Files
RT_GPU/shaders/compute.glsl
2024-12-24 01:44:53 +01:00

108 lines
2.8 KiB
GLSL

#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);
}