin = origin.xyz; prd.rayDir = direction.xyz; prd.depth = 0; prd.hitValue = vec3(0); prd.attenuation = vec3(1.f, 1.f, 1.f); for(;;) { traceRayEXT(topLevelAS, // acceleration structure rayFlags, // rayFlags 0xFF, // cullMask 0, // sbtRecordOffset 0, // sbtRecordStride 0, // missIndex origin.xyz, // ray origin tMin, // ray min range direction.xyz, // ray direction tMax, // ray max range 0 // payload (location = 0) ); hitValues += prd.hitValue * prd.attenuation; prd.depth++; if(prd.done == 1 || prd.depth >= 10) break; origin.xyz = prd.rayOrigin; direction.xyz = prd.rayDir; prd.done = 1; // Will stop if a reflective material isn't hit } } prd.hitValue = hitValues / NBSAMPLES; // Do accumulation over time if(pushC.frame >= 0) { float a = 1.0f / float(pushC.frame + 1); vec3 old_color = imageLoad(image, ivec2(gl_LaunchIDEXT.xy)).xyz; imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(mix(old_color, prd.hitValue, a), 1.f)); } else { // First frame, replace the value in the buffer imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(prd.hitValue, 1.f)); } }