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occt/resources/Shaders/Display.fs
Pasukhin Dmitry df4b931988
Configuration - Resource structure reorganization #429
Reorganized resources to keep source part in src and real-time scripts in resource folder.
For the installation result no changes, still installed to src for windows.
2025-03-18 22:54:43 +00:00

158 lines
4.8 KiB
GLSL

#ifdef ADAPTIVE_SAMPLING
#extension GL_ARB_shader_image_load_store : require
#extension GL_ARB_shader_image_size : enable
//! OpenGL image used for accumulating rendering result.
volatile restrict layout(r32f) uniform image2D uRenderImage;
//! OpenGL image storing variance of sampled pixels blocks.
volatile restrict layout(r32i) uniform iimage2D uVarianceImage;
//! Scale factor used to quantize visual error (float) into signed integer.
uniform float uVarianceScaleFactor;
//! Screen space tile size.
uniform ivec2 uTileSize;
#else // ADAPTIVE_SAMPLING
//! Input image.
uniform sampler2D uInputTexture;
//! Ray tracing depth image.
uniform sampler2D uDepthTexture;
#endif // ADAPTIVE_SAMPLING
//! Number of accumulated frames.
uniform int uAccumFrames;
//! Is debug mode enabled for importance screen sampling.
uniform int uDebugAdaptive;
//! Exposure value for tone mapping.
uniform float uExposure;
#ifdef TONE_MAPPING_FILMIC
//! White point value for filmic tone mapping.
uniform float uWhitePoint;
#endif // TONE_MAPPING
//! Output pixel color.
out vec4 OutColor;
//! RGB weight factors to calculate luminance.
#define LUMA vec3 (0.2126f, 0.7152f, 0.0722f)
// =======================================================================
// function : ToneMappingFilmic
// purpose :
// =======================================================================
vec4 ToneMappingFilmic(vec4 theColor, float theWhitePoint)
{
vec4 aPackColor = vec4 (theColor.rgb, theWhitePoint);
vec4 aFilmicCurve = 1.425f * aPackColor + vec4 (0.05f);
vec4 aResultColor = (aPackColor * aFilmicCurve + vec4 (0.004f)) / (aPackColor * (aFilmicCurve + vec4 (0.55f)) + vec4 (0.0491f)) - vec4 (0.0821f);
return vec4 (aResultColor.rgb / aResultColor.www, 1.0);
}
// =======================================================================
// function : main
// purpose :
// =======================================================================
void main (void)
{
#ifndef ADAPTIVE_SAMPLING
vec4 aColor = texelFetch (uInputTexture, ivec2 (gl_FragCoord.xy), 0);
#ifdef PATH_TRACING
float aDepth = aColor.w; // path tracing uses averaged depth
#else
float aDepth = texelFetch (uDepthTexture, ivec2 (gl_FragCoord.xy), 0).r;
#endif
gl_FragDepth = aDepth;
#else // ADAPTIVE_SAMPLING
ivec2 aPixel = ivec2 (gl_FragCoord.xy);
vec4 aColor = vec4 (0.0);
// fetch accumulated color and total number of samples
aColor.x = imageLoad (uRenderImage, ivec2 (3 * aPixel.x + 0,
2 * aPixel.y + 0)).x;
aColor.y = imageLoad (uRenderImage, ivec2 (3 * aPixel.x + 1,
2 * aPixel.y + 0)).x;
aColor.z = imageLoad (uRenderImage, ivec2 (3 * aPixel.x + 1,
2 * aPixel.y + 1)).x;
aColor.w = imageLoad (uRenderImage, ivec2 (3 * aPixel.x + 0,
2 * aPixel.y + 1)).x;
// calculate normalization factor
float aSampleWeight = 1.f / max (1.0, aColor.w);
// calculate averaged depth value
gl_FragDepth = imageLoad (uRenderImage, ivec2 (3 * aPixel.x + 2,
2 * aPixel.y + 1)).x * aSampleWeight;
// calculate averaged radiance for all samples and even samples only
float aHalfRad = imageLoad (uRenderImage, ivec2 (3 * aPixel.x + 2,
2 * aPixel.y + 0)).x * aSampleWeight * 2.f;
float aAverRad = dot (aColor.rgb, LUMA) * aSampleWeight;
// apply our 'tone mapping' operator (gamma correction and clamping)
aHalfRad = min (1.f, sqrt (aHalfRad));
aAverRad = min (1.f, sqrt (aAverRad));
// calculate visual error
float anError = (aAverRad - aHalfRad) * (aAverRad - aHalfRad);
// accumulate visual error to current block; estimated error is written only
// after the first 40 samples and path length has reached 10 bounces or more
imageAtomicAdd (uVarianceImage, aPixel / uTileSize,
int (mix (uVarianceScaleFactor, anError * uVarianceScaleFactor, aColor.w > 40.f)));
if (uDebugAdaptive == 0) // normal rendering
{
aColor = vec4 (aColor.rgb * aSampleWeight, 1.0);
}
else // showing number of samples
{
vec2 aRatio = vec2 (1.f, 1.f);
#ifdef GL_ARB_shader_image_size
aRatio = vec2 (imageSize (uRenderImage)) / vec2 (3.f * 512.f, 2.f * 512.f);
#endif
aColor = vec4 (0.5f * aColor.rgb * aSampleWeight + vec3 (0.f, sqrt (aRatio.x * aRatio.y) * aColor.w / uAccumFrames * 0.35f, 0.f), 1.0);
}
#endif // ADAPTIVE_SAMPLING
#ifdef PATH_TRACING
aColor *= pow (2.0, uExposure);
#ifdef TONE_MAPPING_FILMIC
aColor = ToneMappingFilmic (aColor, uWhitePoint);
#endif // TONE_MAPPING
#ifdef THE_SHIFT_sRGB
// apply gamma correction (we use gamma = 2)
OutColor = vec4 (sqrt (aColor.rgb), 0.f);
#else
OutColor = vec4 (aColor.rgb, 0.f);
#endif
#else // not PATH_TRACING
OutColor = aColor;
#endif
}