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https://github.com/ZDoom/ZDRay.git
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111 lines
3 KiB
C
111 lines
3 KiB
C
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static const char* glsl_rgen_bounce = R"glsl(
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#version 460
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#extension GL_EXT_ray_tracing : require
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struct hitPayload
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{
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float hitAttenuation;
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};
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layout(location = 0) rayPayloadEXT hitPayload payload;
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layout(set = 0, binding = 0) uniform accelerationStructureEXT acc;
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layout(set = 0, binding = 1, rgba32f) uniform image2D positions;
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layout(set = 0, binding = 2, rgba32f) uniform image2D normals;
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layout(set = 0, binding = 3, rgba32f) uniform image2D outputs;
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layout(set = 0, binding = 4) uniform Uniforms
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{
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vec3 LightOrigin;
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float PassType;
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float LightRadius;
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float LightIntensity;
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float LightInnerAngleCos;
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float LightOuterAngleCos;
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vec3 LightSpotDir;
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float SampleDistance;
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vec3 LightColor;
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float Padding;
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};
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float RadicalInverse_VdC(uint bits)
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{
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10f; // / 0x100000000
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}
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vec2 Hammersley(uint i, uint N)
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{
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return vec2(float(i) / float(N), RadicalInverse_VdC(i));
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}
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void main()
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{
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ivec2 texelPos = ivec2(gl_LaunchIDEXT.xy);
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vec4 data0 = imageLoad(positions, texelPos);
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vec4 data1 = imageLoad(normals, texelPos);
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if (data1 == vec4(0))
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return;
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vec3 origin = data0.xyz;
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vec3 normal = data1.xyz;
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vec4 emittance = vec4(0.0);
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if (PassType == 1.0)
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emittance = imageLoad(outputs, texelPos);
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const float minDistance = 0.01;
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const uint sample_count = 1024;
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float dist = distance(LightOrigin, origin);
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if (dist > minDistance && dist < LightRadius)
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{
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vec3 dir = normalize(LightOrigin - origin);
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float distAttenuation = max(1.0 - (dist / LightRadius), 0.0);
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float angleAttenuation = max(dot(normal, dir), 0.0);
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float spotAttenuation = 1.0;
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if (LightOuterAngleCos > -1.0)
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{
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float cosDir = dot(dir, LightSpotDir);
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spotAttenuation = smoothstep(LightOuterAngleCos, LightInnerAngleCos, cosDir);
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spotAttenuation = max(spotAttenuation, 0.0);
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}
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float attenuation = distAttenuation * angleAttenuation * spotAttenuation;
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if (attenuation > 0.0)
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{
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float shadowAttenuation = 0.0;
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vec3 e0 = cross(normal, abs(normal.x) < abs(normal.y) ? vec3(1.0, 0.0, 0.0) : vec3(0.0, 1.0, 0.0));
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vec3 e1 = cross(normal, e0);
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e0 = cross(normal, e1);
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for (uint i = 0; i < sample_count; i++)
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{
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vec2 offset = (Hammersley(i, sample_count) - 0.5) * SampleDistance;
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vec3 origin2 = origin + offset.x * e0 + offset.y * e1;
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float dist2 = distance(LightOrigin, origin2);
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vec3 dir2 = normalize(LightOrigin - origin2);
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traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin2, minDistance, dir2, dist2, 0);
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shadowAttenuation += payload.hitAttenuation;
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}
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shadowAttenuation *= 1.0 / float(sample_count);
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attenuation *= shadowAttenuation;
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emittance.rgb += LightColor * (attenuation * LightIntensity);
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}
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}
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emittance.w += 1.0;
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imageStore(outputs, texelPos, emittance);
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}
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)glsl";
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