ee5befae |
1 | // This file has been automatically generated from resource file src/Shaders/RaytraceBase.fs |
2 | |
3 | static const char Shaders_RaytraceBase_fs[] = |
4 | "#ifdef ADAPTIVE_SAMPLING\n" |
5 | " #extension GL_ARB_shader_image_load_store : require\n" |
e084dbbc |
6 | "#endif\n" |
7 | "#ifdef ADAPTIVE_SAMPLING_ATOMIC\n" |
ee5befae |
8 | " #extension GL_NV_shader_atomic_float : require\n" |
9 | "#endif\n" |
10 | "\n" |
11 | "#ifdef USE_TEXTURES\n" |
12 | " #extension GL_ARB_bindless_texture : require\n" |
13 | "#endif\n" |
14 | "\n" |
15 | "//! Normalized pixel coordinates.\n" |
16 | "in vec2 vPixel;\n" |
17 | "\n" |
18 | "//! Sub-pixel offset in X direction for FSAA.\n" |
19 | "uniform float uOffsetX = 0.f;\n" |
20 | "//! Sub-pixel offset in Y direction for FSAA.\n" |
21 | "uniform float uOffsetY = 0.f;\n" |
22 | "\n" |
23 | "//! Origin of viewing ray in left-top corner.\n" |
24 | "uniform vec3 uOriginLT;\n" |
25 | "//! Origin of viewing ray in left-bottom corner.\n" |
26 | "uniform vec3 uOriginLB;\n" |
27 | "//! Origin of viewing ray in right-top corner.\n" |
28 | "uniform vec3 uOriginRT;\n" |
29 | "//! Origin of viewing ray in right-bottom corner.\n" |
30 | "uniform vec3 uOriginRB;\n" |
31 | "\n" |
32 | "//! Width of the rendering window.\n" |
33 | "uniform int uWinSizeX;\n" |
34 | "//! Height of the rendering window.\n" |
35 | "uniform int uWinSizeY;\n" |
36 | "\n" |
37 | "//! Direction of viewing ray in left-top corner.\n" |
38 | "uniform vec3 uDirectLT;\n" |
39 | "//! Direction of viewing ray in left-bottom corner.\n" |
40 | "uniform vec3 uDirectLB;\n" |
41 | "//! Direction of viewing ray in right-top corner.\n" |
42 | "uniform vec3 uDirectRT;\n" |
43 | "//! Direction of viewing ray in right-bottom corner.\n" |
44 | "uniform vec3 uDirectRB;\n" |
45 | "\n" |
46 | "//! Inverse model-view-projection matrix.\n" |
47 | "uniform mat4 uUnviewMat;\n" |
48 | "\n" |
49 | "//! Model-view-projection matrix.\n" |
50 | "uniform mat4 uViewMat;\n" |
51 | "\n" |
52 | "//! Texture buffer of data records of bottom-level BVH nodes.\n" |
53 | "uniform isamplerBuffer uSceneNodeInfoTexture;\n" |
54 | "//! Texture buffer of minimum points of bottom-level BVH nodes.\n" |
55 | "uniform samplerBuffer uSceneMinPointTexture;\n" |
56 | "//! Texture buffer of maximum points of bottom-level BVH nodes.\n" |
57 | "uniform samplerBuffer uSceneMaxPointTexture;\n" |
58 | "//! Texture buffer of transformations of high-level BVH nodes.\n" |
59 | "uniform samplerBuffer uSceneTransformTexture;\n" |
60 | "\n" |
61 | "//! Texture buffer of vertex coords.\n" |
62 | "uniform samplerBuffer uGeometryVertexTexture;\n" |
63 | "//! Texture buffer of vertex normals.\n" |
64 | "uniform samplerBuffer uGeometryNormalTexture;\n" |
65 | "#ifdef USE_TEXTURES\n" |
66 | " //! Texture buffer of per-vertex UV-coordinates.\n" |
67 | " uniform samplerBuffer uGeometryTexCrdTexture;\n" |
68 | "#endif\n" |
69 | "//! Texture buffer of triangle indices.\n" |
70 | "uniform isamplerBuffer uGeometryTriangTexture;\n" |
71 | "\n" |
72 | "//! Texture buffer of material properties.\n" |
73 | "uniform samplerBuffer uRaytraceMaterialTexture;\n" |
74 | "//! Texture buffer of light source properties.\n" |
75 | "uniform samplerBuffer uRaytraceLightSrcTexture;\n" |
89d855ba |
76 | "\n" |
77 | "#ifdef BACKGROUND_CUBEMAP\n" |
78 | " //! Environment cubemap texture.\n" |
79 | " uniform samplerCube uEnvMapTexture;\n" |
80 | " //! Coefficient of Y controlling horizontal flip of cubemap\n" |
81 | " uniform int uYCoeff;\n" |
82 | " //! Coefficient of Z controlling vertical flip of cubemap\n" |
83 | " uniform int uZCoeff;\n" |
84 | "#else\n" |
85 | " //! Environment map texture.\n" |
86 | " uniform sampler2D uEnvMapTexture;\n" |
87 | "#endif\n" |
ee5befae |
88 | "\n" |
89 | "//! Total number of light sources.\n" |
90 | "uniform int uLightCount;\n" |
91 | "//! Intensity of global ambient light.\n" |
92 | "uniform vec4 uGlobalAmbient;\n" |
93 | "\n" |
94 | "//! Enables/disables hard shadows.\n" |
95 | "uniform int uShadowsEnabled;\n" |
96 | "//! Enables/disables specular reflections.\n" |
97 | "uniform int uReflectEnabled;\n" |
89d855ba |
98 | "//! Enables/disables environment map lighting.\n" |
99 | "uniform int uEnvMapEnabled;\n" |
ee5befae |
100 | "//! Enables/disables environment map background.\n" |
89d855ba |
101 | "uniform int uEnvMapForBack;\n" |
ee5befae |
102 | "\n" |
103 | "//! Radius of bounding sphere of the scene.\n" |
104 | "uniform float uSceneRadius;\n" |
105 | "//! Scene epsilon to prevent self-intersections.\n" |
106 | "uniform float uSceneEpsilon;\n" |
107 | "\n" |
108 | "#ifdef USE_TEXTURES\n" |
109 | " //! Unique 64-bit handles of OpenGL textures.\n" |
110 | " uniform uvec2 uTextureSamplers[MAX_TEX_NUMBER];\n" |
111 | "#endif\n" |
112 | "\n" |
113 | "#ifdef ADAPTIVE_SAMPLING\n" |
114 | " //! OpenGL image used for accumulating rendering result.\n" |
e084dbbc |
115 | " volatile restrict layout(r32f) uniform image2D uRenderImage;\n" |
ee5befae |
116 | "\n" |
e084dbbc |
117 | "#ifdef ADAPTIVE_SAMPLING_ATOMIC\n" |
ee5befae |
118 | " //! OpenGL image storing offsets of sampled pixels blocks.\n" |
e084dbbc |
119 | " coherent restrict layout(rg32i) uniform iimage2D uOffsetImage;\n" |
120 | "#else\n" |
121 | " //! OpenGL image defining per-tile amount of samples.\n" |
122 | " volatile restrict layout(r32i) uniform iimage2D uTilesImage;\n" |
123 | "#endif\n" |
66d1cdc6 |
124 | "\n" |
125 | " //! Screen space tile size.\n" |
126 | " uniform ivec2 uTileSize;\n" |
ee5befae |
127 | "#endif\n" |
128 | "\n" |
129 | "//! Top color of gradient background.\n" |
130 | "uniform vec4 uBackColorTop = vec4 (0.0);\n" |
131 | "//! Bottom color of gradient background.\n" |
132 | "uniform vec4 uBackColorBot = vec4 (0.0);\n" |
133 | "\n" |
b27ab03d |
134 | "//! Aperture radius of camera used for depth-of-field\n" |
135 | "uniform float uApertureRadius = 0.f;\n" |
136 | "\n" |
137 | "//! Focal distance of camera used for depth-of field\n" |
138 | "uniform float uFocalPlaneDist = 10.f;\n" |
139 | "\n" |
140 | "//! Camera position used for projective mode\n" |
141 | "uniform vec3 uEyeOrig;\n" |
142 | "\n" |
143 | "//! Camera view direction used for projective mode\n" |
144 | "uniform vec3 uEyeView;\n" |
145 | "\n" |
146 | "//! Camera's screen vertical direction used for projective mode\n" |
147 | "uniform vec3 uEyeVert;\n" |
148 | "\n" |
149 | "//! Camera's screen horizontal direction used for projective mode\n" |
150 | "uniform vec3 uEyeSide;\n" |
151 | "\n" |
152 | "//! Camera's screen size used for projective mode\n" |
153 | "uniform vec2 uEyeSize;\n" |
154 | "\n" |
ee5befae |
155 | "/////////////////////////////////////////////////////////////////////////////////////////\n" |
156 | "// Specific data types\n" |
157 | "\n" |
