| 1 | out vec4 OutColor; |
| 2 | |
| 3 | // Seed for random number generator (generated on CPU). |
| 4 | uniform int uFrameRndSeed; |
| 5 | |
| 6 | //! Enables/disables using of single RNG seed for 16x16 image |
| 7 | //! blocks. Increases performance up to 4x, but the noise has |
| 8 | //! become structured. Can be used fo final rendering. |
| 9 | uniform int uBlockedRngEnabled; |
| 10 | |
| 11 | //! Number of previously rendered frames (used in non-ISS mode). |
| 12 | uniform int uAccumSamples; |
| 13 | |
| 14 | #ifndef ADAPTIVE_SAMPLING |
| 15 | //! Input image with previously accumulated samples. |
| 16 | uniform sampler2D uAccumTexture; |
| 17 | #endif |
| 18 | |
| 19 | //! Maximum radiance that can be added to the pixel. |
| 20 | //! Decreases noise level, but introduces some bias. |
| 21 | uniform float uMaxRadiance = 50.f; |
| 22 | |
| 23 | // ======================================================================= |
| 24 | // function : main |
| 25 | // purpose : |
| 26 | // ======================================================================= |
| 27 | void main (void) |
| 28 | { |
| 29 | SeedRand (uFrameRndSeed, uWinSizeX, uBlockedRngEnabled == 0 ? 1 : 16); |
| 30 | |
| 31 | #ifndef PATH_TRACING |
| 32 | |
| 33 | SRay aRay = GenerateRay (vPixel); |
| 34 | |
| 35 | #else |
| 36 | |
| 37 | ivec2 aFragCoord = ivec2 (gl_FragCoord.xy); |
| 38 | |
| 39 | #ifdef ADAPTIVE_SAMPLING |
| 40 | |
| 41 | ivec2 aTileXY = imageLoad (uOffsetImage, ivec2 (aFragCoord.x / BLOCK_SIZE, |
| 42 | aFragCoord.y / BLOCK_SIZE)).xy; |
| 43 | |
| 44 | ivec2 aRealBlockSize = ivec2 (min (uWinSizeX - aTileXY.x, BLOCK_SIZE), |
| 45 | min (uWinSizeY - aTileXY.y, BLOCK_SIZE)); |
| 46 | |
| 47 | aFragCoord.x = aTileXY.x + (aFragCoord.x % aRealBlockSize.x); |
| 48 | aFragCoord.y = aTileXY.y + (aFragCoord.y % aRealBlockSize.y); |
| 49 | |
| 50 | #endif // ADAPTIVE_SAMPLING |
| 51 | |
| 52 | vec2 aPnt = vec2 (aFragCoord.x + RandFloat(), |
| 53 | aFragCoord.y + RandFloat()); |
| 54 | |
| 55 | SRay aRay = GenerateRay (aPnt / vec2 (uWinSizeX, uWinSizeY)); |
| 56 | |
| 57 | #endif // PATH_TRACING |
| 58 | |
| 59 | vec3 aInvDirect = InverseDirection (aRay.Direct); |
| 60 | |
| 61 | #ifdef PATH_TRACING |
| 62 | |
| 63 | #ifndef ADAPTIVE_SAMPLING |
| 64 | |
| 65 | vec4 aColor = PathTrace (aRay, aInvDirect, uAccumSamples); |
| 66 | |
| 67 | #else |
| 68 | |
| 69 | float aNbSamples = imageAtomicAdd (uRenderImage, ivec2 (3 * aFragCoord.x + 0, |
| 70 | 2 * aFragCoord.y + 1), 1.0); |
| 71 | |
| 72 | vec4 aColor = PathTrace (aRay, aInvDirect, int (aNbSamples)); |
| 73 | |
| 74 | #endif |
| 75 | |
| 76 | if (any (isnan (aColor.rgb))) |
| 77 | { |
| 78 | aColor.rgb = ZERO; |
| 79 | } |
| 80 | |
| 81 | aColor.rgb = min (aColor.rgb, vec3 (uMaxRadiance)); |
| 82 | |
| 83 | #ifdef ADAPTIVE_SAMPLING |
| 84 | |
| 85 | // accumulate RGB color and depth |
| 86 | imageAtomicAdd (uRenderImage, ivec2 (3 * aFragCoord.x + 0, |
| 87 | 2 * aFragCoord.y + 0), aColor.r); |
| 88 | imageAtomicAdd (uRenderImage, ivec2 (3 * aFragCoord.x + 1, |
| 89 | 2 * aFragCoord.y + 0), aColor.g); |
| 90 | imageAtomicAdd (uRenderImage, ivec2 (3 * aFragCoord.x + 1, |
| 91 | 2 * aFragCoord.y + 1), aColor.b); |
| 92 | imageAtomicAdd (uRenderImage, ivec2 (3 * aFragCoord.x + 2, |
| 93 | 2 * aFragCoord.y + 1), aColor.w); |
| 94 | |
| 95 | if (int (aNbSamples) % 2 == 0) // accumulate luminance for even samples only |
| 96 | { |
| 97 | imageAtomicAdd (uRenderImage, ivec2 (3 * aFragCoord.x + 2, |
| 98 | 2 * aFragCoord.y + 0), dot (LUMA, aColor.rgb)); |
| 99 | } |
| 100 | |
| 101 | #else |
| 102 | |
| 103 | if (uAccumSamples == 0) |
| 104 | { |
| 105 | OutColor = aColor; |
| 106 | } |
| 107 | else |
| 108 | { |
| 109 | OutColor = mix (texture2D (uAccumTexture, vPixel), aColor, 1.f / (uAccumSamples + 1)); |
| 110 | } |
| 111 | |
| 112 | #endif // ADAPTIVE_SAMPLING |
| 113 | |
| 114 | #else |
| 115 | |
| 116 | OutColor = clamp (Radiance (aRay, aInvDirect), 0.f, 1.f); |
| 117 | |
| 118 | #endif // PATH_TRACING |
| 119 | } |