diff --git a/shaders/compiled/frag_rt_quad.spv b/shaders/compiled/frag_rt_quad.spv index e329b50..8b8614a 100644 Binary files a/shaders/compiled/frag_rt_quad.spv and b/shaders/compiled/frag_rt_quad.spv differ diff --git a/shaders/rt_quad.frag b/shaders/rt_quad.frag index 9fd62a9..7094bd4 100644 --- a/shaders/rt_quad.frag +++ b/shaders/rt_quad.frag @@ -31,6 +31,7 @@ uint max_iterations_per_light = scene_info.infos[1]; int half_diffuse_raster_steps = int(scene_info.infos[2]); float raster_distance = uintBitsToFloat(scene_info.infos[3]); int raster_points = (2 * half_diffuse_raster_steps + 1) * (2 * half_diffuse_raster_steps + 1); +float pos_infinity = uintBitsToFloat(0x7F800000); uvec4 unpack_color(uint val) { // left most 8 bits first @@ -194,6 +195,7 @@ struct Tracing { vec3 color_mul; uvec2 end_raster; + vec3 end_direction; bool has_transparent_hit; }; @@ -303,6 +305,7 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl result.color_mul = result.color_mul * vec3(float(color_sample.x) / 255.0, float(color_sample.y) / 255.0, float(color_sample.z) / 255.0); result.has_transparent_hit = true; result.end_volume = volume_index; + result.end_direction = direction; end_color_transparent = color_sample; end_raster_transparent = uvec2(u, v); @@ -321,6 +324,7 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl result.end_raster = uvec2(u, v); result.has_hit = true; result.end_volume = volume_index; + result.end_direction = direction; float reflectivity = 1.0 - float(color_sample.w) / 255.0; vec3 refltective_color_mul = result.color_mul * vec3(float(color_sample.x) / 255.0, float(color_sample.y) / 255.0, float(color_sample.z) / 255.0); @@ -440,6 +444,20 @@ vec3 clamp_to_volume(uint volume_start, vec3 position) { return vec3(min(max(position.x, low_x_border), high_x_border), min(max(position.y, low_y_border), high_y_border), min(max(position.z, low_z_border), high_z_border)); } +vec3 add_reflection(vec3 view_vector, uint f, uint volume_start, vec3 pos, uvec4 color_sample, vec3 color_sum) { + vec3 orig_color_sample = vec3(float(color_sample.x) / 255.0, float(color_sample.y) / 255.0, float(color_sample.z) / 255.0); + + vec3 reflection_direction = reflect_vector(view_vector, f); + Tracing reflection_tracing = trace_ray(volume_start, pos, reflection_direction, pos_infinity, 0, max_iterations_per_light, true); + float reflectivity = 1.0 - float(color_sample.w) / 255.0; + if (reflection_tracing.has_hit || reflection_tracing.has_transparent_hit) { + vec3 color_from_reflection = diffuse_tracing(reflection_tracing.end_volume, reflection_tracing.end_raster, reflection_tracing.end_pos, reflection_tracing.end_facing) * orig_color_sample; + color_sum = color_sum * (1.0 - reflectivity) + color_from_reflection * reflectivity; + } + + return color_sum; +} + void main() { vec3 clamped_pos = clamp_to_volume(fragVolumeStart, origPosition); uvec4 color_roughness = sample_color_from_scene_info(fragVolumeStart, fragRasterPos, facing); @@ -447,31 +465,27 @@ void main() { vec3 color_sum; uint orig_neighbor = sample_neighbor_from_scene_info(fragVolumeStart, fragRasterPos, facing); - float pos_infinity = uintBitsToFloat(0x7F800000); if (orig_neighbor != 0) { + vec3 color_direct = diffuse_tracing(fragVolumeStart, fragRasterPos, clamped_pos, facing); + color_direct = add_reflection(normalize(clamped_pos - ubo.camera_pos), facing, fragVolumeStart, clamped_pos, color_roughness, color_direct); + Tracing t = trace_ray(fragVolumeStart, ubo.camera_pos, clamped_pos - ubo.camera_pos, pos_infinity, 0, max_iterations_per_light, false); float opacity = float(color_roughness.w) / 255.0; if (t.has_hit) { vec3 color_seen_through = diffuse_tracing(t.end_volume, t.end_raster, t.end_pos, t.end_facing) * orig_color_sample * t.color_mul; - vec3 color_direct = diffuse_tracing(fragVolumeStart, fragRasterPos, clamped_pos, facing); + color_seen_through = add_reflection(t.end_direction, t.end_facing, t.end_volume, t.end_pos, t.end_color, color_seen_through); + color_sum = opacity * color_direct + (1.0 - opacity) * color_seen_through; } else { // Todo: hit sky box - vec3 color_direct = diffuse_tracing(fragVolumeStart, fragRasterPos, clamped_pos, facing); color_sum = opacity * color_direct + (1.0 - opacity) * vec3(0.0, 0.0, 0.0); } } else { color_sum = diffuse_tracing(fragVolumeStart, fragRasterPos, clamped_pos, facing); - vec3 reflection_direction = reflect_vector(normalize(clamped_pos - ubo.camera_pos), facing); - Tracing reflection_tracing = trace_ray(fragVolumeStart, clamped_pos, reflection_direction, pos_infinity, 0, max_iterations_per_light, true); - float reflectivity = 1.0 - float(color_roughness.w) / 255.0; - if (reflection_tracing.has_hit || reflection_tracing.has_transparent_hit) { - vec3 color_from_reflection = diffuse_tracing(reflection_tracing.end_volume, reflection_tracing.end_raster, reflection_tracing.end_pos, reflection_tracing.end_facing) * orig_color_sample; - color_sum = color_sum * (1.0 - reflectivity) + color_from_reflection * reflectivity; - } + color_sum = add_reflection(normalize(clamped_pos - ubo.camera_pos), facing, fragVolumeStart, clamped_pos, color_roughness, color_sum); } outColor = vec4(color_sum, 1.0);