158 | "//! Stores ray parameters.\n" |
159 | "struct SRay\n" |
160 | "{\n" |
161 | " vec3 Origin;\n" |
162 | "\n" |
163 | " vec3 Direct;\n" |
164 | "};\n" |
165 | "\n" |
166 | "//! Stores intersection parameters.\n" |
167 | "struct SIntersect\n" |
168 | "{\n" |
169 | " float Time;\n" |
170 | "\n" |
171 | " vec2 UV;\n" |
172 | "\n" |
173 | " vec3 Normal;\n" |
174 | "};\n" |
175 | "\n" |
78607702 |
176 | "//! Stores triangle's vertex indexes and vertexes itself\n" |
177 | "struct STriangle\n" |
178 | "{\n" |
179 | " ivec4 TriIndex;\n" |
180 | "\n" |
181 | " vec3 Points[3];\n" |
182 | "};\n" |
183 | "\n" |
ee5befae |
184 | "/////////////////////////////////////////////////////////////////////////////////////////\n" |
185 | "// Some useful constants\n" |
186 | "\n" |
187 | "#define MAXFLOAT 1e15f\n" |
188 | "\n" |
189 | "#define SMALL vec3 (exp2 (-80.0f))\n" |
190 | "\n" |
191 | "#define ZERO vec3 (0.0f, 0.0f, 0.0f)\n" |
192 | "#define UNIT vec3 (1.0f, 1.0f, 1.0f)\n" |
193 | "\n" |
194 | "#define AXIS_X vec3 (1.0f, 0.0f, 0.0f)\n" |
195 | "#define AXIS_Y vec3 (0.0f, 1.0f, 0.0f)\n" |
196 | "#define AXIS_Z vec3 (0.0f, 0.0f, 1.0f)\n" |
197 | "\n" |
6e728f3b |
198 | "#define M_PI 3.141592653f\n" |
199 | "#define M_2_PI 6.283185307f\n" |
200 | "#define M_PI_2 1.570796327f\n" |
ee5befae |
201 | "\n" |
202 | "#define LUMA vec3 (0.2126f, 0.7152f, 0.0722f)\n" |
203 | "\n" |
204 | "// =======================================================================\n" |
205 | "// function : MatrixRowMultiplyDir\n" |
206 | "// purpose : Multiplies a vector by matrix\n" |
207 | "// =======================================================================\n" |
208 | "vec3 MatrixRowMultiplyDir (in vec3 v,\n" |
209 | " in vec4 m0,\n" |
210 | " in vec4 m1,\n" |
211 | " in vec4 m2)\n" |
212 | "{\n" |
213 | " return vec3 (dot (m0.xyz, v),\n" |
214 | " dot (m1.xyz, v),\n" |
215 | " dot (m2.xyz, v));\n" |
216 | "}\n" |
217 | "\n" |
218 | "//! 32-bit state of random number generator.\n" |
219 | "uint RandState;\n" |
220 | "\n" |
221 | "// =======================================================================\n" |
222 | "// function : SeedRand\n" |
223 | "// purpose : Applies hash function by Thomas Wang to randomize seeds\n" |
224 | "// (see http://www.burtleburtle.net/bob/hash/integer.html)\n" |
225 | "// =======================================================================\n" |
226 | "void SeedRand (in int theSeed, in int theSizeX, in int theRadius)\n" |
227 | "{\n" |
228 | " RandState = uint (int (gl_FragCoord.y) / theRadius * theSizeX + int (gl_FragCoord.x) / theRadius + theSeed);\n" |
229 | "\n" |
230 | " RandState = (RandState + 0x479ab41du) + (RandState << 8);\n" |
231 | " RandState = (RandState ^ 0xe4aa10ceu) ^ (RandState >> 5);\n" |
232 | " RandState = (RandState + 0x9942f0a6u) - (RandState << 14);\n" |
233 | " RandState = (RandState ^ 0x5aedd67du) ^ (RandState >> 3);\n" |
234 | " RandState = (RandState + 0x17bea992u) + (RandState << 7);\n" |
235 | "}\n" |
236 | "\n" |
237 | "// =======================================================================\n" |
238 | "// function : RandInt\n" |
239 | "// purpose : Generates integer using Xorshift algorithm by G. Marsaglia\n" |
240 | "// =======================================================================\n" |
241 | "uint RandInt()\n" |
242 | "{\n" |
243 | " RandState ^= (RandState << 13);\n" |
244 | " RandState ^= (RandState >> 17);\n" |
245 | " RandState ^= (RandState << 5);\n" |
246 | "\n" |
247 | " return RandState;\n" |
248 | "}\n" |
249 | "\n" |
250 | "// =======================================================================\n" |
251 | "// function : RandFloat\n" |
252 | "// purpose : Generates a random float in 0 <= x < 1 range\n" |
253 | "// =======================================================================\n" |
254 | "float RandFloat()\n" |
255 | "{\n" |
256 | " return float (RandInt()) * (1.f / 4294967296.f);\n" |
257 | "}\n" |
258 | "\n" |
259 | "// =======================================================================\n" |
260 | "// function : MatrixColMultiplyPnt\n" |
261 | "// purpose : Multiplies a vector by matrix\n" |
262 | "// =======================================================================\n" |
263 | "vec3 MatrixColMultiplyPnt (in vec3 v,\n" |
264 | " in vec4 m0,\n" |
265 | " in vec4 m1,\n" |
266 | " in vec4 m2,\n" |
267 | " in vec4 m3)\n" |
268 | "{\n" |
269 | " return vec3 (m0.x * v.x + m1.x * v.y + m2.x * v.z + m3.x,\n" |
270 | " m0.y * v.x + m1.y * v.y + m2.y * v.z + m3.y,\n" |
271 | " m0.z * v.x + m1.z * v.y + m2.z * v.z + m3.z);\n" |
272 | "}\n" |
273 | "\n" |
274 | "// =======================================================================\n" |
275 | "// function : MatrixColMultiplyDir\n" |
276 | "// purpose : Multiplies a vector by matrix\n" |
277 | "// =======================================================================\n" |
278 | "vec3 MatrixColMultiplyDir (in vec3 v,\n" |
279 | " in vec4 m0,\n" |
280 | " in vec4 m1,\n" |
281 | " in vec4 m2)\n" |
282 | "{\n" |
283 | " return vec3 (m0.x * v.x + m1.x * v.y + m2.x * v.z,\n" |
284 | " m0.y * v.x + m1.y * v.y + m2.y * v.z,\n" |
285 | " m0.z * v.x + m1.z * v.y + m2.z * v.z);\n" |
286 | "}\n" |
287 | "\n" |
288 | "//=======================================================================\n" |
289 | "// function : InverseDirection\n" |
290 | "// purpose : Returns safely inverted direction of the given one\n" |
291 | "//=======================================================================\n" |
292 | "vec3 InverseDirection (in vec3 theInput)\n" |
293 | "{\n" |
294 | " vec3 anInverse = 1.f / max (abs (theInput), SMALL);\n" |
295 | "\n" |
296 | " return mix (-anInverse, anInverse, step (ZERO, theInput));\n" |
297 | "}\n" |
298 | "\n" |
299 | "//=======================================================================\n" |
300 | "// function : BackgroundColor\n" |
301 | "// purpose : Returns color of gradient background\n" |
302 | "//=======================================================================\n" |
303 | "vec4 BackgroundColor()\n" |
304 | "{\n" |
e084dbbc |
305 | "#ifdef ADAPTIVE_SAMPLING_ATOMIC\n" |
ee5befae |
306 | "\n" |
307 | " ivec2 aFragCoord = ivec2 (gl_FragCoord.xy);\n" |
308 | "\n" |
66d1cdc6 |
309 | " ivec2 aTileXY = imageLoad (uOffsetImage, aFragCoord / uTileSize).xy * uTileSize;\n" |
ee5befae |
310 | "\n" |
66d1cdc6 |
311 | " aTileXY.y += aFragCoord.y % min (uWinSizeY - aTileXY.y, uTileSize.y);\n" |
ee5befae |
312 | "\n" |
313 | " return mix (uBackColorBot, uBackColorTop, float (aTileXY.y) / uWinSizeY);\n" |
314 | "\n" |
315 | "#else\n" |
316 | "\n" |
317 | " return mix (uBackColorBot, uBackColorTop, vPixel.y);\n" |
318 | "\n" |
319 | "#endif\n" |
320 | "}\n" |
321 | "\n" |
