use first pass depth and normal data
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b312d390da
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9b61093de4
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@ -1,5 +1,5 @@
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const float INF = 100.0;
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const float INF = 17.0;
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const float PI = 3.14159;
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const float E = 2.71828;
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const int SAMPLES = 1;
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const int BOUNCES = 4;
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const int BOUNCES = 8;
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@ -43,13 +43,24 @@ void main()
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vec2 uv = pixelUv(pixelCoords, dims);
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for (int i = 0; i < SAMPLES; i++)
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{
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// load data from first pass
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vec4 d = imageLoad(_g0, ivec2(gl_GlobalInvocationID.xy));
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float depth = d.w;
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vec3 normal = d.xyz*2.0-1.0; // unpack normal packaged into texture
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// create a ray from the uv
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Ray ray = createCameraRay(uv);
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RayHit firstHit;
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firstHit.position = ray.origin+ray.direction*depth;
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firstHit.distance = depth;
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firstHit.normal = normal;
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firstHit.albedo = vec3(1.0,1.0,1.0);
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// do a trace using precomputed depth and surface normal values
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//RayHit hit = trace(ray);
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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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for (int j = 1; j < BOUNCES; j++)
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{
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RayHit hit = trace(ray);
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@ -57,12 +68,7 @@ void main()
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if (length(ray.energy) < 0.001) break;
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}
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}
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pixel.xyz /= SAMPLES;
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vec4 d = imageLoad(_g0, ivec2(gl_GlobalInvocationID.xy));
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float depth = d.w;
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vec3 normal = d.xyz*2.0-1.0; // unpack normal packaged into texture
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//pixel.xyz = mix(pixel.xyz, normal, 1.0-depth);
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pixel.xyz = mix(pixel.xyz, vec3(1.0), depth);
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@ -35,7 +35,7 @@ void main()
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// n roughly correlates to steepness of log curve
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// TODO: what does this mean in mathematical terms??
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float n = 3;
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float n = 1.0;
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float f = INF;
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float z = hit.distance;
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@ -1,4 +1,3 @@
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#include "main.h"
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#include "gfx.h"
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#include "clock.h"
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@ -26,7 +26,7 @@ void makeSpheres(struct Sphere *spheres, int count)
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{
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x = 2.0*CGLM_PI * (float)i/(float)count;
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sc[0] = sin(x)*d;
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sc[1] = sin(x*3.0-t);
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sc[1] = sin(x*3.0-5.0*sin(t));
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sc[2] = cos(x)*d;
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float ic = i/(float)count*CGLM_PI*2.0;
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8
todo.md
8
todo.md
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@ -14,10 +14,10 @@
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* [ ] do a 'fract
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* [-] depth
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* [x] acquire value
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* [ ] acquire randomness
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* [ ] acceleration time !
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* [ ] auxiliary textures
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* [ ] depth buffer
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* [x] acquire randomness
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* [-] acceleration time !
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* [-] auxiliary textures
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* [x] depth buffer
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* [ ] frame blending
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* [ ] maybe do some fractals
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* [ ] mandelbrot
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