// This file has been automatically generated from resource file src/Shaders/RaytraceSmooth.fs static const char Shaders_RaytraceSmooth_fs[] = "//! Input ray-traced image.\n" "uniform sampler2D uFSAAInputTexture;\n" "\n" "//! Number of accumulated FSAA samples.\n" "uniform int uSamples;\n" "\n" "//! Output pixel color.\n" "out vec4 OutColor;\n" "\n" "#define LUM_DIFFERENCE 0.085f\n" "\n" "// =======================================================================\n" "// function : main\n" "// purpose :\n" "// =======================================================================\n" "void main (void)\n" "{\n" "#ifndef PATH_TRACING\n" "\n" " int aPixelX = int (gl_FragCoord.x);\n" " int aPixelY = int (gl_FragCoord.y);\n" "\n" " // Adjust FLIPTRI pattern used for adaptive FSAA\n" " float anOffsetX = mix (uOffsetX, -uOffsetX, float (aPixelX % 2));\n" " float anOffsetY = mix (uOffsetY, -uOffsetY, float (aPixelY % 2));\n" "\n" " vec4 aClr0 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY + 0), 0);\n" " vec4 aClr1 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY - 1), 0);\n" " vec4 aClr2 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY + 1), 0);\n" "\n" " vec4 aClr3 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY + 0), 0);\n" " vec4 aClr4 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY - 1), 0);\n" " vec4 aClr5 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY + 1), 0);\n" "\n" " vec4 aClr6 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY + 0), 0);\n" " vec4 aClr7 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY - 1), 0);\n" " vec4 aClr8 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY + 1), 0);\n" "\n" " float aLum = dot (LUMA, aClr0.xyz);\n" "\n" " bool aRender = abs (aClr1.w - aClr0.w) > LUM_DIFFERENCE ||\n" " abs (aClr2.w - aClr0.w) > LUM_DIFFERENCE ||\n" " abs (aClr3.w - aClr0.w) > LUM_DIFFERENCE ||\n" " abs (aClr4.w - aClr0.w) > LUM_DIFFERENCE ||\n" " abs (aClr5.w - aClr0.w) > LUM_DIFFERENCE ||\n" " abs (aClr6.w - aClr0.w) > LUM_DIFFERENCE ||\n" " abs (aClr7.w - aClr0.w) > LUM_DIFFERENCE ||\n" " abs (aClr8.w - aClr0.w) > LUM_DIFFERENCE;\n" "\n" " if (!aRender)\n" " {\n" " aRender = abs (dot (LUMA, aClr1.xyz) - aLum) > LUM_DIFFERENCE ||\n" " abs (dot (LUMA, aClr2.xyz) - aLum) > LUM_DIFFERENCE ||\n" " abs (dot (LUMA, aClr3.xyz) - aLum) > LUM_DIFFERENCE ||\n" " abs (dot (LUMA, aClr4.xyz) - aLum) > LUM_DIFFERENCE ||\n" " abs (dot (LUMA, aClr5.xyz) - aLum) > LUM_DIFFERENCE ||\n" " abs (dot (LUMA, aClr6.xyz) - aLum) > LUM_DIFFERENCE ||\n" " abs (dot (LUMA, aClr7.xyz) - aLum) > LUM_DIFFERENCE ||\n" " abs (dot (LUMA, aClr8.xyz) - aLum) > LUM_DIFFERENCE;\n" " }\n" "\n" " vec4 aColor = aClr0;\n" "\n" " if (aRender)\n" " {\n" " SRay aRay = GenerateRay (vPixel + vec2 (anOffsetX, anOffsetY));\n" "\n" " vec3 aInvDirect = 1.f / max (abs (aRay.Direct), SMALL);\n" "\n" " aInvDirect = vec3 (aRay.Direct.x < 0.f ? -aInvDirect.x : aInvDirect.x,\n" " aRay.Direct.y < 0.f ? -aInvDirect.y : aInvDirect.y,\n" " aRay.Direct.z < 0.f ? -aInvDirect.z : aInvDirect.z);\n" "\n" " aColor = mix (aClr0, clamp (Radiance (aRay, aInvDirect), 0.f, 1.f), 1.f / uSamples);\n" " }\n" "\n" " OutColor = aColor;\n" "\n" "#endif\n" "}\n";