aboutsummaryrefslogtreecommitdiffstats
path: root/shaders
diff options
context:
space:
mode:
Diffstat (limited to 'shaders')
-rw-r--r--shaders/compute.comp56
1 files changed, 32 insertions, 24 deletions
diff --git a/shaders/compute.comp b/shaders/compute.comp
index 6f35094..d0de07c 100644
--- a/shaders/compute.comp
+++ b/shaders/compute.comp
@@ -5,6 +5,7 @@ struct ray {
vec3 direction;
};
+const float PI = 3.141592653589793;
const uint LAMBERTIAN_MATERIAL = 0;
const uint METAL_MATERIAL = 1;
const uint DIELECTRIC_MATERIAL = 2;
@@ -68,9 +69,7 @@ layout(set = 0, binding = 0) buffer Inputs {
vec4 ground_color;
camera cam;
- vec2[1000] random_offset;
vec2[1000] random_disk;
- vec4[1000] random_in_sphere;
sphere[512] spheres;
bvh_node[1024] nodes;
@@ -91,16 +90,30 @@ vec3 at(ray r, float t) {
return r.origin + r.direction * t;
}
-vec3 to_hemisphere_vec(vec3 unit_vec, vec3 normal) {
- if (dot(unit_vec, normal) > 0.0) {
- return unit_vec;
- } else {
- return -unit_vec;
- }
+
+uint wang_hash(inout uint seed)
+{
+ seed = (seed ^ 61) ^ (seed >> 16);
+ seed *= 9;
+ seed = seed ^ (seed >> 4);
+ seed *= 0x27d4eb2d;
+ seed = seed ^ (seed >> 15);
+ return seed;
+}
+
+float rand(inout uint seed)
+{
+ float r = wang_hash(seed) * (1.0 / 4294967296.0);
+ // seed += 10;
+ return r;
}
-float rand(vec2 co) {
- return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
+vec3 unit_vec(inout uint seed) {
+ float z = rand(seed) * 2.0 - 1.0;
+ float a = 2.0 * PI * rand(seed);
+ float r = sqrt(1.0 - z * z);
+
+ return vec3(cos(a) * r, sin(a) * r, z);
}
bool hit_aabb(aabb b, ray r, float min_t, float max_t) {
@@ -213,21 +226,18 @@ bool hit_spheres(ray r, float min_t, float max_t, out hit_info info) {
return hit;
}
-bool lambertian_scattering(material mat, ray incident, vec2 seed, hit_info info, out vec4 attenuation, out ray scattered) {
- vec3 unit_hemisphere_vec = to_hemisphere_vec(random_in_sphere[uint(rand(seed) * 999.0)].xyz, info.normal);
-
+bool lambertian_scattering(material mat, ray incident, inout uint seed, hit_info info, out vec4 attenuation, out ray scattered) {
attenuation = mat.albedo;
- scattered = ray(info.point, info.normal + unit_hemisphere_vec);
+ scattered = ray(info.point, normalize(info.normal + unit_vec(seed)));
return true;
}
-bool metal_scattering(material mat, ray incident, vec2 seed, hit_info info, out vec4 attenuation, out ray scattered) {
+bool metal_scattering(material mat, ray incident, inout uint seed, hit_info info, out vec4 attenuation, out ray scattered) {
vec3 reflected = reflect(normalize(incident.direction), info.normal);
- vec3 unit_sphere_vec = random_in_sphere[uint(rand(seed) * 999.0)].xyz;
attenuation = mat.albedo;
- scattered = ray(info.point, reflected + mat.fuzz * unit_sphere_vec);
+ scattered = ray(info.point, reflected + mat.fuzz * unit_vec(seed));
return (dot(scattered.direction, info.normal) > 0.0);
}
@@ -239,7 +249,7 @@ float reflectance(float cosine, float eta) {
return r0 + (1 - r0) * pow((1 - cosine), 5);
}
-bool dielectric_scattering(material mat, ray incident, vec2 seed, hit_info info, out vec4 attenuation, out ray scattered) {
+bool dielectric_scattering(material mat, ray incident, inout uint seed, hit_info info, out vec4 attenuation, out ray scattered) {
attenuation = vec4(1.0);
vec3 unit_dir = normalize(incident.direction);
@@ -260,14 +270,13 @@ bool dielectric_scattering(material mat, ray incident, vec2 seed, hit_info info,
return true;
}
-vec4 ray_color(ray r, uint sample_index) {
+vec4 ray_color(ray r, uint seed) {
hit_info info;
uint bounces = 0;
vec4 final_color = vec4(1.0);
ray current_ray = r;
- while (hit_spheres(current_ray, 0.0001, 1e15, info) && bounces < max_bounce) {
- vec2 seed = vec2(info.point.x * sample_index, info.point.y * bounces) * gl_GlobalInvocationID.xy;
+ while (hit_spheres(current_ray, 0.001, 1e15, info) && bounces < max_bounce) {
ray scattered;
vec4 attenuation;
if ((info.mat.type == LAMBERTIAN_MATERIAL && lambertian_scattering(info.mat, current_ray, seed, info, attenuation, scattered)) ||
@@ -295,8 +304,7 @@ void main() {
vec2 uv = vec2(float(x) / (width - 1), 1.0 - (float(y) / (height - 1)));
- sample_index %= 1000;
-
+ uint seed = (y * width + x) * 100 + sample_index;
vec2 jittered_uvs = uv + vec2(random_disk[sample_index].x / (width - 1), random_disk[sample_index].y / (height - 1));
vec2 lens_disk = random_disk[sample_index] * cam.lens_radius;
vec3 offset = lens_disk.x * cam.right.xyz + lens_disk.y * cam.up.xyz;
@@ -304,7 +312,7 @@ void main() {
ray r = ray(cam.position.xyz + offset, proj_plane_pos.xyz - cam.position.xyz - offset);
- vec4 out_color = ray_color(r, sample_index);
+ vec4 out_color = ray_color(r, seed);
float spp_scale = (1.0 / samples_per_pixel);
vec4 acc_color = imageLoad(accumulation_image, ivec2(x, y));