oglc/shader/root/rt.glsl

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#version 430
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#include sphere.glsl
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// TODO: do i actually need explicit location descriptors?
layout (location = 1) uniform vec4 _t;
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layout (location = 2) uniform vec3 _w; // view space axes
layout (location = 3) uniform vec3 _u;
layout (location = 4) uniform vec3 _v;
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layout (location = 5) uniform mat4 _cameraInverseProjection;
layout (location = 6) uniform vec3 _camh;
layout (location = 7) uniform vec3 _camv;
layout (location = 8) uniform vec3 _camll;
layout (location = 9) uniform vec3 _cpos;
layout (location = 10) uniform vec3 _tpos; // target
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const int SPHERES = 250; // 253 is the maximum?? TODO: use uniform buffer objects
layout (location = 12) uniform int _activeSpheres;
layout (location = 13) uniform Sphere _spheres[SPHERES];
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layout(local_size_x = 1, local_size_y = 1) in; // size of local work group - 1 pixel
layout(rgba32f, binding = 0) uniform image2D img_output; // rgba32f defines internal format, image2d for random write to output texture
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const float INF = 30.0;
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const float PI = 3.14159;
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struct Ray
{
vec3 origin;
vec3 direction;
};
struct RayHit
{
vec3 position;
float distance;
vec3 normal;
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vec3 albedo;
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};
void intersectSphere(Ray ray, inout RayHit bestHit, Sphere sphere)
{
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vec3 c = sphere.cr.xyz;
float r = sphere.cr.w;
vec3 d = ray.origin-c;
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float p1 = -dot(ray.direction,d);
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float p2sqr = p1*p1-dot(d,d)+r*r;
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if (p2sqr < 0) return;
float p2 = sqrt(p2sqr);
float t = p1-p2 > 0 ? p1-p2 : p1+p2;
if (t > 0 && t < bestHit.distance)
{
bestHit.distance = t;
bestHit.position = ray.origin + t*ray.direction;
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bestHit.normal = normalize(bestHit.position-c);
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bestHit.albedo = sphere.albedo;
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}
}
Ray createCameraRay(vec2 uv)
{
// transform -1..1 -> 0..1
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uv = uv*0.5+0.5;
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//uv.x=1-uv.x;
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vec3 target = vec3(0,0,0);
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vec3 dir;
dir = uv.x*_camh + uv.y*_camv;
dir = _camll + uv.x*_camh + uv.y*_camv;
dir = normalize(dir);
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Ray ray;
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ray.origin = _cpos;
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ray.direction = dir;
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return ray;
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};
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void main()
{
// base pixel colour for the image
vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0);
// get index in global work group ie xy position
ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
// set up ray based on pixel position, project it forward with an orthographic projection
ivec2 dims = imageSize(img_output); // fetch image dimensions
vec2 uv;
uv.x = (float(pixel_coords.x * 2 - dims.x) / dims.x) * dims.x/dims.y; // account for aspect ratio
uv.y = (float(pixel_coords.y * 2 - dims.y) / dims.y);
Ray ray = createCameraRay(uv);
RayHit hit;
hit.position = vec3(0.0,0.0,0.0);
hit.distance = INF;
hit.normal = vec3(0.0,0.0,0.0);
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hit.albedo = vec3(0.0,0.0,0.0);
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for (int i = 0; i < _activeSpheres; i++)
{
intersectSphere(ray, hit, _spheres[i]);
}
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// TODO: write depth to texture
float depth = hit.distance/INF;
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pixel = vec4(hit.albedo,1.0);
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pixel *= (1.0-depth);
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// output to a specific pixel in the image
imageStore(img_output, pixel_coords, pixel);
}