2021-07-24 02:31:35 +02:00
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#version 430
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layout (location = 1) uniform vec4 t;
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2021-08-02 10:35:39 +02:00
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layout (location = 2) uniform vec3 _w; // view space axes
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layout (location = 3) uniform vec3 _u;
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layout (location = 4) uniform vec3 _v;
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layout (location = 5) uniform mat4 _cameraInverseProjection;
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layout (location = 6) uniform vec3 _camh;
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layout (location = 7) uniform vec3 _camv;
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layout (location = 8) uniform vec3 _camll;
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2021-07-30 03:06:59 +02:00
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2021-07-24 02:31:35 +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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layout(rgba32f, binding = 0) uniform image2D img_output; // rgba32f defines internal format, image2d for random write to output texture
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2021-08-02 10:35:39 +02:00
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const float INF = 20.0;
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2021-07-24 02:31:35 +02:00
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2021-07-30 00:39:04 +02:00
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#include sphere.glsl
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2021-07-24 02:31:35 +02:00
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struct Ray
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{
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vec3 origin;
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vec3 direction;
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};
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struct RayHit
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{
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vec3 position;
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float distance;
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vec3 normal;
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2021-08-02 10:35:39 +02:00
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vec3 albedo;
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2021-07-24 02:31:35 +02:00
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};
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void intersectSphere(Ray ray, inout RayHit bestHit, Sphere sphere)
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{
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vec3 d = ray.origin-sphere.center;
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float p1 = -dot(ray.direction,d);
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float p2sqr = p1*p1-dot(d,d)+sphere.radius*sphere.radius;
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if (p2sqr < 0) return;
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float p2 = sqrt(p2sqr);
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float t = p1-p2 > 0 ? p1-p2 : p1+p2;
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if (t > 0 && t < bestHit.distance)
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{
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bestHit.distance = t;
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bestHit.position = ray.origin + t*ray.direction;
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bestHit.normal = normalize(bestHit.position-sphere.center);
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2021-08-02 10:35:39 +02:00
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bestHit.albedo = sphere.albedo;
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2021-07-24 02:31:35 +02:00
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}
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}
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Ray createCameraRay(vec2 uv)
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{
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// transform -1..1 -> 0..1
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uv = uv*0.5+0.5;
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2021-07-24 02:31:35 +02:00
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//uv.x=1-uv.x;
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// transform camera origin to world space
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// TODO: c2w matrix!! for now we just assume the camera is at the origin
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// float3 origin = mul(_CameraToWorld, float4(0.0,0.0,0.0,1.0)).xyz;
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// TODO: offset from centre of the lens for depth of field
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// float2 rd = _CameraLensRadius * randomInUnitDisk();
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// float3 offset = _CameraU * rd.x + _CameraV * rd.y;
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2021-08-02 10:35:39 +02:00
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// invert perspective projection of view space position
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//vec3 dir = mul(_cameraInverseProjection, float4(uv, 0.0, 1.0)).xyz;
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// TODO: transform direction from camera to world space (move camera around!)
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vec3 dir;
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dir = uv.x*_camh + uv.y*_camv;
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dir = _camll + uv.x*_camh + uv.y*_camv;
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dir = normalize(dir);
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2021-07-24 02:31:35 +02:00
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float max_x = 5.0;
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float max_y = 5.0;
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Ray ray;
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ray.origin = vec3(0.0,0.0,0.0);
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ray.direction = dir;
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return ray;
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}
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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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// get index in global work group ie xy position
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ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
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// set up ray based on pixel position, project it forward with an orthographic projection
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ivec2 dims = imageSize(img_output); // fetch image dimensions
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vec2 uv;
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uv.x = (float(pixel_coords.x * 2 - dims.x) / dims.x) * dims.x/dims.y; // account for aspect ratio
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uv.y = (float(pixel_coords.y * 2 - dims.y) / dims.y);
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Ray ray = createCameraRay(uv);
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RayHit hit;
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hit.position = vec3(0.0,0.0,0.0);
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hit.distance = INF;
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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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vec3 spheresCenter = _w*-10.0;
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Sphere s1;
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s1.center = spheresCenter+vec3(sin(t.x),0.0,cos(t.x))*2.5;
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s1.radius = 2.0;
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s1.albedo = vec3(1.0,0.0,0.0);
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Sphere s2;
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s2.center = spheresCenter-vec3(sin(t.x),0.0,cos(t.x))*2.5;
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s2.radius = 2.0;
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s2.albedo = vec3(0.0,0.0,1.0);
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Sphere sphere;
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sphere.center = _w*-10.0;
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sphere.center += vec3(0.0,0.0,t.y);
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2021-07-30 03:06:59 +02:00
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sphere.radius = 4.0;
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// ray-sphere intersection
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intersectSphere(ray, hit, s1);
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intersectSphere(ray, hit, s2);
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2021-08-02 10:35:39 +02:00
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// TODO: write depth to texture
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float depth = hit.distance/INF;
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2021-07-30 03:06:59 +02:00
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2021-08-02 10:35:39 +02:00
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pixel = vec4(hit.albedo,1.0);
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2021-07-30 03:06:59 +02:00
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pixel *= (1.0-depth);
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// output to a specific pixel in the image
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imageStore(img_output, pixel_coords, pixel);
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}
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