1 // This file has been automatically generated from resource file src/Shaders/RaytraceRender.fs
3 static const char Shaders_RaytraceRender_fs[] =
6 "// Seed for random number generator (generated on CPU).\n"
7 "uniform int uFrameRndSeed;\n"
9 "//! Enables/disables using of single RNG seed for 16x16 image\n"
10 "//! blocks. Increases performance up to 4x, but the noise has\n"
11 "//! become structured. Can be used fo final rendering.\n"
12 "uniform int uBlockedRngEnabled;\n"
14 "//! Number of previously rendered frames (used in non-ISS mode).\n"
15 "uniform int uAccumSamples;\n"
17 "#ifndef ADAPTIVE_SAMPLING\n"
18 " //! Input image with previously accumulated samples.\n"
19 " uniform sampler2D uAccumTexture;\n"
22 "//! Maximum radiance that can be added to the pixel.\n"
23 "//! Decreases noise level, but introduces some bias.\n"
24 "uniform float uMaxRadiance = 50.f;\n"
26 "// =======================================================================\n"
27 "// function : main\n"
29 "// =======================================================================\n"
32 " SeedRand (uFrameRndSeed, uWinSizeX, uBlockedRngEnabled == 0 ? 1 : 16);\n"
34 "#ifndef PATH_TRACING\n"
36 " SRay aRay = GenerateRay (vPixel);\n"
40 " ivec2 aFragCoord = ivec2 (gl_FragCoord.xy);\n"
42 "#ifdef ADAPTIVE_SAMPLING\n"
44 " ivec2 aTileXY = imageLoad (uOffsetImage, ivec2 (aFragCoord.x / BLOCK_SIZE,\n"
45 " aFragCoord.y / BLOCK_SIZE)).xy;\n"
47 " ivec2 aRealBlockSize = ivec2 (min (uWinSizeX - aTileXY.x, BLOCK_SIZE),\n"
48 " min (uWinSizeY - aTileXY.y, BLOCK_SIZE));\n"
50 " aFragCoord.x = aTileXY.x + (aFragCoord.x % aRealBlockSize.x);\n"
51 " aFragCoord.y = aTileXY.y + (aFragCoord.y % aRealBlockSize.y);\n"
53 "#endif // ADAPTIVE_SAMPLING\n"
55 " vec2 aPnt = vec2 (aFragCoord.x + RandFloat(),\n"
56 " aFragCoord.y + RandFloat());\n"
58 " SRay aRay = GenerateRay (aPnt / vec2 (uWinSizeX, uWinSizeY));\n"
60 "#endif // PATH_TRACING\n"
62 " vec3 aInvDirect = InverseDirection (aRay.Direct);\n"
64 "#ifdef PATH_TRACING\n"
66 "#ifndef ADAPTIVE_SAMPLING\n"
68 " vec4 aColor = PathTrace (aRay, aInvDirect, uAccumSamples);\n"
72 " float aNbSamples = imageAtomicAdd (uRenderImage, ivec2 (3 * aFragCoord.x + 0,\n"
73 " 2 * aFragCoord.y + 1), 1.0);\n"
75 " vec4 aColor = PathTrace (aRay, aInvDirect, int (aNbSamples));\n"
79 " if (any (isnan (aColor.rgb)))\n"
81 " aColor.rgb = ZERO;\n"
84 " aColor.rgb = min (aColor.rgb, vec3 (uMaxRadiance));\n"
86 "#ifdef ADAPTIVE_SAMPLING\n"
88 " // accumulate RGB color and depth\n"
89 " imageAtomicAdd (uRenderImage, ivec2 (3 * aFragCoord.x + 0,\n"
90 " 2 * aFragCoord.y + 0), aColor.r);\n"
91 " imageAtomicAdd (uRenderImage, ivec2 (3 * aFragCoord.x + 1,\n"
92 " 2 * aFragCoord.y + 0), aColor.g);\n"
93 " imageAtomicAdd (uRenderImage, ivec2 (3 * aFragCoord.x + 1,\n"
94 " 2 * aFragCoord.y + 1), aColor.b);\n"
95 " imageAtomicAdd (uRenderImage, ivec2 (3 * aFragCoord.x + 2,\n"
96 " 2 * aFragCoord.y + 1), aColor.w);\n"
98 " if (int (aNbSamples) % 2 == 0) // accumulate luminance for even samples only\n"
100 " imageAtomicAdd (uRenderImage, ivec2 (3 * aFragCoord.x + 2,\n"
101 " 2 * aFragCoord.y + 0), dot (LUMA, aColor.rgb));\n"
106 " if (uAccumSamples == 0)\n"
108 " OutColor = aColor;\n"
112 " OutColor = mix (texture2D (uAccumTexture, vPixel), aColor, 1.f / (uAccumSamples + 1));\n"
115 "#endif // ADAPTIVE_SAMPLING\n"
119 " OutColor = clamp (Radiance (aRay, aInvDirect), 0.f, 1.f);\n"
121 "#endif // PATH_TRACING\n"