1 // This file has been automatically generated from resource file src/Shaders/RaytraceSmooth.fs
3 static const char Shaders_RaytraceSmooth_fs[] =
4 "//! Input ray-traced image.\n"
5 "uniform sampler2D uFSAAInputTexture;\n"
7 "//! Number of accumulated FSAA samples.\n"
8 "uniform int uSamples;\n"
10 "//! Output pixel color.\n"
11 "out vec4 OutColor;\n"
13 "#define LUM_DIFFERENCE 0.085f\n"
15 "// =======================================================================\n"
16 "// function : main\n"
18 "// =======================================================================\n"
21 "#ifndef PATH_TRACING\n"
23 " int aPixelX = int (gl_FragCoord.x);\n"
24 " int aPixelY = int (gl_FragCoord.y);\n"
26 " // Adjust FLIPTRI pattern used for adaptive FSAA\n"
27 " float anOffsetX = mix (uOffsetX, -uOffsetX, float (aPixelX % 2));\n"
28 " float anOffsetY = mix (uOffsetY, -uOffsetY, float (aPixelY % 2));\n"
30 " vec4 aClr0 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY + 0), 0);\n"
31 " vec4 aClr1 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY - 1), 0);\n"
32 " vec4 aClr2 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY + 1), 0);\n"
34 " vec4 aClr3 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY + 0), 0);\n"
35 " vec4 aClr4 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY - 1), 0);\n"
36 " vec4 aClr5 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY + 1), 0);\n"
38 " vec4 aClr6 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY + 0), 0);\n"
39 " vec4 aClr7 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY - 1), 0);\n"
40 " vec4 aClr8 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY + 1), 0);\n"
42 " float aLum = dot (LUMA, aClr0.xyz);\n"
44 " bool aRender = abs (aClr1.w - aClr0.w) > LUM_DIFFERENCE ||\n"
45 " abs (aClr2.w - aClr0.w) > LUM_DIFFERENCE ||\n"
46 " abs (aClr3.w - aClr0.w) > LUM_DIFFERENCE ||\n"
47 " abs (aClr4.w - aClr0.w) > LUM_DIFFERENCE ||\n"
48 " abs (aClr5.w - aClr0.w) > LUM_DIFFERENCE ||\n"
49 " abs (aClr6.w - aClr0.w) > LUM_DIFFERENCE ||\n"
50 " abs (aClr7.w - aClr0.w) > LUM_DIFFERENCE ||\n"
51 " abs (aClr8.w - aClr0.w) > LUM_DIFFERENCE;\n"
55 " aRender = abs (dot (LUMA, aClr1.xyz) - aLum) > LUM_DIFFERENCE ||\n"
56 " abs (dot (LUMA, aClr2.xyz) - aLum) > LUM_DIFFERENCE ||\n"
57 " abs (dot (LUMA, aClr3.xyz) - aLum) > LUM_DIFFERENCE ||\n"
58 " abs (dot (LUMA, aClr4.xyz) - aLum) > LUM_DIFFERENCE ||\n"
59 " abs (dot (LUMA, aClr5.xyz) - aLum) > LUM_DIFFERENCE ||\n"
60 " abs (dot (LUMA, aClr6.xyz) - aLum) > LUM_DIFFERENCE ||\n"
61 " abs (dot (LUMA, aClr7.xyz) - aLum) > LUM_DIFFERENCE ||\n"
62 " abs (dot (LUMA, aClr8.xyz) - aLum) > LUM_DIFFERENCE;\n"
65 " vec4 aColor = aClr0;\n"
69 " SRay aRay = GenerateRay (vPixel + vec2 (anOffsetX, anOffsetY));\n"
71 " vec3 aInvDirect = 1.f / max (abs (aRay.Direct), SMALL);\n"
73 " aInvDirect = vec3 (aRay.Direct.x < 0.f ? -aInvDirect.x : aInvDirect.x,\n"
74 " aRay.Direct.y < 0.f ? -aInvDirect.y : aInvDirect.y,\n"
75 " aRay.Direct.z < 0.f ? -aInvDirect.z : aInvDirect.z);\n"
77 " aColor = mix (aClr0, clamp (Radiance (aRay, aInvDirect), 0.f, 1.f), 1.f / uSamples);\n"
80 " OutColor = aColor;\n"