2021-08-10 02:11:22 +02:00
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#version 430
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2021-08-12 22:16:45 +02:00
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// writes first hit information into buffers to accelerate later passes
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// local work group
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layout(local_size_x = 1, local_size_y = 1) in;
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layout (rgba32f, binding = 2) uniform image2D g0_output;
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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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2021-08-10 02:11:22 +02:00
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#include sphere.glsl
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2021-08-12 22:16:45 +02:00
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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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#include scene.glsl
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void main()
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{
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// x normal.x
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// y normal.y
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// z normal.z
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// w depth
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vec4 pixel= vec4(0);
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ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy);
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ivec2 dims = imageSize(g0_output);
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vec2 uv = pixelUv(pixelCoords, dims);
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Ray ray = createCameraRay(uv);
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RayHit hit = trace(ray);
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//pixel.xyz = hit.normal;
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// TODO: non-linear depth
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float n = 1;
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float f = INF;
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float z = hit.distance;
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float depth = (1.0/z-1.0/n)/(1.0/n-1.0/f);
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pixel.x = z/f;
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imageStore(g0_output, pixelCoords, pixel);
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}
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