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