322 | "/////////////////////////////////////////////////////////////////////////////////////////\n" |
323 | "// Functions for compute ray-object intersection\n" |
324 | "\n" |
b27ab03d |
325 | "//=======================================================================\n" |
326 | "// function : sampleUniformDisk\n" |
327 | "// purpose :\n" |
328 | "//=======================================================================\n" |
329 | "vec2 sampleUniformDisk ()\n" |
330 | "{\n" |
331 | " vec2 aPoint;\n" |
332 | "\n" |
333 | " float aKsi1 = 2.f * RandFloat () - 1.f;\n" |
334 | " float aKsi2 = 2.f * RandFloat () - 1.f;\n" |
335 | "\n" |
336 | " if (aKsi1 > -aKsi2)\n" |
337 | " {\n" |
338 | " if (aKsi1 > aKsi2)\n" |
339 | " aPoint = vec2 (aKsi1, (M_PI / 4.f) * (0.f + aKsi2 / aKsi1));\n" |
340 | " else\n" |
341 | " aPoint = vec2 (aKsi2, (M_PI / 4.f) * (2.f - aKsi1 / aKsi2));\n" |
342 | " }\n" |
343 | " else\n" |
344 | " {\n" |
345 | " if (aKsi1 < aKsi2)\n" |
346 | " aPoint = vec2 (-aKsi1, (M_PI / 4.f) * (4.f + aKsi2 / aKsi1));\n" |
347 | " else\n" |
348 | " aPoint = vec2 (-aKsi2, (M_PI / 4.f) * (6.f - aKsi1 / aKsi2));\n" |
349 | " }\n" |
350 | "\n" |
351 | " return vec2 (sin (aPoint.y), cos (aPoint.y)) * aPoint.x;\n" |
352 | "}\n" |
353 | "\n" |
ee5befae |
354 | "// =======================================================================\n" |
355 | "// function : GenerateRay\n" |
356 | "// purpose :\n" |
357 | "// =======================================================================\n" |
358 | "SRay GenerateRay (in vec2 thePixel)\n" |
359 | "{\n" |
b27ab03d |
360 | "#ifndef DEPTH_OF_FIELD\n" |
361 | "\n" |
ee5befae |
362 | " vec3 aP0 = mix (uOriginLB, uOriginRB, thePixel.x);\n" |
363 | " vec3 aP1 = mix (uOriginLT, uOriginRT, thePixel.x);\n" |
364 | "\n" |
365 | " vec3 aD0 = mix (uDirectLB, uDirectRB, thePixel.x);\n" |
366 | " vec3 aD1 = mix (uDirectLT, uDirectRT, thePixel.x);\n" |
367 | "\n" |
368 | " vec3 aDirection = normalize (mix (aD0, aD1, thePixel.y));\n" |
369 | "\n" |
370 | " return SRay (mix (aP0, aP1, thePixel.y), aDirection);\n" |
b27ab03d |
371 | "\n" |
372 | "#else\n" |
373 | "\n" |
374 | " vec2 aPixel = uEyeSize * (thePixel - vec2 (0.5f)) * 2.f;\n" |
375 | "\n" |
376 | " vec2 aAperturePnt = sampleUniformDisk () * uApertureRadius;\n" |
377 | "\n" |
378 | " vec3 aLocalDir = normalize (vec3 (\n" |
379 | " aPixel * uFocalPlaneDist - aAperturePnt, uFocalPlaneDist));\n" |
380 | "\n" |
381 | " vec3 aOrigin = uEyeOrig +\n" |
382 | " uEyeSide * aAperturePnt.x +\n" |
383 | " uEyeVert * aAperturePnt.y;\n" |
384 | "\n" |
385 | " vec3 aDirect = uEyeView * aLocalDir.z +\n" |
386 | " uEyeSide * aLocalDir.x +\n" |
387 | " uEyeVert * aLocalDir.y;\n" |
388 | "\n" |
389 | " return SRay (aOrigin, aDirect);\n" |
390 | "\n" |
391 | "#endif\n" |
ee5befae |
392 | "}\n" |
393 | "\n" |
394 | "// =======================================================================\n" |
395 | "// function : IntersectSphere\n" |
396 | "// purpose : Computes ray-sphere intersection\n" |
397 | "// =======================================================================\n" |
398 | "float IntersectSphere (in SRay theRay, in float theRadius)\n" |
399 | "{\n" |
400 | " float aDdotD = dot (theRay.Direct, theRay.Direct);\n" |
401 | " float aDdotO = dot (theRay.Direct, theRay.Origin);\n" |
402 | " float aOdotO = dot (theRay.Origin, theRay.Origin);\n" |
403 | "\n" |
404 | " float aD = aDdotO * aDdotO - aDdotD * (aOdotO - theRadius * theRadius);\n" |
405 | "\n" |
406 | " if (aD > 0.0f)\n" |
407 | " {\n" |
408 | " float aTime = (sqrt (aD) - aDdotO) * (1.0f / aDdotD);\n" |
409 | " \n" |
410 | " return aTime > 0.0f ? aTime : MAXFLOAT;\n" |
411 | " }\n" |
412 | "\n" |
413 | " return MAXFLOAT;\n" |
414 | "}\n" |
415 | "\n" |
416 | "// =======================================================================\n" |
417 | "// function : IntersectTriangle\n" |
418 | "// purpose : Computes ray-triangle intersection (branchless version)\n" |
419 | "// =======================================================================\n" |
420 | "void IntersectTriangle (in SRay theRay,\n" |
421 | " in vec3 thePnt0,\n" |
422 | " in vec3 thePnt1,\n" |
423 | " in vec3 thePnt2,\n" |
424 | " out vec3 theUVT,\n" |
425 | " out vec3 theNorm)\n" |
426 | "{\n" |
427 | " vec3 aToTrg = thePnt0 - theRay.Origin;\n" |
428 | "\n" |
429 | " vec3 aEdge0 = thePnt1 - thePnt0;\n" |
430 | " vec3 aEdge1 = thePnt0 - thePnt2;\n" |
431 | "\n" |
432 | " theNorm = cross (aEdge1, aEdge0);\n" |
433 | "\n" |
434 | " vec3 theVect = cross (theRay.Direct, aToTrg);\n" |
435 | "\n" |
436 | " theUVT = vec3 (dot (theNorm, aToTrg),\n" |
437 | " dot (theVect, aEdge1),\n" |
438 | " dot (theVect, aEdge0)) * (1.f / dot (theNorm, theRay.Direct));\n" |
439 | "\n" |
440 | " theUVT.x = any (lessThan (theUVT, ZERO)) || (theUVT.y + theUVT.z) > 1.f ? MAXFLOAT : theUVT.x;\n" |
441 | "}\n" |
442 | "\n" |
443 | "#define EMPTY_ROOT ivec4(0)\n" |
444 | "\n" |
445 | "//! Utility structure containing information about\n" |
446 | "//! currently traversing sub-tree of scene's BVH.\n" |
447 | "struct SSubTree\n" |
448 | "{\n" |
449 | " //! Transformed ray.\n" |
450 | " SRay TrsfRay;\n" |
451 | "\n" |
452 | " //! Inversed ray direction.\n" |
453 | " vec3 Inverse;\n" |
454 | "\n" |
455 | " //! Parameters of sub-root node.\n" |
456 | " ivec4 SubData;\n" |
457 | "};\n" |
458 | "\n" |
05aa616d |
459 | "#define MATERIAL_AMBN(index) (19 * index + 0)\n" |
460 | "#define MATERIAL_DIFF(index) (19 * index + 1)\n" |
461 | "#define MATERIAL_SPEC(index) (19 * index + 2)\n" |
462 | "#define MATERIAL_EMIS(index) (19 * index + 3)\n" |
463 | "#define MATERIAL_REFL(index) (19 * index + 4)\n" |
464 | "#define MATERIAL_REFR(index) (19 * index + 5)\n" |
465 | "#define MATERIAL_TRAN(index) (19 * index + 6)\n" |
466 | "#define MATERIAL_TRS1(index) (19 * index + 7)\n" |
467 | "#define MATERIAL_TRS2(index) (19 * index + 8)\n" |
468 | "#define MATERIAL_TRS3(index) (19 * index + 9)\n" |
ee5befae |
469 | "\n" |
470 | "#define TRS_OFFSET(treelet) treelet.SubData.x\n" |
471 | "#define BVH_OFFSET(treelet) treelet.SubData.y\n" |
472 | "#define VRT_OFFSET(treelet) treelet.SubData.z\n" |
473 | "#define TRG_OFFSET(treelet) treelet.SubData.w\n" |
474 | "\n" |
475 | "//! Identifies the absence of intersection.\n" |
78607702 |
476 | "#define INVALID_HIT ivec4 (-1)\n" |
ee5befae |
477 | "\n" |
478 | "//! Global stack shared between traversal functions.\n" |
479 | "int Stack[STACK_SIZE];\n" |
480 | "\n" |
481 | "// =======================================================================\n" |
482 | "// function : pop\n" |
483 | "// purpose :\n" |
484 | "// =======================================================================\n" |
485 | "int pop (inout int theHead)\n" |
486 | "{\n" |
487 | " int aData = Stack[theHead];\n" |
488 | "\n" |
489 | " int aMask = aData >> 26;\n" |
