oglc/shader/root/rt.glsl

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#version 430
layout(local_size_x = 1, local_size_y = 1) in; // size of local work group - 1 pixel
// gbuffer?
layout(rgba32f, binding = 2) readonly uniform image2D _g0;
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// final output
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layout(rgba32f, binding = 0) uniform image2D img_output; // rgba32f defines internal format, image2d for random write to output texture
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// TODO: some of these depend on each other!! need be be in this order for now c:
#include func.glsl
#include constants.glsl
#include time.glsl
#include sphere.glsl
#include ray.glsl
#include intersect.glsl
#include random.glsl
#include camera.glsl
#include image.glsl
// scene.glsl includes scene trace function
#include scene.glsl
#include lighting.glsl
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vec3 shade(inout Ray ray, RayHit hit)
{
if (hit.distance < INF)
{
return scatterLambert(ray, hit);
}
// sky color
return vec3(0.68,0.85,0.9);
}
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void main()
{
// base pixel colour for the image
vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0);
ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy);
ivec2 dims = imageSize(img_output);
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vec2 uv = pixelUv(pixelCoords, dims);
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// load data from first pass
vec4 d = imageLoad(_g0, ivec2(gl_GlobalInvocationID.xy));
float depth = d.w;
vec3 normal = d.xyz*2.0-1.0; // unpack normal packaged into texture
// create a ray from the uv
Ray ray = createCameraRay(uv);
RayHit firstHit;
firstHit.position = ray.origin+ray.direction*depth;
firstHit.distance = depth;
firstHit.normal = normal;
firstHit.albedo = vec3(1.0,1.0,1.0);
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// do a trace using precomputed depth and surface normal values
//RayHit hit = trace(ray);
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// trace the rays path around the scene
for (int j = 1; j < BOUNCES; j++)
{
RayHit hit = trace(ray);
pixel.xyz += ray.energy * shade(ray, hit);
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if (length(ray.energy) < 0.001) break;
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}
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//pixel.xyz = mix(pixel.xyz, normal, 1.0-depth);
pixel.xyz = mix(pixel.xyz, vec3(1.0), depth);
//pixel.a = 1.0;
//pixel.xyz = texture(_g0, uv).xyz;
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// output to a specific pixel in the image
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imageStore(img_output, ivec2(gl_GlobalInvocationID.xy), pixel);
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}