2021-07-24 02:31:35 +02:00
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#version 430
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2021-08-09 16:49:05 +02:00
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layout(local_size_x = 1, local_size_y = 1) in; // size of local work group - 1 pixel
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2021-08-10 02:11:22 +02:00
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// final output
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2021-08-03 00:32:47 +02:00
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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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2021-08-07 18:50:24 +02:00
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2021-08-10 02:11:22 +02:00
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// TODO: some of these depend on each other!! need be be in this order for now c:
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#include func.glsl
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#include constants.glsl
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#include time.glsl
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#include sphere.glsl
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#include ray.glsl
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#include intersect.glsl
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#include random.glsl
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#include camera.glsl
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#include image.glsl
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// scene.glsl includes scene trace function
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#include scene.glsl
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#include lighting.glsl
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2021-08-07 18:50:24 +02:00
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vec3 shade(inout Ray ray, RayHit hit)
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{
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if (hit.distance < INF)
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{
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return scatterLambert(ray, hit);
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}
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// sky color
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return vec3(0.68,0.85,0.9);
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}
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2021-07-24 02:31:35 +02:00
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void main()
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{
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// base pixel colour for the image
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vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0);
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2021-08-09 16:49:05 +02:00
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vec2 uv = pixelUv();
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2021-07-24 02:31:35 +02:00
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2021-08-09 19:15:43 +02:00
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int samples = 1;
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int bounces = 4;
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2021-08-02 10:35:39 +02:00
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2021-08-07 18:50:24 +02:00
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for (int i = 0; i < samples; i++)
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2021-08-06 20:25:52 +02:00
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{
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2021-08-07 18:50:24 +02:00
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// create a ray from the uv
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Ray ray = createCameraRay(uv);
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// trace the rays path around the scene
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for (int j = 0; j < bounces; j++)
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{
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RayHit hit = trace(ray);
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pixel.xyz += ray.energy * shade(ray, hit);
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2021-08-08 17:47:25 +02:00
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if (length(ray.energy) < 0.001) break;
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2021-08-07 18:50:24 +02:00
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}
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2021-08-06 20:25:52 +02:00
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}
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2021-08-08 17:47:25 +02:00
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pixel.xyz /= samples;
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2021-08-07 19:30:43 +02:00
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2021-07-24 02:31:35 +02:00
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// output to a specific pixel in the image
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2021-08-10 02:11:22 +02:00
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imageStore(img_output, ivec2(gl_GlobalInvocationID.xy), pixel);
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2021-07-24 02:31:35 +02:00
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}
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