490 | " int aNode = aMask & 0x3;\n" |
491 | "\n" |
492 | " aMask >>= 2;\n" |
493 | "\n" |
494 | " if ((aMask & 0x3) == aNode)\n" |
495 | " {\n" |
496 | " --theHead;\n" |
497 | " }\n" |
498 | " else\n" |
499 | " {\n" |
500 | " aMask |= (aMask << 2) & 0x30;\n" |
501 | "\n" |
502 | " Stack[theHead] = (aData & 0x03FFFFFF) | (aMask << 26);\n" |
503 | " }\n" |
504 | "\n" |
505 | " return (aData & 0x03FFFFFF) + aNode;\n" |
506 | "}\n" |
507 | "\n" |
508 | "// =======================================================================\n" |
509 | "// function : SceneNearestHit\n" |
510 | "// purpose : Finds intersection with nearest scene triangle\n" |
511 | "// =======================================================================\n" |
78607702 |
512 | "STriangle SceneNearestHit (in SRay theRay, in vec3 theInverse, inout SIntersect theHit, out int theTrsfId)\n" |
ee5befae |
513 | "{\n" |
78607702 |
514 | " STriangle aTriangle = STriangle (INVALID_HIT, vec3[](vec3(0.0), vec3(0.0), vec3(0.0)));\n" |
ee5befae |
515 | "\n" |
516 | " int aNode = 0; // node to traverse\n" |
517 | " int aHead = -1; // pointer of stack\n" |
518 | " int aStop = -1; // BVH level switch\n" |
519 | "\n" |
520 | " SSubTree aSubTree = SSubTree (theRay, theInverse, EMPTY_ROOT);\n" |
521 | "\n" |
522 | " for (bool toContinue = true; toContinue; /* none */)\n" |
523 | " {\n" |
524 | " ivec4 aData = texelFetch (uSceneNodeInfoTexture, aNode);\n" |
525 | "\n" |
526 | " if (aData.x == 0) // if inner node\n" |
527 | " {\n" |
528 | " aData.y += BVH_OFFSET (aSubTree);\n" |
529 | "\n" |
530 | " vec4 aHitTimes = vec4 (MAXFLOAT,\n" |
531 | " MAXFLOAT,\n" |
532 | " MAXFLOAT,\n" |
533 | " MAXFLOAT);\n" |
534 | "\n" |
535 | " vec3 aRayOriginInverse = -aSubTree.TrsfRay.Origin * aSubTree.Inverse;\n" |
536 | "\n" |
537 | " vec3 aNodeMin0 = texelFetch (uSceneMinPointTexture, aData.y + 0).xyz * aSubTree.Inverse + aRayOriginInverse;\n" |
538 | " vec3 aNodeMin1 = texelFetch (uSceneMinPointTexture, aData.y + 1).xyz * aSubTree.Inverse + aRayOriginInverse;\n" |
539 | " vec3 aNodeMin2 = texelFetch (uSceneMinPointTexture, aData.y + min (2, aData.z)).xyz * aSubTree.Inverse + aRayOriginInverse;\n" |
540 | " vec3 aNodeMin3 = texelFetch (uSceneMinPointTexture, aData.y + min (3, aData.z)).xyz * aSubTree.Inverse + aRayOriginInverse;\n" |
541 | " vec3 aNodeMax0 = texelFetch (uSceneMaxPointTexture, aData.y + 0).xyz * aSubTree.Inverse + aRayOriginInverse;\n" |
542 | " vec3 aNodeMax1 = texelFetch (uSceneMaxPointTexture, aData.y + 1).xyz * aSubTree.Inverse + aRayOriginInverse;\n" |
543 | " vec3 aNodeMax2 = texelFetch (uSceneMaxPointTexture, aData.y + min (2, aData.z)).xyz * aSubTree.Inverse + aRayOriginInverse;\n" |
544 | " vec3 aNodeMax3 = texelFetch (uSceneMaxPointTexture, aData.y + min (3, aData.z)).xyz * aSubTree.Inverse + aRayOriginInverse;\n" |
545 | "\n" |
546 | " vec3 aTimeMax = max (aNodeMin0, aNodeMax0);\n" |
547 | " vec3 aTimeMin = min (aNodeMin0, aNodeMax0);\n" |
548 | "\n" |
549 | " float aTimeLeave = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));\n" |
550 | " float aTimeEnter = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));\n" |
551 | "\n" |
06e06389 |
552 | " aHitTimes.x = (aTimeEnter <= aTimeLeave && aTimeEnter <= theHit.Time && aTimeLeave >= 0.f) ? aTimeEnter : MAXFLOAT;\n" |
ee5befae |
553 | "\n" |
554 | " aTimeMax = max (aNodeMin1, aNodeMax1);\n" |
555 | " aTimeMin = min (aNodeMin1, aNodeMax1);\n" |
556 | "\n" |
557 | " aTimeLeave = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));\n" |
558 | " aTimeEnter = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));\n" |
559 | "\n" |
06e06389 |
560 | " aHitTimes.y = (aTimeEnter <= aTimeLeave && aTimeEnter <= theHit.Time && aTimeLeave >= 0.f) ? aTimeEnter : MAXFLOAT;\n" |
ee5befae |
561 | "\n" |
562 | " aTimeMax = max (aNodeMin2, aNodeMax2);\n" |
563 | " aTimeMin = min (aNodeMin2, aNodeMax2);\n" |
564 | "\n" |
565 | " aTimeLeave = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));\n" |
566 | " aTimeEnter = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));\n" |
567 | "\n" |
06e06389 |
568 | " aHitTimes.z = (aTimeEnter <= aTimeLeave && aTimeEnter <= theHit.Time && aTimeLeave >= 0.f && aData.z > 1) ? aTimeEnter : MAXFLOAT;\n" |
ee5befae |
569 | "\n" |
570 | " aTimeMax = max (aNodeMin3, aNodeMax3);\n" |
571 | " aTimeMin = min (aNodeMin3, aNodeMax3);\n" |
572 | "\n" |
573 | " aTimeLeave = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));\n" |
574 | " aTimeEnter = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));\n" |
575 | "\n" |
06e06389 |
576 | " aHitTimes.w = (aTimeEnter <= aTimeLeave && aTimeEnter <= theHit.Time && aTimeLeave >= 0.f && aData.z > 2) ? aTimeEnter : MAXFLOAT;\n" |
ee5befae |
577 | "\n" |
578 | " ivec4 aChildren = ivec4 (0, 1, 2, 3);\n" |
579 | "\n" |
580 | " aChildren.xy = aHitTimes.y < aHitTimes.x ? aChildren.yx : aChildren.xy;\n" |
581 | " aHitTimes.xy = aHitTimes.y < aHitTimes.x ? aHitTimes.yx : aHitTimes.xy;\n" |
582 | " aChildren.zw = aHitTimes.w < aHitTimes.z ? aChildren.wz : aChildren.zw;\n" |
583 | " aHitTimes.zw = aHitTimes.w < aHitTimes.z ? aHitTimes.wz : aHitTimes.zw;\n" |
584 | " aChildren.xz = aHitTimes.z < aHitTimes.x ? aChildren.zx : aChildren.xz;\n" |
585 | " aHitTimes.xz = aHitTimes.z < aHitTimes.x ? aHitTimes.zx : aHitTimes.xz;\n" |
586 | " aChildren.yw = aHitTimes.w < aHitTimes.y ? aChildren.wy : aChildren.yw;\n" |
587 | " aHitTimes.yw = aHitTimes.w < aHitTimes.y ? aHitTimes.wy : aHitTimes.yw;\n" |
588 | " aChildren.yz = aHitTimes.z < aHitTimes.y ? aChildren.zy : aChildren.yz;\n" |
589 | " aHitTimes.yz = aHitTimes.z < aHitTimes.y ? aHitTimes.zy : aHitTimes.yz;\n" |
590 | "\n" |
591 | " if (aHitTimes.x != MAXFLOAT)\n" |
592 | " {\n" |
593 | " int aHitMask = (aHitTimes.w != MAXFLOAT ? aChildren.w : aChildren.z) << 2\n" |
594 | " | (aHitTimes.z != MAXFLOAT ? aChildren.z : aChildren.y);\n" |
595 | "\n" |
596 | " if (aHitTimes.y != MAXFLOAT)\n" |
597 | " Stack[++aHead] = aData.y | (aHitMask << 2 | aChildren.y) << 26;\n" |
598 | "\n" |
599 | " aNode = aData.y + aChildren.x;\n" |
600 | " }\n" |
601 | " else\n" |
602 | " {\n" |
603 | " toContinue = (aHead >= 0);\n" |
604 | "\n" |
605 | " if (aHead == aStop) // go to top-level BVH\n" |
606 | " {\n" |
607 | " aStop = -1; aSubTree = SSubTree (theRay, theInverse, EMPTY_ROOT);\n" |
608 | " }\n" |
609 | "\n" |
610 | " if (aHead >= 0)\n" |
611 | " aNode = pop (aHead);\n" |
612 | " }\n" |
613 | " }\n" |
614 | " else if (aData.x < 0) // leaf node (contains triangles)\n" |
615 | " {\n" |
616 | " vec3 aNormal;\n" |
617 | " vec3 aTimeUV;\n" |
618 | "\n" |
619 | " for (int anIdx = aData.y; anIdx <= aData.z; ++anIdx)\n" |
620 | " {\n" |
78607702 |
621 | " ivec4 aTriIndex = texelFetch (uGeometryTriangTexture, anIdx + TRG_OFFSET (aSubTree));\n" |
