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- // Shader is looseley based on the ray tracing coding session by Inigo Quilez (www.iquilezles.org)
-
- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (local_size_x = 16, local_size_y = 16) in;
- layout (binding = 0, rgba8) uniform writeonly image2D resultImage;
-
- #define EPSILON 0.0001
- #define MAXLEN 1000.0
- #define SHADOW 0.5
- #define RAYBOUNCES 2
- #define REFLECTIONS true
- #define REFLECTIONSTRENGTH 0.4
- #define REFLECTIONFALLOFF 0.5
-
- struct Camera
- {
- vec3 pos;
- vec3 lookat;
- float fov;
- };
-
- layout (binding = 1) uniform UBO
- {
- vec3 lightPos;
- float aspectRatio;
- vec4 fogColor;
- Camera camera;
- mat4 rotMat;
- } ubo;
-
- struct Sphere
- {
- vec3 pos;
- float radius;
- vec3 diffuse;
- float specular;
- int id;
- };
-
- struct Plane
- {
- vec3 normal;
- float distance;
- vec3 diffuse;
- float specular;
- int id;
- };
-
- layout (std140, binding = 2) buffer Spheres
- {
- Sphere spheres[ ];
- };
-
- layout (std140, binding = 3) buffer Planes
- {
- Plane planes[ ];
- };
-
- void reflectRay(inout vec3 rayD, in vec3 mormal)
- {
- rayD = rayD + 2.0 * -dot(mormal, rayD) * mormal;
- }
-
- // Lighting =========================================================
-
- float lightDiffuse(vec3 normal, vec3 lightDir)
- {
- return clamp(dot(normal, lightDir), 0.1, 1.0);
- }
-
- float lightSpecular(vec3 normal, vec3 lightDir, float specularFactor)
- {
- vec3 viewVec = normalize(ubo.camera.pos);
- vec3 halfVec = normalize(lightDir + viewVec);
- return pow(clamp(dot(normal, halfVec), 0.0, 1.0), specularFactor);
- }
-
- // Sphere ===========================================================
-
- float sphereIntersect(in vec3 rayO, in vec3 rayD, in Sphere sphere)
- {
- vec3 oc = rayO - sphere.pos;
- float b = 2.0 * dot(oc, rayD);
- float c = dot(oc, oc) - sphere.radius*sphere.radius;
- float h = b*b - 4.0*c;
- if (h < 0.0)
- {
- return -1.0;
- }
- float t = (-b - sqrt(h)) / 2.0;
-
- return t;
- }
-
- vec3 sphereNormal(in vec3 pos, in Sphere sphere)
- {
- return (pos - sphere.pos) / sphere.radius;
- }
-
- // Plane ===========================================================
-
- float planeIntersect(vec3 rayO, vec3 rayD, Plane plane)
- {
- float d = dot(rayD, plane.normal);
-
- if (d == 0.0)
- return 0.0;
-
- float t = -(plane.distance + dot(rayO, plane.normal)) / d;
-
- if (t < 0.0)
- return 0.0;
-
- return t;
- }
-
-
- int intersect(in vec3 rayO, in vec3 rayD, inout float resT)
- {
- int id = -1;
-
- for (int i = 0; i < spheres.length(); i++)
- {
- float tSphere = sphereIntersect(rayO, rayD, spheres[i]);
- if ((tSphere > EPSILON) && (tSphere < resT))
- {
- id = spheres[i].id;
- resT = tSphere;
- }
- }
-
- for (int i = 0; i < planes.length(); i++)
- {
- float tplane = planeIntersect(rayO, rayD, planes[i]);
- if ((tplane > EPSILON) && (tplane < resT))
- {
- id = planes[i].id;
- resT = tplane;
- }
- }
-
- return id;
- }
-
- float calcShadow(in vec3 rayO, in vec3 rayD, in int objectId, inout float t)
- {
- for (int i = 0; i < spheres.length(); i++)
- {
- if (spheres[i].id == objectId)
- continue;
- float tSphere = sphereIntersect(rayO, rayD, spheres[i]);
- if ((tSphere > EPSILON) && (tSphere < t))
- {
- t = tSphere;
- return SHADOW;
- }
- }
- return 1.0;
- }
-
- vec3 fog(in float t, in vec3 color)
- {
- return mix(color, ubo.fogColor.rgb, clamp(sqrt(t*t)/20.0, 0.0, 1.0));
- }
-
- vec3 renderScene(inout vec3 rayO, inout vec3 rayD, inout int id)
- {
- vec3 color = vec3(0.0);
- float t = MAXLEN;
-
- // Get intersected object ID
- int objectID = intersect(rayO, rayD, t);
-
- if (objectID == -1)
- {
- return color;
- }
-
- vec3 pos = rayO + t * rayD;
- vec3 lightVec = normalize(ubo.lightPos - pos);
- vec3 normal;
-
- // Planes
-
- // Spheres
-
- for (int i = 0; i < planes.length(); i++)
- {
- if (objectID == planes[i].id)
- {
- normal = planes[i].normal;
- float diffuse = lightDiffuse(normal, lightVec);
- float specular = lightSpecular(normal, lightVec, planes[i].specular);
- color = diffuse * planes[i].diffuse + specular;
- }
- }
-
- for (int i = 0; i < spheres.length(); i++)
- {
- if (objectID == spheres[i].id)
- {
- normal = sphereNormal(pos, spheres[i]);
- float diffuse = lightDiffuse(normal, lightVec);
- float specular = lightSpecular(normal, lightVec, spheres[i].specular);
- color = diffuse * spheres[i].diffuse + specular;
- }
- }
-
- if (id == -1)
- return color;
-
- id = objectID;
-
- // Shadows
- t = length(ubo.lightPos - pos);
- color *= calcShadow(pos, lightVec, id, t);
-
- // Fog
- color = fog(t, color);
-
- // Reflect ray for next render pass
- reflectRay(rayD, normal);
- rayO = pos;
-
- return color;
- }
-
- void main()
- {
- ivec2 dim = imageSize(resultImage);
- vec2 uv = vec2(gl_GlobalInvocationID.xy) / dim;
-
- vec3 rayO = ubo.camera.pos;
- vec3 rayD = normalize(vec3((-1.0 + 2.0 * uv) * vec2(ubo.aspectRatio, 1.0), -1.0));
-
- // Basic color path
- int id = 0;
- vec3 finalColor = renderScene(rayO, rayD, id);
-
- // Reflection
- if (REFLECTIONS)
- {
- float reflectionStrength = REFLECTIONSTRENGTH;
- for (int i = 0; i < RAYBOUNCES; i++)
- {
- vec3 reflectionColor = renderScene(rayO, rayD, id);
- finalColor = (1.0 - reflectionStrength) * finalColor + reflectionStrength * mix(reflectionColor, finalColor, 1.0 - reflectionStrength);
- reflectionStrength *= REFLECTIONFALLOFF;
- }
- }
-
- imageStore(resultImage, ivec2(gl_GlobalInvocationID.xy), vec4(finalColor, 0.0));
- }
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