Files
RT_GPU/shaders/scatter.glsl
2025-01-06 10:41:24 +01:00

20 lines
531 B
GLSL

Ray newRay(hitInfo hit, Ray ray, inout uint rng_state)
{
GPUObject obj;
GPUMaterial mat;
Ray new_ray;
obj = objects[hit.obj_index];
mat = materials[obj.mat_index];
vec3 diffuse_dir = normalize(hit.normal + randomDirection(rng_state));
vec3 specular_dir = reflect(ray.direction, hit.normal);
bool is_specular = (mat.metallic >= randomValue(rng_state));
new_ray.origin = hit.position + hit.normal * 0.001;
new_ray.direction = mix(diffuse_dir, specular_dir, mat.roughness * float(is_specular));
return (new_ray);
}