mirror of
https://github.com/TheRedShip/RT_GPU.git
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55 lines
1.6 KiB
GLSL
55 lines
1.6 KiB
GLSL
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float sampleHG(float g, inout uint rng_state)
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{
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if (abs(g) < 0.001)
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return 2.0 * randomValue(rng_state) - 1.0;
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float sqr_term = (1.0 - g * g) / (1.0 + g - 2.0 * g * randomValue(rng_state));
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return (1.0 + g * g - sqr_term * sqr_term) / (2.0 * g);
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}
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vec3 sampleDirection(vec3 forward, float cos_theta, inout uint rng_state)
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{
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float phi = 2.0 * M_PI * randomValue(rng_state);
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float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
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vec3 dir;
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dir.x = sin_theta * cos(phi);
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dir.y = sin_theta * sin(phi);
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dir.z = cos_theta;
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vec3 up = abs(forward.z) < 0.999 ? vec3(0, 0, 1) : vec3(1, 0, 0);
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vec3 right = normalize(cross(up, forward));
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up = cross(forward, right);
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return normalize(
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dir.x * right +
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dir.y * up +
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dir.z * forward
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);
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}
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bool atmosScatter(hitInfo hit, inout float t_scatter, inout uint rng_state)
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{
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float density = volume.sigma_t.x;
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t_scatter = -log(randomValue(rng_state)) / density;
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return (t_scatter < hit.t && density > 0.0);
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}
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void calculateVolumetricLight(float t_scatter, inout Ray ray, inout vec3 color, inout vec3 light, inout vec3 transmittance, inout uint rng_state)
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{
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vec3 scatter_pos = ray.origin + ray.direction * t_scatter;
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transmittance *= exp(-volume.sigma_t * t_scatter);
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color *= volume.sigma_s / volume.sigma_t;
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light += transmittance * color * sampleLights(scatter_pos, rng_state);
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float cos_theta = sampleHG(volume.g, rng_state);
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vec3 new_dir = sampleDirection(ray.direction, cos_theta, rng_state);
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ray.origin = scatter_pos;
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ray.direction = new_dir;
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}
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