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+ | Fog imGUI
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@ -32,14 +32,23 @@ struct GPUMaterial
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struct GPUCamera
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{
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mat4 view_matrix;
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vec3 position;
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mat4 view_matrix;
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vec3 position;
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float aperture_size;
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float focus_distance;
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float fov;
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float aperture_size;
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float focus_distance;
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float fov;
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int bounce;
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};
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int bounce;
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struct GPUVolume
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{
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vec3 sigma_a; // absorption coefficient
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vec3 sigma_s; // scattering coefficient
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vec3 sigma_t; // extinction coefficient
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float g; // phase function parameter
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bool enabled;
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};
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layout(std430, binding = 1) buffer ObjectBuffer
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@ -52,11 +61,16 @@ layout(std430, binding = 2) buffer MaterialBuffer
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GPUMaterial materials[];
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};
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layout(std140) uniform CameraData
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layout(std140, binding = 0) uniform CameraData
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{
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GPUCamera camera;
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};
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layout(std140, binding = 1) uniform VolumeData
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{
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GPUVolume volume;
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};
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uniform int u_objectsNum;
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uniform vec2 u_resolution;
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uniform int u_pixelisation;
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@ -148,31 +162,25 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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vec3 transmittance = vec3(1.0);
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VolumeProperties volume;
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volume.sigma_a = vec3(0.0001);
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volume.sigma_s = vec3(0.0800);
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volume.sigma_t = volume.sigma_a + volume.sigma_s;
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volume.g = 1.;
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for (int i = 0; i < camera.bounce; i++)
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{
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hitInfo hit = traceRay(ray);
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float t_scatter = 0.0;
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if (atmosScatter(volume, hit, t_scatter, rng_state))
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if (volume.enabled && atmosScatter(hit, t_scatter, rng_state))
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{
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calculateVolumetricLight(t_scatter, volume, ray, color, light, transmittance, rng_state);
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calculateVolumetricLight(t_scatter, ray, color, light, transmittance, rng_state);
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continue;
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}
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if (hit.obj_index == -1)
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{
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light += transmittance * GetEnvironmentLight(ray);
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// light += vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f); //ambient color
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break;
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}
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transmittance *= exp(-volume.sigma_t * hit.t);
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if (volume.enabled)
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transmittance *= exp(-volume.sigma_t * hit.t);
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GPUObject obj = objects[hit.obj_index];
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GPUMaterial mat = materials[obj.mat_index];
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