622 | " vec3 aPoints[3];\n" |
ee5befae |
623 | "\n" |
78607702 |
624 | " aPoints[0] = texelFetch (uGeometryVertexTexture, aTriIndex.x += VRT_OFFSET (aSubTree)).xyz;\n" |
625 | " aPoints[1] = texelFetch (uGeometryVertexTexture, aTriIndex.y += VRT_OFFSET (aSubTree)).xyz;\n" |
626 | " aPoints[2] = texelFetch (uGeometryVertexTexture, aTriIndex.z += VRT_OFFSET (aSubTree)).xyz;\n" |
ee5befae |
627 | "\n" |
78607702 |
628 | " IntersectTriangle (aSubTree.TrsfRay, aPoints[0], aPoints[1], aPoints[2], aTimeUV, aNormal);\n" |
ee5befae |
629 | "\n" |
630 | " if (aTimeUV.x < theHit.Time)\n" |
631 | " {\n" |
78607702 |
632 | " aTriangle.TriIndex = aTriIndex;\n" |
633 | " for (int i = 0; i < 3; ++i)\n" |
634 | " {\n" |
635 | " aTriangle.Points[i] = aPoints[i];\n" |
636 | " }\n" |
ee5befae |
637 | "\n" |
638 | " theTrsfId = TRS_OFFSET (aSubTree);\n" |
639 | "\n" |
640 | " theHit = SIntersect (aTimeUV.x, aTimeUV.yz, aNormal);\n" |
641 | " }\n" |
642 | " }\n" |
643 | "\n" |
644 | " toContinue = (aHead >= 0);\n" |
645 | "\n" |
646 | " if (aHead == aStop) // go to top-level BVH\n" |
647 | " {\n" |
648 | " aStop = -1; aSubTree = SSubTree (theRay, theInverse, EMPTY_ROOT);\n" |
649 | " }\n" |
650 | "\n" |
651 | " if (aHead >= 0)\n" |
652 | " aNode = pop (aHead);\n" |
653 | " }\n" |
654 | " else if (aData.x > 0) // switch node\n" |
655 | " {\n" |
656 | " aSubTree.SubData = ivec4 (4 * aData.x - 4, aData.yzw); // store BVH sub-root\n" |
657 | "\n" |
658 | " vec4 aInvTransf0 = texelFetch (uSceneTransformTexture, TRS_OFFSET (aSubTree) + 0);\n" |
659 | " vec4 aInvTransf1 = texelFetch (uSceneTransformTexture, TRS_OFFSET (aSubTree) + 1);\n" |
660 | " vec4 aInvTransf2 = texelFetch (uSceneTransformTexture, TRS_OFFSET (aSubTree) + 2);\n" |
661 | " vec4 aInvTransf3 = texelFetch (uSceneTransformTexture, TRS_OFFSET (aSubTree) + 3);\n" |
662 | "\n" |
663 | " aSubTree.TrsfRay.Direct = MatrixColMultiplyDir (theRay.Direct,\n" |
664 | " aInvTransf0,\n" |
665 | " aInvTransf1,\n" |
666 | " aInvTransf2);\n" |
667 | "\n" |
668 | " aSubTree.Inverse = mix (-UNIT, UNIT, step (ZERO, aSubTree.TrsfRay.Direct)) /\n" |
669 | " max (abs (aSubTree.TrsfRay.Direct), SMALL);\n" |
670 | "\n" |
671 | " aSubTree.TrsfRay.Origin = MatrixColMultiplyPnt (theRay.Origin,\n" |
672 | " aInvTransf0,\n" |
673 | " aInvTransf1,\n" |
674 | " aInvTransf2,\n" |
675 | " aInvTransf3);\n" |
676 | "\n" |
677 | " aNode = BVH_OFFSET (aSubTree); // go to sub-root node\n" |
678 | "\n" |
679 | " aStop = aHead; // store current stack pointer\n" |
680 | " }\n" |
681 | " }\n" |
682 | "\n" |
78607702 |
683 | " return aTriangle;\n" |
ee5befae |
684 | "}\n" |
685 | "\n" |
686 | "// =======================================================================\n" |
687 | "// function : SceneAnyHit\n" |
688 | "// purpose : Finds intersection with any scene triangle\n" |
689 | "// =======================================================================\n" |
690 | "float SceneAnyHit (in SRay theRay, in vec3 theInverse, in float theDistance)\n" |
691 | "{\n" |
692 | " float aFactor = 1.f;\n" |
693 | "\n" |
694 | " int aNode = 0; // node to traverse\n" |
695 | " int aHead = -1; // pointer of stack\n" |
696 | " int aStop = -1; // BVH level switch\n" |
697 | "\n" |
698 | " SSubTree aSubTree = SSubTree (theRay, theInverse, EMPTY_ROOT);\n" |
699 | "\n" |
700 | " for (bool toContinue = true; toContinue; /* none */)\n" |
701 | " {\n" |
702 | " ivec4 aData = texelFetch (uSceneNodeInfoTexture, aNode);\n" |
703 | "\n" |
704 | " if (aData.x == 0) // if inner node\n" |
705 | " {\n" |
706 | " aData.y += BVH_OFFSET (aSubTree);\n" |
707 | "\n" |
708 | " vec4 aHitTimes = vec4 (MAXFLOAT,\n" |
709 | " MAXFLOAT,\n" |
710 | " MAXFLOAT,\n" |
711 | " MAXFLOAT);\n" |
712 | "\n" |
713 | " vec3 aRayOriginInverse = -aSubTree.TrsfRay.Origin * aSubTree.Inverse;\n" |
714 | "\n" |
715 | " vec3 aNodeMin0 = texelFetch (uSceneMinPointTexture, aData.y + 0).xyz * aSubTree.Inverse + aRayOriginInverse;\n" |
716 | " vec3 aNodeMin1 = texelFetch (uSceneMinPointTexture, aData.y + 1).xyz * aSubTree.Inverse + aRayOriginInverse;\n" |
717 | " vec3 aNodeMin2 = texelFetch (uSceneMinPointTexture, aData.y + min (2, aData.z)).xyz * aSubTree.Inverse + aRayOriginInverse;\n" |
718 | " vec3 aNodeMin3 = texelFetch (uSceneMinPointTexture, aData.y + min (3, aData.z)).xyz * aSubTree.Inverse + aRayOriginInverse;\n" |
719 | " vec3 aNodeMax0 = texelFetch (uSceneMaxPointTexture, aData.y + 0).xyz * aSubTree.Inverse + aRayOriginInverse;\n" |
720 | " vec3 aNodeMax1 = texelFetch (uSceneMaxPointTexture, aData.y + 1).xyz * aSubTree.Inverse + aRayOriginInverse;\n" |
721 | " vec3 aNodeMax2 = texelFetch (uSceneMaxPointTexture, aData.y + min (2, aData.z)).xyz * aSubTree.Inverse + aRayOriginInverse;\n" |
722 | " vec3 aNodeMax3 = texelFetch (uSceneMaxPointTexture, aData.y + min (3, aData.z)).xyz * aSubTree.Inverse + aRayOriginInverse;\n" |
723 | "\n" |
724 | " vec3 aTimeMax = max (aNodeMin0, aNodeMax0);\n" |
725 | " vec3 aTimeMin = min (aNodeMin0, aNodeMax0);\n" |
726 | "\n" |
727 | " float aTimeLeave = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));\n" |
728 | " float aTimeEnter = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));\n" |
729 | "\n" |
06e06389 |
730 | " aHitTimes.x = (aTimeEnter <= aTimeLeave && aTimeEnter <= theDistance && aTimeLeave >= 0.f) ? aTimeEnter : MAXFLOAT;\n" |
ee5befae |
731 | "\n" |
732 | " aTimeMax = max (aNodeMin1, aNodeMax1);\n" |
733 | " aTimeMin = min (aNodeMin1, aNodeMax1);\n" |
734 | "\n" |
735 | " aTimeLeave = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));\n" |
736 | " aTimeEnter = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));\n" |
737 | "\n" |
06e06389 |
738 | " aHitTimes.y = (aTimeEnter <= aTimeLeave && aTimeEnter <= theDistance && aTimeLeave >= 0.f) ? aTimeEnter : MAXFLOAT;\n" |
ee5befae |
739 | "\n" |
740 | " aTimeMax = max (aNodeMin2, aNodeMax2);\n" |
741 | " aTimeMin = min (aNodeMin2, aNodeMax2);\n" |
742 | "\n" |
743 | " aTimeLeave = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));\n" |
744 | " aTimeEnter = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));\n" |
745 | "\n" |
06e06389 |
746 | " aHitTimes.z = (aTimeEnter <= aTimeLeave && aTimeEnter <= theDistance && aTimeLeave >= 0.f && aData.z > 1) ? aTimeEnter : MAXFLOAT;\n" |
ee5befae |
747 | "\n" |
748 | " aTimeMax = max (aNodeMin3, aNodeMax3);\n" |
749 | " aTimeMin = min (aNodeMin3, aNodeMax3);\n" |
750 | "\n" |
751 | " aTimeLeave = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));\n" |
752 | " aTimeEnter = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));\n" |
753 | "\n" |
06e06389 |
754 | " aHitTimes.w = (aTimeEnter <= aTimeLeave && aTimeEnter <= theDistance && aTimeLeave >= 0.f && aData.z > 2) ? aTimeEnter : MAXFLOAT;\n" |
ee5befae |
755 | "\n" |
