116 lines
3.2 KiB
Text
116 lines
3.2 KiB
Text
#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_GOOGLE_include_directive : enable
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#include "random.glsl"
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#include "raycommon.glsl"
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 1, set = 0, rgba32f) uniform image2D image;
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layout(location = 0) rayPayloadEXT hitPayload prd;
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layout(binding = 0, set = 1) uniform CameraProperties
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{
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mat4 view;
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mat4 proj;
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mat4 viewInverse;
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mat4 projInverse;
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}
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cam;
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layout(push_constant) uniform Constants
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{
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vec4 clearColor;
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vec3 lightPosition;
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float lightIntensity;
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vec3 lightDirection;
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float lightSpotCutoff;
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float lightSpotOuterCutoff;
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int lightType;
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int frame;
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}
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pushC;
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const int NBSAMPLES = 5;
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void main()
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{
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// Initialize the random number
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uint seed =
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tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, pushC.frame * NBSAMPLES);
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prd.seed = seed;
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vec3 hitValues = vec3(0);
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for(int smpl = 0; smpl < NBSAMPLES; smpl++)
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{
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float r1 = rnd(seed);
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float r2 = rnd(seed);
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// Subpixel jitter: send the ray through a different position inside the pixel
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// each time, to provide antialiasing.
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vec2 subpixel_jitter = pushC.frame == 0 ? vec2(0.5f, 0.5f) : vec2(r1, r2);
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const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + subpixel_jitter;
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const vec2 inUV = pixelCenter / vec2(gl_LaunchSizeEXT.xy);
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vec2 d = inUV * 2.0 - 1.0;
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vec4 origin = cam.viewInverse * vec4(0, 0, 0, 1);
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vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1);
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vec4 direction = cam.viewInverse * vec4(normalize(target.xyz), 0);
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uint rayFlags = gl_RayFlagsNoneEXT;
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float tMin = 0.001;
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float tMax = 10000.0;
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prd.done = 1;
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prd.rayOrigin = origin.xyz;
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prd.rayDir = direction.xyz;
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prd.depth = 0;
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prd.hitValue = vec3(0);
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prd.attenuation = vec3(1.f, 1.f, 1.f);
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for(;;)
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{
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traceRayEXT(topLevelAS, // acceleration structure
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rayFlags, // rayFlags
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0xFF, // cullMask
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0, // sbtRecordOffset
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0, // sbtRecordStride
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0, // missIndex
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origin.xyz, // ray origin
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tMin, // ray min range
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direction.xyz, // ray direction
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tMax, // ray max range
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0 // payload (location = 0)
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);
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hitValues += prd.hitValue * prd.attenuation;
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prd.depth++;
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if(prd.done == 1 || prd.depth >= 10)
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break;
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origin.xyz = prd.rayOrigin;
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direction.xyz = prd.rayDir;
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prd.done = 1; // Will stop if a reflective material isn't hit
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}
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}
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prd.hitValue = hitValues / NBSAMPLES;
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// Do accumulation over time
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if(pushC.frame >= 0)
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{
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float a = 1.0f / float(pushC.frame + 1);
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vec3 old_color = imageLoad(image, ivec2(gl_LaunchIDEXT.xy)).xyz;
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(mix(old_color, prd.hitValue, a), 1.f));
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}
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else
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{
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// First frame, replace the value in the buffer
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(prd.hitValue, 1.f));
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}
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}
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