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authorladevieq <ladevie.quentin@gmail.com>2021-01-01 23:30:43 +0100
committerladevieq <ladevie.quentin@gmail.com>2021-01-01 23:30:43 +0100
commit10ee4be624e665db9ad83c6bf877c6c5b5e3d443 (patch)
treeebeb102e599531cdd04c2bf769ae80406e177a02 /shaders
parentca7f65d7cc2d82ce1bd752785fd100a1855b4dc3 (diff)
Add multi sampling
Diffstat (limited to 'shaders')
-rw-r--r--shaders/compute.comp38
1 files changed, 23 insertions, 15 deletions
diff --git a/shaders/compute.comp b/shaders/compute.comp
index b9c165e..861da63 100644
--- a/shaders/compute.comp
+++ b/shaders/compute.comp
@@ -15,25 +15,27 @@ struct sphere {
float radius;
};
-vec3 at(ray r, float t) {
- return r.origin + r.direction * t;
-}
-
layout(set = 0, binding = 0) buffer Inputs {
vec4 sky_color;
vec4 ground_color;
vec4 camera_pos;
+ uint samples_per_pixel;
float viewport_width;
float viewport_height;
float proj_plane_distance;
- float padding;
+
+ float[200] random_numbers;
sphere s;
vec4[] image;
};
+vec3 at(ray r, float t) {
+ return r.origin + r.direction * t;
+}
+
bool hit_sphere(ray r, out hit_info info) {
// Vector from the ray origin to sphere position
vec3 origin_center = r.origin - s.position.xyz;
@@ -65,20 +67,26 @@ void main() {
uint height = gl_NumWorkGroups.y;
vec2 uv = vec2(float(x) / (width - 1), 1.0 - (float(y) / (height - 1)));
-
vec3 first = camera_pos.xyz - vec3(viewport_width / 2.0, viewport_height / 2.0, proj_plane_distance);
- vec3 proj_plane_pos = first + vec3(uv.x * viewport_width, uv.y * viewport_height, 0.0);
- ray r = ray(camera_pos.xyz, proj_plane_pos - camera_pos.xyz);
- hit_info info;
+ image[y * width + x] = vec4(0.0);
+
+ for (uint sample_index = 0; sample_index < samples_per_pixel; sample_index++) {
+ vec2 jittered_uvs = uv + vec2(random_numbers[sample_index * 2] / (width - 1), random_numbers[sample_index * 2 + 1] / (height - 1));
+ vec3 proj_plane_pos = first + vec3(jittered_uvs.x * viewport_width, jittered_uvs.y * viewport_height, 0.0);
+
+ ray r = ray(camera_pos.xyz, proj_plane_pos - camera_pos.xyz);
+ hit_info info;
- if (hit_sphere(r, info)) {
- vec3 hit_normal = normalize(info.normal);
- hit_normal = (hit_normal + 1.0) * 0.5;
+ if (hit_sphere(r, info)) {
+ vec3 hit_normal = normalize(info.normal);
+ hit_normal = (hit_normal + 1.0) * 0.5;
- image[y * width + x] = vec4(hit_normal, 0.0);
- return;
+ image[y * width + x] += vec4(hit_normal, 0.0);
+ } else {
+ image[y * width + x] += mix(ground_color, sky_color, uv.y);
+ }
}
- image[y * width + x] = mix(ground_color, sky_color, uv.y);
+ image[y * width + x] /= samples_per_pixel;
}