756 | " ivec4 aChildren = ivec4 (0, 1, 2, 3);\n" |
757 | "\n" |
758 | " aChildren.xy = aHitTimes.y < aHitTimes.x ? aChildren.yx : aChildren.xy;\n" |
759 | " aHitTimes.xy = aHitTimes.y < aHitTimes.x ? aHitTimes.yx : aHitTimes.xy;\n" |
760 | " aChildren.zw = aHitTimes.w < aHitTimes.z ? aChildren.wz : aChildren.zw;\n" |
761 | " aHitTimes.zw = aHitTimes.w < aHitTimes.z ? aHitTimes.wz : aHitTimes.zw;\n" |
762 | " aChildren.xz = aHitTimes.z < aHitTimes.x ? aChildren.zx : aChildren.xz;\n" |
763 | " aHitTimes.xz = aHitTimes.z < aHitTimes.x ? aHitTimes.zx : aHitTimes.xz;\n" |
764 | " aChildren.yw = aHitTimes.w < aHitTimes.y ? aChildren.wy : aChildren.yw;\n" |
765 | " aHitTimes.yw = aHitTimes.w < aHitTimes.y ? aHitTimes.wy : aHitTimes.yw;\n" |
766 | " aChildren.yz = aHitTimes.z < aHitTimes.y ? aChildren.zy : aChildren.yz;\n" |
767 | " aHitTimes.yz = aHitTimes.z < aHitTimes.y ? aHitTimes.zy : aHitTimes.yz;\n" |
768 | "\n" |
769 | " if (aHitTimes.x != MAXFLOAT)\n" |
770 | " {\n" |
771 | " int aHitMask = (aHitTimes.w != MAXFLOAT ? aChildren.w : aChildren.z) << 2\n" |
772 | " | (aHitTimes.z != MAXFLOAT ? aChildren.z : aChildren.y);\n" |
773 | "\n" |
774 | " if (aHitTimes.y != MAXFLOAT)\n" |
775 | " Stack[++aHead] = aData.y | (aHitMask << 2 | aChildren.y) << 26;\n" |
776 | "\n" |
777 | " aNode = aData.y + aChildren.x;\n" |
778 | " }\n" |
779 | " else\n" |
780 | " {\n" |
781 | " toContinue = (aHead >= 0);\n" |
782 | "\n" |
783 | " if (aHead == aStop) // go to top-level BVH\n" |
784 | " {\n" |
785 | " aStop = -1; aSubTree = SSubTree (theRay, theInverse, EMPTY_ROOT);\n" |
786 | " }\n" |
787 | "\n" |
788 | " if (aHead >= 0)\n" |
789 | " aNode = pop (aHead);\n" |
790 | " }\n" |
791 | " }\n" |
792 | " else if (aData.x < 0) // leaf node\n" |
793 | " {\n" |
794 | " vec3 aNormal;\n" |
795 | " vec3 aTimeUV;\n" |
796 | "\n" |
797 | " for (int anIdx = aData.y; anIdx <= aData.z; ++anIdx)\n" |
798 | " {\n" |
799 | " ivec4 aTriangle = texelFetch (uGeometryTriangTexture, anIdx + TRG_OFFSET (aSubTree));\n" |
800 | "\n" |
801 | " vec3 aPoint0 = texelFetch (uGeometryVertexTexture, aTriangle.x += VRT_OFFSET (aSubTree)).xyz;\n" |
802 | " vec3 aPoint1 = texelFetch (uGeometryVertexTexture, aTriangle.y += VRT_OFFSET (aSubTree)).xyz;\n" |
803 | " vec3 aPoint2 = texelFetch (uGeometryVertexTexture, aTriangle.z += VRT_OFFSET (aSubTree)).xyz;\n" |
804 | "\n" |
805 | " IntersectTriangle (aSubTree.TrsfRay, aPoint0, aPoint1, aPoint2, aTimeUV, aNormal);\n" |
806 | "\n" |
807 | "#ifdef TRANSPARENT_SHADOWS\n" |
808 | " if (aTimeUV.x < theDistance)\n" |
809 | " {\n" |
810 | " aFactor *= 1.f - texelFetch (uRaytraceMaterialTexture, MATERIAL_TRAN (aTriangle.w)).x;\n" |
811 | " }\n" |
812 | "#else\n" |
813 | " if (aTimeUV.x < theDistance)\n" |
814 | " {\n" |
815 | " aFactor = 0.f;\n" |
816 | " }\n" |
817 | "#endif\n" |
818 | " }\n" |
819 | "\n" |
820 | " toContinue = (aHead >= 0) && (aFactor > 0.1f);\n" |
821 | "\n" |
822 | " if (aHead == aStop) // go to top-level BVH\n" |
823 | " {\n" |
824 | " aStop = -1; aSubTree = SSubTree (theRay, theInverse, EMPTY_ROOT);\n" |
825 | " }\n" |
826 | "\n" |
827 | " if (aHead >= 0)\n" |
828 | " aNode = pop (aHead);\n" |
829 | " }\n" |
830 | " else if (aData.x > 0) // switch node\n" |
831 | " {\n" |
832 | " aSubTree.SubData = ivec4 (4 * aData.x - 4, aData.yzw); // store BVH sub-root\n" |
833 | "\n" |
834 | " vec4 aInvTransf0 = texelFetch (uSceneTransformTexture, TRS_OFFSET (aSubTree) + 0);\n" |
835 | " vec4 aInvTransf1 = texelFetch (uSceneTransformTexture, TRS_OFFSET (aSubTree) + 1);\n" |
836 | " vec4 aInvTransf2 = texelFetch (uSceneTransformTexture, TRS_OFFSET (aSubTree) + 2);\n" |
837 | " vec4 aInvTransf3 = texelFetch (uSceneTransformTexture, TRS_OFFSET (aSubTree) + 3);\n" |
838 | "\n" |
839 | " aSubTree.TrsfRay.Direct = MatrixColMultiplyDir (theRay.Direct,\n" |
840 | " aInvTransf0,\n" |
841 | " aInvTransf1,\n" |
842 | " aInvTransf2);\n" |
843 | "\n" |
844 | " aSubTree.TrsfRay.Origin = MatrixColMultiplyPnt (theRay.Origin,\n" |
845 | " aInvTransf0,\n" |
846 | " aInvTransf1,\n" |
847 | " aInvTransf2,\n" |
848 | " aInvTransf3);\n" |
849 | "\n" |
850 | " aSubTree.Inverse = mix (-UNIT, UNIT, step (ZERO, aSubTree.TrsfRay.Direct)) / max (abs (aSubTree.TrsfRay.Direct), SMALL);\n" |
851 | "\n" |
852 | " aNode = BVH_OFFSET (aSubTree); // go to sub-root node\n" |
853 | "\n" |
854 | " aStop = aHead; // store current stack pointer\n" |
855 | " }\n" |
856 | " }\n" |
857 | "\n" |
858 | " return aFactor;\n" |
859 | "}\n" |
860 | "\n" |
861 | "#define PI 3.1415926f\n" |
862 | "\n" |
863 | "// =======================================================================\n" |
864 | "// function : Latlong\n" |
865 | "// purpose : Converts world direction to environment texture coordinates\n" |
866 | "// =======================================================================\n" |
867 | "vec2 Latlong (in vec3 thePoint, in float theRadius)\n" |
868 | "{\n" |
869 | " float aPsi = acos (-thePoint.z / theRadius);\n" |
870 | "\n" |
871 | " float aPhi = atan (thePoint.y, thePoint.x) + PI;\n" |
872 | "\n" |
873 | " return vec2 (aPhi * 0.1591549f,\n" |
874 | " aPsi * 0.3183098f);\n" |
875 | "}\n" |
876 | "\n" |
89d855ba |
877 | "#ifdef BACKGROUND_CUBEMAP\n" |
878 | "//! Transform texture coordinates for cubemap lookup.\n" |
879 | "vec3 cubemapVectorTransform (in vec3 theVec, in float theRadius)\n" |
880 | "{\n" |
881 | " vec3 aVec = theVec.yzx;\n" |
882 | " aVec.y *= float(uYCoeff);\n" |
883 | " aVec.z *= float(uZCoeff);\n" |
884 | " return aVec;\n" |
885 | "}\n" |
886 | "#endif\n" |
887 | "\n" |
ee5befae |
888 | "// =======================================================================\n" |
889 | "// function : SmoothNormal\n" |
890 | "// purpose : Interpolates normal across the triangle\n" |
891 | "// =======================================================================\n" |
892 | "vec3 SmoothNormal (in vec2 theUV, in ivec4 theTriangle)\n" |
893 | "{\n" |
894 | " vec3 aNormal0 = texelFetch (uGeometryNormalTexture, theTriangle.x).xyz;\n" |
895 | " vec3 aNormal1 = texelFetch (uGeometryNormalTexture, theTriangle.y).xyz;\n" |
896 | " vec3 aNormal2 = texelFetch (uGeometryNormalTexture, theTriangle.z).xyz;\n" |
897 | "\n" |
898 | " return normalize (aNormal1 * theUV.x +\n" |
899 | " aNormal2 * theUV.y +\n" |
900 | " aNormal0 * (1.0f - theUV.x - theUV.y));\n" |
901 | "}\n" |
902 | "\n" |
903 | "#define POLYGON_OFFSET_UNIT 0.f\n" |
904 | "#define POLYGON_OFFSET_FACTOR 1.f\n" |
905 | "#define POLYGON_OFFSET_SCALE 0.006f\n" |
906 | "\n" |
907 | "// =======================================================================\n" |
908 | "// function : PolygonOffset\n" |
909 | "// purpose : Computes OpenGL polygon offset\n" |
910 | "// =======================================================================\n" |
