60 lines
1.3 KiB
GLSL
60 lines
1.3 KiB
GLSL
#version 430
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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) writeonly uniform image2D g0_output;
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layout (rgba32f, binding = 3) writeonly uniform image2D g1_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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#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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#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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// 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 = 4;
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float f = INF;
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float z = hit.distance;
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float depth;
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// linear depth
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//depth = z/f;
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// logarithmic depth
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depth = max(0,log(z*pow(E,n)/f)/n);
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// pack normal into texture
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pixel.xyz = hit.normal*0.5+0.5;
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pixel.w = depth;
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imageStore(g0_output, pixelCoords, pixel);
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pixel.xyz = hit.albedo;
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pixel.w = 0;
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imageStore(g1_output, pixelCoords, pixel);
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}
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