//! Input ray-traced image. uniform sampler2D uFSAAInputTexture; //! Number of accumulated FSAA samples. uniform int uSamples; //! Output pixel color. out vec4 OutColor; #define LUM_DIFFERENCE 0.085f // ======================================================================= // function : main // purpose : // ======================================================================= void main (void) { #ifndef PATH_TRACING int aPixelX = int (gl_FragCoord.x); int aPixelY = int (gl_FragCoord.y); // Adjust FLIPTRI pattern used for adaptive FSAA float anOffsetX = mix (uFsaaOffset.x, -uFsaaOffset.x, float (aPixelX % 2)); float anOffsetY = mix (uFsaaOffset.y, -uFsaaOffset.y, float (aPixelY % 2)); vec4 aClr0 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY + 0), 0); vec4 aClr1 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY - 1), 0); vec4 aClr2 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY + 1), 0); vec4 aClr3 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY + 0), 0); vec4 aClr4 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY - 1), 0); vec4 aClr5 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY + 1), 0); vec4 aClr6 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY + 0), 0); vec4 aClr7 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY - 1), 0); vec4 aClr8 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY + 1), 0); float aLum = dot (LUMA, aClr0.xyz); bool aRender = abs (aClr1.w - aClr0.w) > LUM_DIFFERENCE || abs (aClr2.w - aClr0.w) > LUM_DIFFERENCE || abs (aClr3.w - aClr0.w) > LUM_DIFFERENCE || abs (aClr4.w - aClr0.w) > LUM_DIFFERENCE || abs (aClr5.w - aClr0.w) > LUM_DIFFERENCE || abs (aClr6.w - aClr0.w) > LUM_DIFFERENCE || abs (aClr7.w - aClr0.w) > LUM_DIFFERENCE || abs (aClr8.w - aClr0.w) > LUM_DIFFERENCE; if (!aRender) { aRender = abs (dot (LUMA, aClr1.xyz) - aLum) > LUM_DIFFERENCE || abs (dot (LUMA, aClr2.xyz) - aLum) > LUM_DIFFERENCE || abs (dot (LUMA, aClr3.xyz) - aLum) > LUM_DIFFERENCE || abs (dot (LUMA, aClr4.xyz) - aLum) > LUM_DIFFERENCE || abs (dot (LUMA, aClr5.xyz) - aLum) > LUM_DIFFERENCE || abs (dot (LUMA, aClr6.xyz) - aLum) > LUM_DIFFERENCE || abs (dot (LUMA, aClr7.xyz) - aLum) > LUM_DIFFERENCE || abs (dot (LUMA, aClr8.xyz) - aLum) > LUM_DIFFERENCE; } vec4 aColor = aClr0; if (aRender) { SRay aRay = GenerateRay (vPixel + vec2 (anOffsetX, anOffsetY)); vec3 aInvDirect = 1.f / max (abs (aRay.Direct), SMALL); aInvDirect = vec3 (aRay.Direct.x < 0.f ? -aInvDirect.x : aInvDirect.x, aRay.Direct.y < 0.f ? -aInvDirect.y : aInvDirect.y, aRay.Direct.z < 0.f ? -aInvDirect.z : aInvDirect.z); aColor = mix (aClr0, clamp (Radiance (aRay, aInvDirect), 0.0, 1.0), 1.0 / float(uSamples)); } OutColor = aColor; #endif }