#version 460 #extension GL_EXT_ray_tracing : enable #extension GL_ARB_shader_clock : enable #pragma shader_stage(raygen) layout (constant_id = 0) const uint PASSES = 2; layout (constant_id = 1) const uint TEXTURES = 512; layout (constant_id = 2) const uint CUBEMAPS = 8; layout (constant_id = 3) const uint CASCADES = 1; // shader type settings #define RT 1 #define DEFERRED_SAMPLING 1 #define BUFFER_REFERENCE 1 #define UINT64_ENABLED 1 #define PBR 1 // shader function settings #define FOG 1 //force it off #define BARYCENTRIC 0 #define BARYCENTRIC_CALCULATE 0 #include "../common/macros.h" #include "../common/structs.h" layout( push_constant ) uniform PushBlock { uint pass; uint draw; } PushConstant; layout (binding = 0) uniform accelerationStructureEXT tlas; layout (binding = 1, rgba32f) uniform volatile coherent image2D outImage; layout (binding = 2) uniform UBO { EyeMatrices eyes[2]; Settings settings; } ubo; layout (std140, binding = 3) readonly buffer Instances { Instance instances[]; }; layout (std140, binding = 4) readonly buffer InstanceAddresseses { InstanceAddresses instanceAddresses[]; }; layout (std140, binding = 5) readonly buffer Materials { Material materials[]; }; layout (std140, binding = 6) readonly buffer Textures { Texture textures[]; }; layout (std140, binding = 7) readonly buffer Lights { Light lights[]; }; layout (binding = 8) uniform sampler2D samplerTextures[TEXTURES]; layout (binding = 9) uniform samplerCube samplerCubemaps[CUBEMAPS]; layout (binding = 10) uniform sampler3D samplerNoise; #if VXGI layout (binding = 11) uniform usampler3D voxelId[CASCADES]; layout (binding = 12) uniform sampler3D voxelNormal[CASCADES]; layout (binding = 13) uniform sampler3D voxelRadiance[CASCADES]; #endif layout (location = 0) rayPayloadEXT RayTracePayload payload; //layout(buffer_reference, scalar) buffer Vertices { Vertex v[]; }; layout(buffer_reference, scalar) buffer Indices { uint i[]; }; //layout(buffer_reference, scalar) buffer Indices { uvec3 i[]; }; layout(buffer_reference, scalar) buffer Indirects { DrawCommand dc[]; }; //layout(buffer_reference, scalar) buffer VPos { vec3 v[]; }; layout(buffer_reference, scalar) buffer VPos { float v[]; }; layout(buffer_reference, scalar) buffer VUv { vec2 v[]; }; //layout(buffer_reference, scalar) buffer VUv { float v[]; }; layout(buffer_reference, scalar) buffer VColor { uint v[]; }; layout(buffer_reference, scalar) buffer VSt { vec2 v[]; }; //layout(buffer_reference, scalar) buffer VSt { float v[]; }; //layout(buffer_reference, scalar) buffer VNormal { vec3 v[]; }; layout(buffer_reference, scalar) buffer VNormal { float v[]; }; //layout(buffer_reference, scalar) buffer VTangent { vec3 v[]; }; layout(buffer_reference, scalar) buffer VTangent { float v[]; }; layout(buffer_reference, scalar) buffer VID { uint v[]; }; #include "../common/functions.h" #include "../common/light.h" #include "../common/fog.h" #if VXGI #include "../common/vxgi.h" #endif void trace( Ray ray, float tMin, float tMax ) { uint rayFlags = gl_RayFlagsOpaqueEXT; uint cullMask = 0xFF; payload.hit = false; surface.position.eye.z = tMax; traceRayEXT(tlas, rayFlags, cullMask, 0, 0, 0, ray.origin, tMin, ray.direction, tMax, 0); } void trace( Ray