#version 460 #extension GL_EXT_ray_tracing : require #extension GL_GOOGLE_include_directive : enable #extension GL_ARB_shader_clock : enable #include "binding.glsl" #include "raycommon.glsl" #include "sampling.glsl" layout(set = 0, binding = 0) uniform accelerationStructureEXT topLevelAS; layout(set = 0, binding = 1, rgba32f) uniform image2D image; layout(location = 0) rayPayloadEXT hitPayload prd; layout(set = 1, binding = B_CAMERA) uniform CameraProperties { mat4 view; mat4 proj; mat4 viewInverse; mat4 projInverse; } cam; layout(push_constant) uniform Constants { vec4 clearColor; vec3 lightPosition; float lightIntensity; int lightType; int frame; } pushC; void main() { // Initialize the random number uint seed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, int(clockARB())); 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); uint rayFlags = gl_RayFlagsOpaqueEXT; float tMin = 0.001; float tMax = 10000.0; prd.hitValue = vec3(0); prd.seed = seed; prd.depth = 0; prd.rayOrigin = origin.xyz; prd.rayDirection = direction.xyz; prd.weight = vec3(0); vec3 curWeight = vec3(1); vec3 hitValue = vec3(0); for(; prd.depth < 10; prd.depth++) { traceRayEXT(topLevelAS, // acceleration structure rayFlags, // rayFlags 0xFF, // cullMask 0, // sbtRecordOffset 0, // sbtRecordStride 0, // missIndex prd.rayOrigin, // ray origin tMin, // ray min range prd.rayDirection, // ray direction tMax, // ray max range 0 // payload (location = 0) ); hitValue += prd.hitValue * curWeight; curWeight *= prd.weight; } // 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, hitValue, a), 1.f)); } else { // First frame, replace the value in the buffer imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 1.f)); } }