911 | "float PolygonOffset (in vec3 theNormal, in vec3 thePoint)\n" |
912 | "{\n" |
913 | " vec4 aProjectedNorm = vec4 (theNormal, -dot (theNormal, thePoint)) * uUnviewMat;\n" |
914 | "\n" |
915 | " float aPolygonOffset = POLYGON_OFFSET_UNIT;\n" |
916 | "\n" |
917 | " if (aProjectedNorm.z * aProjectedNorm.z > 1e-20f)\n" |
918 | " {\n" |
919 | " aProjectedNorm.xy *= 1.f / aProjectedNorm.z;\n" |
920 | "\n" |
921 | " aPolygonOffset += POLYGON_OFFSET_FACTOR * max (abs (aProjectedNorm.x),\n" |
922 | " abs (aProjectedNorm.y));\n" |
923 | " }\n" |
924 | "\n" |
925 | " return aPolygonOffset;\n" |
926 | "}\n" |
927 | "\n" |
928 | "// =======================================================================\n" |
929 | "// function : SmoothUV\n" |
930 | "// purpose : Interpolates UV coordinates across the triangle\n" |
931 | "// =======================================================================\n" |
932 | "#ifdef USE_TEXTURES\n" |
78607702 |
933 | "vec2 SmoothUV (in vec2 theUV, in ivec4 theTriangle, out vec2[3] theUVs)\n" |
ee5befae |
934 | "{\n" |
78607702 |
935 | " theUVs[0] = texelFetch (uGeometryTexCrdTexture, theTriangle.x).st;\n" |
936 | " theUVs[1] = texelFetch (uGeometryTexCrdTexture, theTriangle.y).st;\n" |
937 | " theUVs[2] = texelFetch (uGeometryTexCrdTexture, theTriangle.z).st;\n" |
ee5befae |
938 | "\n" |
78607702 |
939 | " return theUVs[1] * theUV.x +\n" |
940 | " theUVs[2] * theUV.y +\n" |
941 | " theUVs[0] * (1.0f - theUV.x - theUV.y);\n" |
942 | "}\n" |
943 | "\n" |
944 | "vec2 SmoothUV (in vec2 theUV, in ivec4 theTriangle)\n" |
945 | "{\n" |
946 | " vec2 aUVs[3];\n" |
947 | " return SmoothUV (theUV, theTriangle, aUVs);\n" |
ee5befae |
948 | "}\n" |
949 | "#endif\n" |
950 | "\n" |
951 | "// =======================================================================\n" |
952 | "// function : FetchEnvironment\n" |
953 | "// purpose :\n" |
954 | "// =======================================================================\n" |
89d855ba |
955 | "vec4 FetchEnvironment (in vec3 theTexCoord, in float theRadius, in bool theIsBackground)\n" |
ee5befae |
956 | "{\n" |
89d855ba |
957 | " if (uEnvMapEnabled == 0)\n" |
958 | " {\n" |
959 | "#ifdef PATH_TRACING\n" |
960 | " return theIsBackground ? vec4 (0.0, 0.0, 0.0, 1.0) : uGlobalAmbient;\n" |
961 | "#else\n" |
962 | " return vec4 (0.0, 0.0, 0.0, 1.0);\n" |
963 | "#endif\n" |
964 | " }\n" |
965 | "\n" |
966 | " vec4 anAmbScale = theIsBackground ? vec4(1.0) : uGlobalAmbient;\n" |
967 | " vec4 anEnvColor =\n" |
968 | "#ifdef BACKGROUND_CUBEMAP\n" |
969 | " textureLod (uEnvMapTexture, cubemapVectorTransform (theTexCoord, theRadius), 0.0);\n" |
970 | "#else\n" |
971 | " textureLod (uEnvMapTexture, Latlong (theTexCoord, theRadius), 0.0);\n" |
972 | "#endif\n" |
973 | " return anEnvColor * anAmbScale;\n" |
ee5befae |
974 | "}\n" |
975 | "\n" |
976 | "// =======================================================================\n" |
977 | "// function : Refract\n" |
978 | "// purpose : Computes refraction ray (also handles TIR)\n" |
979 | "// =======================================================================\n" |
980 | "#ifndef PATH_TRACING\n" |
981 | "vec3 Refract (in vec3 theInput,\n" |
982 | " in vec3 theNormal,\n" |
983 | " in float theRefractIndex,\n" |
984 | " in float theInvRefractIndex)\n" |
985 | "{\n" |
986 | " float aNdotI = dot (theInput, theNormal);\n" |
987 | "\n" |
988 | " float anIndex = aNdotI < 0.0f\n" |
989 | " ? theInvRefractIndex\n" |
990 | " : theRefractIndex;\n" |
991 | "\n" |
992 | " float aSquare = anIndex * anIndex * (1.0f - aNdotI * aNdotI);\n" |
993 | "\n" |
994 | " if (aSquare > 1.0f)\n" |
995 | " {\n" |
996 | " return reflect (theInput, theNormal);\n" |
997 | " }\n" |
998 | "\n" |
999 | " float aNdotT = sqrt (1.0f - aSquare);\n" |
1000 | "\n" |
1001 | " return normalize (anIndex * theInput -\n" |
1002 | " (anIndex * aNdotI + (aNdotI < 0.0f ? aNdotT : -aNdotT)) * theNormal);\n" |
1003 | "}\n" |
1004 | "#endif\n" |
1005 | "\n" |
1006 | "#define MIN_SLOPE 0.0001f\n" |
1007 | "#define EPS_SCALE 8.0000f\n" |
1008 | "\n" |
1009 | "#define THRESHOLD vec3 (0.1f)\n" |
1010 | "\n" |
1011 | "#define INVALID_BOUNCES 1000\n" |
1012 | "\n" |
1013 | "#define LIGHT_POS(index) (2 * index + 1)\n" |
1014 | "#define LIGHT_PWR(index) (2 * index + 0)\n" |
1015 | "\n" |
1016 | "// =======================================================================\n" |
1017 | "// function : Radiance\n" |
1018 | "// purpose : Computes color along the given ray\n" |
1019 | "// =======================================================================\n" |
1020 | "#ifndef PATH_TRACING\n" |
1021 | "vec4 Radiance (in SRay theRay, in vec3 theInverse)\n" |
1022 | "{\n" |
1023 | " vec3 aResult = vec3 (0.0f);\n" |
1024 | " vec4 aWeight = vec4 (1.0f);\n" |
1025 | "\n" |
1026 | " int aTrsfId;\n" |
1027 | "\n" |
1028 | " float aRaytraceDepth = MAXFLOAT;\n" |
832a6f44 |
1029 | " float aRefractionIdx = 0.0;\n" |
ee5befae |
1030 | "\n" |
1031 | " for (int aDepth = 0; aDepth < NB_BOUNCES; ++aDepth)\n" |
1032 | " {\n" |
1033 | " SIntersect aHit = SIntersect (MAXFLOAT, vec2 (ZERO), ZERO);\n" |
1034 | "\n" |
78607702 |
1035 | " ivec4 aTriIndex = SceneNearestHit (theRay, theInverse, aHit, aTrsfId).TriIndex;\n" |
ee5befae |
1036 | "\n" |
1037 | " if (aTriIndex.x == -1)\n" |
1038 | " {\n" |
1039 | " vec4 aColor = vec4 (0.0);\n" |
1040 | "\n" |
832a6f44 |
1041 | " if (bool(uEnvMapForBack) || aWeight.w == 0.0 /* reflection */)\n" |
ee5befae |
1042 | " {\n" |
832a6f44 |
1043 | " float aRadius = uSceneRadius;\n" |
1044 | " vec3 aTexCoord = vec3 (0.0);\n" |
ee5befae |
1045 | "\n" |
832a6f44 |
1046 | " if (aDepth == 0 || (aRefractionIdx == 1.0 && aWeight.w != 0.0))\n" |
1047 | " {\n" |
1048 | " vec2 aPixel = uEyeSize * (vPixel - vec2 (0.5)) * 2.0;\n" |
1049 | " vec2 anAperturePnt = sampleUniformDisk() * uApertureRadius;\n" |
1050 | " vec3 aLocalDir = normalize (vec3 (aPixel * uFocalPlaneDist - anAperturePnt, uFocalPlaneDist));\n" |
1051 | " vec3 aDirect = uEyeView * aLocalDir.z +\n" |
1052 | " uEyeSide * aLocalDir.x +\n" |
1053 | " uEyeVert * aLocalDir.y;\n" |
1054 | " \n" |
1055 | " aTexCoord = aDirect * uSceneRadius;\n" |
1056 | " aRadius = length (aTexCoord);\n" |
1057 | " }\n" |
1058 | " else\n" |
1059 | " {\n" |
1060 | " float aTime = IntersectSphere (theRay, uSceneRadius);\n" |
1061 | " aTexCoord = theRay.Direct * aTime + theRay.Origin;\n" |
1062 | " }\n" |
1063 | "\n" |
1064 | " aColor = FetchEnvironment (aTexCoord, aRadius, aWeight.w != 0.0);\n" |
ee5befae |
1065 | " }\n" |
1066 | " else\n" |
1067 | " {\n" |
1068 | " aColor = BackgroundColor();\n" |
1069 | " }\n" |
1070 | "\n" |
1071 | " aResult += aWeight.xyz * aColor.xyz; aWeight.w *= aColor.w;\n" |
1072 | "\n" |
1073 | " break; // terminate path\n" |
1074 | " }\n" |
1075 | "\n" |