ray, float tMin ) { uint rayFlags = gl_RayFlagsOpaqueEXT; uint cullMask = 0xFF; float tMax = ubo.settings.rt.defaultRayBounds.y; payload.hit = false; surface.position.eye.z = tMax; traceRayEXT(tlas, rayFlags, cullMask, 0, 0, 0, ray.origin, tMin, ray.direction, tMax, 0); } void trace( Ray ray ) { trace( ray, ubo.settings.rt.defaultRayBounds.x, ubo.settings.rt.defaultRayBounds.y ); } float shadowFactor( const Light light, float def ) { Ray ray; ray.origin = surface.position.world; ray.direction = light.position - ray.origin; float tMin = ubo.settings.rt.defaultRayBounds.x; float tMax = length(ray.direction) - 0.0001; ray.direction = normalize(ray.direction); uint rayFlags = gl_RayFlagsOpaqueEXT | gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsSkipClosestHitShaderEXT; uint cullMask = 0xFF; payload.hit = true; traceRayEXT(tlas, rayFlags, cullMask, 0, 0, 0, ray.origin, tMin, ray.direction, tMax, 0); return payload.hit ? 0.0 : 1.0; } void directLighting() { #if VXGI indirectLighting(); #endif surface.light.rgb += surface.material.albedo.rgb * ubo.settings.lighting.ambient.rgb * surface.material.occlusion; // add ambient lighting surface.light.rgb += surface.material.indirect.rgb; // add indirect lighting #if PBR pbr(); #elif LAMBERT lambert(); #elif PHONG phong(); #endif surface.fragment.rgb += surface.light.rgb; surface.fragment.a = surface.material.albedo.a; } vec4 traceStep( Ray ray ) { Ray fogRay = ray; float eyeDepth = 0; vec4 outFrag = vec4(0); // initial condition { trace( ray ); if ( payload.hit ) { populateSurface( payload ); directLighting(); } else if ( 0 <= ubo.settings.lighting.indexSkybox && ubo.settings.lighting.indexSkybox < CUBEMAPS ) { surface.fragment = texture( samplerCubemaps[ubo.settings.lighting.indexSkybox], ray.direction ); surface.fragment.a = 4096; surface.position.eye.z /= 8; } else { surface.fragment = vec4(ubo.settings.lighting.ambient.rgb, 0.5); } #if FOG fog( ray, surface.fragment.rgb, surface.fragment.a ); #endif outFrag = surface.fragment; eyeDepth = surface.position.eye.z; } // "transparency" if ( payload.hit && surface.material.albedo.a < 0.999 ) { const vec4 TRANSPARENCY_COLOR = vec4(1.0 - surface.material.albedo.a); if ( surface.material.albedo.a < 0.001 ) outFrag = vec4(0); RayTracePayload surfacePayload = payload; Ray transparency; transparency.direction = ray.direction; transparency.origin = surface.position.world; fogRay = transparency; trace( transparency, ubo.settings.rt.alphaTestOffset ); if ( payload.hit ) { populateSurface( payload ); directLighting(); } else if ( 0 <= ubo.settings.lighting.indexSkybox && ubo.settings.lighting.indexSkybox < CUBEMAPS ) { surface.fragment = texture( samplerCubemaps[ubo.settings.lighting.indexSkybox], ray.direction ); surface.fragment.a = 4096; surface.position.eye.z /= 8; } #if FOG fog( transparency, surface.fragment.rgb, surface.fragment.a ); #endif outFrag += TRANSPARENCY_COLOR * surface.fragment; eyeDepth = surface.position.eye.z; payload = surfacePayload; populateSurface( payload ); } #if FOG { // surface.position.eye.z = eyeDepth; // fog( fogRay, outFrag.rgb, outFrag.a ); // fog( ray, surface.fragment.rgb, surface.fragment.a ); } #endif // reflection if ( payload.hit ) { const float REFLECTIVITY = 1.0 - surface.material.roughness; const vec4 REFLECTED_ALBEDO = surface.material.albedo * REFLECTIVITY; if ( REFLECTIVITY > 0.001 ) { RayTracePayload surfacePayload = payload; Ray reflection; reflection.origin = surface.position.world; reflection.direction = reflect( ray.direction, surface.normal.world ); trace( reflection ); if ( payload.hit ) { populateSurface( payload ); directLighting(); } else if ( 0 <= ubo.settings.lighting.indexSkybox && ubo.settings.lighting.indexSkybox < CUBEMAPS ) { surface.fragment = texture( samplerCubemaps[ubo.settings.lighting.indexSkybox], reflection.direction ); surface.fragment.a = 4096; } #if FOG fog( reflection, surface.fragment.rgb, surface.fragment.a ); #endif outFrag += REFLECTED_ALBEDO * surface.fragment; payload = surfacePayload; populateSurface( payload ); } } return outFrag; } void main() { // if ( ubo.settings.mode.frameNumber > 16 ) return; // prngSeed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, ubo.settings.mode.frameNumber); prngSeed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, int(clockARB())); surface.pass = PushConstant.pass; surface.subID = 0; surface.fragment = vec4(0); surface.light = vec4(0); surface.motion = vec2(0); surface.material.indirect = vec4(0); vec4 outFrag = vec4(0); const uint SAMPLES = min(ubo.settings.rt.samples, 4); const uint NUM_PATHS = min(ubo.settings.rt.paths, 8); #if 1 const uint FRAME_ACCUMULATION_VALUE = ubo.settings.rt.frameAccumulationMinimum > 0 ? min(ubo.settings.rt.frameAccumulationMinimum, ubo.settings.mode.frameNumber + 1) : ubo.settings.mode.frameNumber + 1; #else const uint FRAME_ACCUMULATION_VALUE = min(32, ubo.settings.mode.frameNumber + 1); #endif const float BLEND_FACTOR = 1.0f / float(FRAME_ACCUMULATION_VALUE); uint FRAME_NUMBER = ubo.settings.mode.frameNumber; #if 0 for ( uint samp = 0; samp < SAMPLES; ++samp, ++FRAME_NUMBER ) { { const vec2 center = ( FRAME_NUMBER > 0 ) ? vec2( rnd(), rnd() ) : vec2(0.5); const vec2 inUv = (vec2(gl_LaunchIDEXT.xy) + center) / vec2(gl_LaunchSizeEXT.xy); #if 1 vec4 target = ubo.eyes[surface.pass].iProjection * vec4(inUv.x * 2.0f - 1.0f, inUv.y * 2.0f - 1.0f, 1, 1); vec4 direction = ubo.eyes[surface.pass].iView * vec4(normalize(target.xyz), 0); surface.ray.direction = vec3(direction); surface.ray.origin = ubo.eyes[surface.pass].eyePos.xyz; #else const mat4 iProjectionView = inverse( ubo.eyes[surface.pass].projection * mat4(mat3(ubo.eyes[surface.pass].view)) ); const vec4 near4 = iProjectionView * (vec4(2.0 * inUv - 1.0, -1.0, 1.0)); const vec4 far4 = iProjectionView * (vec4(2.0 * inUv - 1.0, 1.0, 1.0)); const vec3 near3 = near4.xyz / near4.w; const vec3 far3 = far4.xyz / far4.w; surface.ray.direction = normalize( far3 - near3 ); surface.ray.origin = ubo.eyes[surface.pass].eyePos.xyz; #endif } { vec4 curValue = vec4(0); vec4 curWeight = vec4(1); for ( uint path = 0; path < NUM_PATHS; ++path ) { vec4 stepValue = traceStep( surface.ray ); curValue += stepValue * curWeight; if ( !payload.hit ) break; surface.ray.origin = surface.position.world; surface.ray.direction = samplingHemisphere( prngSeed, surface.normal.world ); curWeight *= surface.material.albedo * dot( surface.ray.direction, surface.normal.world ); if ( length(curWeight) < 0.01 ) break; } outFrag += curValue; } } { outFrag /= SAMPLES; } #elif 0 { const vec2 center = ( FRAME_NUMBER > 0 ) ? vec2( rnd(), rnd() ) : vec2(0.5); const vec2 inUv = (vec2(gl_LaunchIDEXT.xy) + center) / vec2(gl_LaunchSizeEXT.xy); #if 0 vec4 target = ubo.eyes[surface.pass].iProjection * vec4(inUv.x * 2.0f - 1.0f, inUv.y * 2.0f - 1.0f, 1, 1); vec4 direction = ubo.eyes[surface.pass].iView * vec4(normalize(target.xyz), 0); surface.ray.direction = vec3(direction); surface.ray.origin = ubo.eyes[surface.pass].eyePos.xyz; #else const mat4 iProjectionView = inverse( ubo.eyes[surface.pass].projection * mat4(mat3(ubo.eyes[surface.pass].view)) ); const vec4 near4 = iProjectionView * (vec4(2.0 * inUv - 1.0, -1.0, 1.0)); const vec4 far4 = iProjectionView * (vec4(2.0 * inUv - 1.0, 1.0, 1.0)); const vec3 near3 = near4.xyz / near4.w; const vec3 far3 = far4.xyz / far4.w; surface.ray.direction = normalize( far3 - near3 ); surface.ray.origin = ubo.eyes[surface.pass].eyePos.xyz; #endif } { vec4 curValue = vec4(0); vec4 curWeight = vec4(1); for ( uint path = 0; path < NUM_PATHS; ++path ) { vec4 stepValue = traceStep( surface.ray ); curValue += stepValue * curWeight; if ( !payload.hit ) break; surface.ray.origin = surface.position.world; surface.ray.direction = samplingHemisphere( prngSeed, surface.normal.world ); curWeight *= surface.material.albedo * dot( surface.ray.direction, surface.normal.world ); if ( length(curWeight) < 0.01 ) break; } outFrag += curValue; } { surface.fragment = outFrag; } #else { const vec2 center = ( FRAME_NUMBER > 0 ) ? vec2( rnd(), rnd() ) : vec2(0.5); const vec2 inUv = (vec2(gl_LaunchIDEXT.xy) + center) / vec2(gl_LaunchSizeEXT.xy); #if 0 vec4 target = ubo.eyes[surface.pass].iProjection * vec4(inUv.x * 2.0f - 1.0f, inUv.y * 2.0f - 1.0f, 1, 1); vec4 direction = ubo.eyes[surface.pass].iView * vec4(normalize(target.xyz), 0); surface.ray.direction = vec3(direction); surface.ray.origin = ubo.eyes[surface.pass].eyePos.xyz; #else const mat4 iProjectionView = inverse( ubo.eyes[surface.pass].projection * mat4(mat3(ubo.eyes[surface.pass].view)) ); const vec4 near4 = iProjectionView * (vec4(2.0 * inUv - 1.0, -1.0, 1.0)); const vec4 far4 = iProjectionView * (vec4(2.0 * inUv - 1.0, 1.0, 1.0)); const vec3 near3 = near4.xyz / near4.w; const vec3 far3 = far4.xyz / far4.w; surface.ray.direction = normalize( far3 - near3 ); surface.ray.origin = ubo.eyes[surface.pass].eyePos.xyz; #endif } { surface.fragment = traceStep( surface.ray ); } #endif { #if BLOOM float brightness = dot(surface.fragment.rgb, vec3(0.2126, 0.7152, 0.0722)); vec4 outFragBright = brightness > ubo.threshold ? vec4(surface.fragment.rgb, 1.0) : vec4(0, 0, 0, 1); // imageStore(outImage, ivec2(gl_LaunchIDEXT.xy), outFragBright); #endif #if FOG fog( surface.ray, surface.fragment.rgb, surface.fragment.a ); #endif } { outFrag = surface.fragment; outFrag.a = 1; } if ( ubo.settings.mode.frameNumber == 0 ) { imageStore(outImage, ivec2(gl_LaunchIDEXT.xy), outFrag); } else { // if ( length(outFrag.rgb) < 0.01f ) return; vec4 blended = mix(imageLoad(outImage, ivec2(gl_LaunchIDEXT.xy)), outFrag, BLEND_FACTOR); imageStore(outImage, ivec2(gl_LaunchIDEXT.xy), blended); } }