Files
RT_GPU/shaders/random.glsl
2025-01-08 19:14:14 +01:00

56 lines
1.8 KiB
GLSL

#define M_PI 3.14159265359
float randomValue(inout uint rng_state)
{
rng_state = rng_state * 747796405u + 2891336453u;
uint result = ((rng_state >> ((rng_state >> 28u) + 4u)) ^ rng_state) * 277803737u;
result = (result >> 22u) ^ result;
return (float(result) * (1.0 / 4294967295.0));
}
float randomValueNormalDistribution(inout uint rng_state)
{
float theta = 2.0 * M_PI * randomValue(rng_state);
float rho = sqrt(-2.0 * log(randomValue(rng_state)));
return (rho * cos(theta));
}
vec3 randomDirection(inout uint rng_state)
{
float x = randomValueNormalDistribution(rng_state);
float y = randomValueNormalDistribution(rng_state);
float z = randomValueNormalDistribution(rng_state);
return normalize(vec3(x, y, z));
}
vec2 randomPointInCircle(inout uint rng_state)
{
float angle = randomValue(rng_state) * 2 * M_PI;
vec2 point_in_circle = vec2(cos(angle), sin(angle));
return (point_in_circle * sqrt(randomValue(rng_state)));
}
vec3 randomHemisphereDirection(vec3 normal, inout uint rng_state)
{
vec3 direction = randomDirection(rng_state);
return (direction * sign(dot(normal, direction)));
}
// vec3 GetEnvironmentLight(Ray ray)
// {
// vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
// float SunFocus = 1.5;
// float SunIntensity = 1;
// vec3 GroundColour = vec3(0.5, 0.5, 0.5);
// vec3 SkyColourHorizon = vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f);
// vec3 SkyColourZenith = SkyColourHorizon / 2.0;
// float skyGradientT = pow(smoothstep(0, 0.4, ray.direction.y), 0.35);
// float groundToSkyT = smoothstep(-0.01, 0, ray.direction.y);
// vec3 skyGradient = mix(SkyColourHorizon, SkyColourZenith, skyGradientT);
// float sun = pow(max(0, dot(ray.direction, sun_pos.xyz)), SunFocus) * SunIntensity;
// // Combine ground, sky, and sun
// vec3 composite = mix(GroundColour, skyGradient, groundToSkyT) + sun * int(groundToSkyT >= 1);
// return composite;
// }