1076 | " vec3 aInvTransf0 = texelFetch (uSceneTransformTexture, aTrsfId + 0).xyz;\n" |
1077 | " vec3 aInvTransf1 = texelFetch (uSceneTransformTexture, aTrsfId + 1).xyz;\n" |
1078 | " vec3 aInvTransf2 = texelFetch (uSceneTransformTexture, aTrsfId + 2).xyz;\n" |
1079 | "\n" |
1080 | " aHit.Normal = normalize (vec3 (dot (aInvTransf0, aHit.Normal),\n" |
1081 | " dot (aInvTransf1, aHit.Normal),\n" |
1082 | " dot (aInvTransf2, aHit.Normal)));\n" |
1083 | "\n" |
1084 | " theRay.Origin += theRay.Direct * aHit.Time; // intersection point\n" |
1085 | "\n" |
1086 | " // Evaluate depth on first hit\n" |
1087 | " if (aDepth == 0)\n" |
1088 | " {\n" |
1089 | " vec4 aNDCPoint = uViewMat * vec4 (theRay.Origin, 1.f);\n" |
1090 | "\n" |
1091 | " float aPolygonOffset = PolygonOffset (aHit.Normal, theRay.Origin);\n" |
1092 | " aRaytraceDepth = (aNDCPoint.z / aNDCPoint.w + aPolygonOffset * POLYGON_OFFSET_SCALE) * 0.5f + 0.5f;\n" |
1093 | " }\n" |
1094 | "\n" |
1095 | " vec3 aNormal = SmoothNormal (aHit.UV, aTriIndex);\n" |
1096 | "\n" |
1097 | " aNormal = normalize (vec3 (dot (aInvTransf0, aNormal),\n" |
1098 | " dot (aInvTransf1, aNormal),\n" |
1099 | " dot (aInvTransf2, aNormal)));\n" |
1100 | "\n" |
1101 | " vec3 aAmbient = texelFetch (\n" |
1102 | " uRaytraceMaterialTexture, MATERIAL_AMBN (aTriIndex.w)).rgb;\n" |
1103 | " vec4 aDiffuse = texelFetch (\n" |
1104 | " uRaytraceMaterialTexture, MATERIAL_DIFF (aTriIndex.w));\n" |
1105 | " vec4 aSpecular = texelFetch (\n" |
1106 | " uRaytraceMaterialTexture, MATERIAL_SPEC (aTriIndex.w));\n" |
1107 | " vec4 aOpacity = texelFetch (\n" |
1108 | " uRaytraceMaterialTexture, MATERIAL_TRAN (aTriIndex.w));\n" |
1109 | "\n" |
1110 | "#ifdef USE_TEXTURES\n" |
1111 | " if (aDiffuse.w >= 0.f)\n" |
1112 | " {\n" |
1113 | " vec4 aTexCoord = vec4 (SmoothUV (aHit.UV, aTriIndex), 0.f, 1.f);\n" |
1114 | "\n" |
1115 | " vec4 aTrsfRow1 = texelFetch (\n" |
1116 | " uRaytraceMaterialTexture, MATERIAL_TRS1 (aTriIndex.w));\n" |
1117 | " vec4 aTrsfRow2 = texelFetch (\n" |
1118 | " uRaytraceMaterialTexture, MATERIAL_TRS2 (aTriIndex.w));\n" |
1119 | "\n" |
1120 | " aTexCoord.st = vec2 (dot (aTrsfRow1, aTexCoord),\n" |
1121 | " dot (aTrsfRow2, aTexCoord));\n" |
1122 | "\n" |
f411f94f |
1123 | " vec4 aTexColor = textureLod (\n" |
1124 | " sampler2D (uTextureSamplers[int(aDiffuse.w)]), aTexCoord.st, 0.f);\n" |
ee5befae |
1125 | "\n" |
f411f94f |
1126 | " aDiffuse.rgb *= aTexColor.rgb;\n" |
1127 | " aAmbient.rgb *= aTexColor.rgb;\n" |
1128 | "\n" |
1129 | " // keep refractive index untouched (Z component)\n" |
1130 | " aOpacity.xy = vec2 (aTexColor.w * aOpacity.x, 1.0f - aTexColor.w * aOpacity.x);\n" |
ee5befae |
1131 | " }\n" |
1132 | "#endif\n" |
1133 | "\n" |
1134 | " vec3 aEmission = texelFetch (\n" |
1135 | " uRaytraceMaterialTexture, MATERIAL_EMIS (aTriIndex.w)).rgb;\n" |
1136 | "\n" |
1137 | " float aGeomFactor = dot (aNormal, theRay.Direct);\n" |
1138 | "\n" |
1139 | " aResult.xyz += aWeight.xyz * aOpacity.x * (\n" |
1140 | " uGlobalAmbient.xyz * aAmbient * max (abs (aGeomFactor), 0.5f) + aEmission);\n" |
1141 | "\n" |
1142 | " vec3 aSidedNormal = mix (aNormal, -aNormal, step (0.0f, aGeomFactor));\n" |
1143 | "\n" |
1144 | " for (int aLightIdx = 0; aLightIdx < uLightCount; ++aLightIdx)\n" |
1145 | " {\n" |
1146 | " vec4 aLight = texelFetch (\n" |
1147 | " uRaytraceLightSrcTexture, LIGHT_POS (aLightIdx));\n" |
1148 | "\n" |
1149 | " float aDistance = MAXFLOAT;\n" |
1150 | "\n" |
1151 | " if (aLight.w != 0.0f) // point light source\n" |
1152 | " {\n" |
1153 | " aDistance = length (aLight.xyz -= theRay.Origin);\n" |
1154 | "\n" |
1155 | " aLight.xyz *= 1.0f / aDistance;\n" |
1156 | " }\n" |
1157 | "\n" |
1158 | " float aLdotN = dot (aLight.xyz, aSidedNormal);\n" |
1159 | "\n" |
1160 | " if (aLdotN > 0.0f) // first check if light source is important\n" |
1161 | " {\n" |
1162 | " float aVisibility = 1.0f;\n" |
1163 | "\n" |
1164 | " if (bool(uShadowsEnabled))\n" |
1165 | " {\n" |
1166 | " SRay aShadow = SRay (theRay.Origin, aLight.xyz);\n" |
1167 | "\n" |
1168 | " aShadow.Origin += uSceneEpsilon * (aLight.xyz +\n" |
1169 | " mix (-aHit.Normal, aHit.Normal, step (0.0f, dot (aHit.Normal, aLight.xyz))));\n" |
1170 | "\n" |
1171 | " vec3 aInverse = 1.0f / max (abs (aLight.xyz), SMALL);\n" |
1172 | "\n" |
1173 | " aVisibility = SceneAnyHit (\n" |
1174 | " aShadow, mix (-aInverse, aInverse, step (ZERO, aLight.xyz)), aDistance);\n" |
1175 | " }\n" |
1176 | "\n" |
1177 | " if (aVisibility > 0.0f)\n" |
1178 | " {\n" |
6e728f3b |
1179 | " vec3 aIntensity = min (UNIT, vec3 (texelFetch (\n" |
1180 | " uRaytraceLightSrcTexture, LIGHT_PWR (aLightIdx))));\n" |
ee5befae |
1181 | "\n" |
1182 | " float aRdotV = dot (reflect (aLight.xyz, aSidedNormal), theRay.Direct);\n" |
1183 | "\n" |
1184 | " aResult.xyz += aWeight.xyz * (aOpacity.x * aVisibility) * aIntensity *\n" |
1185 | " (aDiffuse.xyz * aLdotN + aSpecular.xyz * pow (max (0.f, aRdotV), aSpecular.w));\n" |
1186 | " }\n" |
1187 | " }\n" |
1188 | " }\n" |
1189 | "\n" |
1190 | " if (aOpacity.x != 1.0f)\n" |
1191 | " {\n" |
1192 | " aWeight *= aOpacity.y;\n" |
832a6f44 |
1193 | " aRefractionIdx = aOpacity.z;\n" |
ee5befae |
1194 | "\n" |
1195 | " if (aOpacity.z != 1.0f)\n" |
1196 | " {\n" |
1197 | " theRay.Direct = Refract (theRay.Direct, aNormal, aOpacity.z, aOpacity.w);\n" |
1198 | " }\n" |
1199 | " }\n" |
1200 | " else\n" |
1201 | " {\n" |
1202 | " aWeight *= bool(uReflectEnabled) ?\n" |
1203 | " texelFetch (uRaytraceMaterialTexture, MATERIAL_REFL (aTriIndex.w)) : vec4 (0.0f);\n" |
1204 | "\n" |
1205 | " vec3 aReflect = reflect (theRay.Direct, aNormal);\n" |
1206 | "\n" |
1207 | " if (dot (aReflect, aHit.Normal) * dot (theRay.Direct, aHit.Normal) > 0.0f)\n" |
1208 | " {\n" |
1209 | " aReflect = reflect (theRay.Direct, aHit.Normal);\n" |
1210 | " }\n" |
1211 | "\n" |
1212 | " theRay.Direct = aReflect;\n" |
1213 | " }\n" |
1214 | "\n" |
1215 | " if (all (lessThanEqual (aWeight.xyz, THRESHOLD)))\n" |
1216 | " {\n" |
1217 | " aDepth = INVALID_BOUNCES;\n" |
1218 | " }\n" |
1219 | " else if (aOpacity.x == 1.0f || aOpacity.z != 1.0f) // if no simple transparency\n" |
1220 | " {\n" |
1221 | " theRay.Origin += aHit.Normal * mix (\n" |
1222 | " -uSceneEpsilon, uSceneEpsilon, step (0.0f, dot (aHit.Normal, theRay.Direct)));\n" |
1223 | "\n" |
1224 | " theInverse = 1.0f / max (abs (theRay.Direct), SMALL);\n" |
1225 | "\n" |
1226 | " theInverse = mix (-theInverse, theInverse, step (ZERO, theRay.Direct));\n" |
1227 | " }\n" |
1228 | "\n" |
1229 | " theRay.Origin += theRay.Direct * uSceneEpsilon;\n" |
1230 | " }\n" |
1231 | "\n" |
1232 | " gl_FragDepth = aRaytraceDepth;\n" |
1233 | "\n" |
1234 | " return vec4 (aResult.x,\n" |
1235 | " aResult.y,\n" |
1236 | " aResult.z,\n" |
1237 | " aWeight.w);\n" |
1238 | "}\n" |
1239 | "#endif\n"; |