oglc/shader/root/rtpre.glsl

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2021-08-10 02:11:22 +02:00
#version 430
// writes first hit information into buffers to accelerate later passes
// local work group
layout(local_size_x = 1, local_size_y = 1) in;
layout (rgba32f, binding = 2) uniform image2D g0_output;
#include func.glsl
#include constants.glsl
#include time.glsl
2021-08-10 02:11:22 +02:00
#include sphere.glsl
#include ray.glsl
#include intersect.glsl
#include random.glsl
#include camera.glsl
#include image.glsl
#include scene.glsl
void main()
{
// x normal.x
// y normal.y
// z normal.z
// w depth
vec4 pixel= vec4(0);
ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy);
ivec2 dims = imageSize(g0_output);
vec2 uv = pixelUv(pixelCoords, dims);
Ray ray = createCameraRay(uv);
RayHit hit = trace(ray);
//pixel.xyz = hit.normal;
// TODO: non-linear depth
float n = 1;
float f = INF;
float z = hit.distance;
float depth = (1.0/z-1.0/n)/(1.0/n-1.0/f);
pixel.x = z/f;
imageStore(g0_output, pixelCoords, pixel);
}