layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; struct ray { vec3 origin; vec3 direction; }; const uint LAMBERTIAN_MATERIAL = 0; const uint METAL_MATERIAL = 1; const uint DIELECTRIC_MATERIAL = 2; const vec3 light_position = vec3(10, -25, 0); struct material { vec4 albedo; float fuzz; float ior; uint type; uint padding; }; struct hit_info { float t; vec3 point; vec3 normal; material mat; bool front_face; }; struct sphere { vec4 position; material mat; float radius; float[3] padding; }; struct camera { vec4 position; vec4 forward; vec4 up; vec4 right; vec4 horizontal; vec4 vertical; vec4 first_pixel; float lens_radius; float[3] padding; }; layout(set = 0, binding = 0) buffer Inputs { vec4 sky_color; vec4 ground_color; camera cam; vec2[1000] random_offset; vec2[1000] random_disk; vec4[1000] random_in_sphere; sphere[512] spheres; uint max_bounce; uint samples_per_pixel; uint width; uint height; uint sample_index; uint[3] padding; }; layout(set = 0, binding = 1, rgba8) uniform writeonly image2D output_image; layout(set = 0, binding = 2, rgba8) uniform readonly image2D accumulation_image; 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; } } float rand(vec2 co) { return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } bool hit_sphere(sphere s, ray r, float min_t, float max_t, out hit_info info) { vec3 origin_center = r.origin - s.position.xyz; float a = dot(r.direction, r.direction); float half_b = dot(r.direction, origin_center); float c = dot(origin_center, origin_center) - s.radius * s.radius; float discriminant = half_b * half_b - a * c; if (discriminant < 0) { return false; } float sqrt_discriminant = sqrt(discriminant); float root = (-half_b - sqrt_discriminant) / a; if (root < min_t || root > max_t) { root = (-half_b + sqrt_discriminant) / a; if (root < min_t || root > max_t) { return false; } } info.t = root; info.point = at(r, info.t); vec3 outward_normal = (info.point - s.position.xyz) / s.radius; info.front_face = dot(outward_normal, r.direction) < 0.0; info.normal = info.front_face ? outward_normal : -outward_normal; info.mat = s.mat; return true; } bool hit_spheres(ray r, float min_t, float max_t, out hit_info info) { float closest_t = max_t; hit_info temp_info; bool hit = false; for (uint sphere_index = 0; sphere_index < 512; sphere_index++) { if (spheres[sphere_index].radius > 0.0 && hit_sphere(spheres[sphere_index], r, min_t, closest_t, temp_info)) { info = temp_info; closest_t = temp_info.t; hit = true; } } 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); attenuation = mat.albedo; scattered = ray(info.point, info.normal + unit_hemisphere_vec); return true; } bool metal_scattering(material mat, ray incident, vec2 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); return (dot(scattered.direction, info.normal) > 0.0); } float reflectance(float cosine, float eta) { // Use Schlick's approximation for reflectance. float r0 = (1 - eta) / (1 + eta); r0 = r0 * r0; 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) { attenuation = vec4(1.0); vec3 unit_dir = normalize(incident.direction); float cos_theta = min(dot(-unit_dir, info.normal), 1.0); float sin_theta = sqrt(1.0 - cos_theta*cos_theta); float eta = info.front_face ? 1.0 / mat.ior : mat.ior; vec3 direction; if (eta * sin_theta > 1.0 || reflectance(cos_theta, eta) > rand(seed)) { direction = reflect(unit_dir, info.normal); } else { direction = refract(unit_dir, info.normal, eta); } scattered = ray(info.point, direction); return true; } vec4 ray_color(ray r, uint sample_index) { 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; ray scattered; vec4 attenuation; if ((info.mat.type == LAMBERTIAN_MATERIAL && lambertian_scattering(info.mat, current_ray, seed, info, attenuation, scattered)) || (info.mat.type == METAL_MATERIAL && metal_scattering(info.mat, current_ray, seed, info, attenuation, scattered)) || (info.mat.type == DIELECTRIC_MATERIAL && dielectric_scattering(info.mat, current_ray, seed, info, attenuation, scattered))) { final_color *= attenuation; current_ray = scattered; } else { return vec4(0.0); } bounces++; } if (bounces == max_bounce) { return vec4(0.0); } return final_color * mix(ground_color, sky_color, (normalize(r.direction).y + 1.0) * 0.5); } void main() { uint x = gl_GlobalInvocationID.x; uint y = gl_GlobalInvocationID.y; vec2 uv = vec2(float(x) / (width - 1), 1.0 - (float(y) / (height - 1))); 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; vec4 proj_plane_pos = cam.first_pixel + jittered_uvs.x * cam.horizontal + jittered_uvs.y * cam.vertical; ray r = ray(cam.position.xyz + offset, proj_plane_pos.xyz - cam.position.xyz - offset); vec4 out_color = ray_color(r, sample_index); float spp_scale = (1.0 / samples_per_pixel); vec4 acc_color = imageLoad(accumulation_image, ivec2(x, y)); imageStore(output_image, ivec2(x, y), acc_color + out_color * spp_scale); }