#version 430 core // Work group dimensions layout(local_size_x = 16, local_size_y = 16) in; // Output image layout(binding = 0, rgba32f) uniform image2D outputImage; struct GPUObject { vec3 position; // 12 + 4 float padding_1; // 4 vec3 color; // 12 + 4 float padding_2; // 4 float roughness; // 4 float specular; // 4 float radius; // 4 int type; // 4 }; layout(std430, binding = 1) buffer ObjectBuffer { GPUObject objects[]; }; uniform int u_objectsNum; uniform vec2 u_resolution; uniform vec3 u_cameraPosition; uniform mat4 u_viewMatrix; vec3 lightPos = vec3(5.0, 5.0, 5.0); vec3 lightColor = vec3(1.0, 1.0, 1.0); vec3 sphereCenter = vec3(0.0, 0.0, -5.0); float sphereRadius = 1.0; vec3 objectColor = vec3(0.4, 0.7, 0.9); struct Ray { vec3 origin; vec3 direction; }; bool intersectSphere(Ray ray, vec3 center, float radius, out float t) { vec3 oc = ray.origin - center; float a = dot(ray.direction, ray.direction); float b = 2.0 * dot(oc, ray.direction); float c = dot(oc, oc) - radius * radius; float discriminant = b * b - 4.0 * a * c; if (discriminant < 0.0) { return false; } float t1 = (-b - sqrt(discriminant)) / (2.0 * a); if (t1 > 0.001) { t = t1; return true; } return false; } vec3 computeLighting(vec3 point, vec3 normal, vec3 viewDir) { vec3 lightDir = normalize(lightPos - point); float diff = max(dot(normal, lightDir), 0.0); vec3 diffuse = diff * lightColor; return objectColor * diffuse; } void main() { ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy); if (pixelCoords.x >= int(u_resolution.x) || pixelCoords.y >= int(u_resolution.y)) { return; } vec2 uv = vec2(pixelCoords) / u_resolution; uv = uv * 2.0 - 1.0; uv.x *= u_resolution.x / u_resolution.y; float fov = 90.0; float focal_length = 1.0 / tan(radians(fov) / 2.0); vec3 viewSpaceRay = normalize(vec3(uv.x, uv.y, -focal_length)); vec3 rayDirection = (inverse(u_viewMatrix) * vec4(viewSpaceRay, 0.0)).xyz; rayDirection = normalize(rayDirection); Ray ray = Ray(u_cameraPosition, rayDirection); vec4 color = vec4(0.0, 0.0, 0.0, 1.0); float closest_t = 1e30; for (int i = 0; i < u_objectsNum; i++) { float t; if (intersectSphere(ray, objects[i].position, objects[i].radius, t)) { if (t < closest_t) { closest_t = t; vec3 hitPoint = ray.origin + t * ray.direction; vec3 normal = normalize(hitPoint - objects[i].position); color = vec4(objects[i].color * normal.y, 1.0); } } } // Write to the output image imageStore(outputImage, pixelCoords, color); }