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occt/resources/Shaders/RaytraceSmooth.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

81 lines
3.0 KiB
GLSL

//! Input ray-traced image.
uniform sampler2D uFSAAInputTexture;
//! Number of accumulated FSAA samples.
uniform int uSamples;
//! Output pixel color.
out vec4 OutColor;
#define LUM_DIFFERENCE 0.085f
// =======================================================================
// function : main
// purpose :
// =======================================================================
void main (void)
{
#ifndef PATH_TRACING
int aPixelX = int (gl_FragCoord.x);
int aPixelY = int (gl_FragCoord.y);
// Adjust FLIPTRI pattern used for adaptive FSAA
float anOffsetX = mix (uFsaaOffset.x, -uFsaaOffset.x, float (aPixelX % 2));
float anOffsetY = mix (uFsaaOffset.y, -uFsaaOffset.y, float (aPixelY % 2));
vec4 aClr0 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY + 0), 0);
vec4 aClr1 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY - 1), 0);
vec4 aClr2 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY + 1), 0);
vec4 aClr3 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY + 0), 0);
vec4 aClr4 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY - 1), 0);
vec4 aClr5 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY + 1), 0);
vec4 aClr6 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY + 0), 0);
vec4 aClr7 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY - 1), 0);
vec4 aClr8 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY + 1), 0);
float aLum = dot (LUMA, aClr0.xyz);
bool aRender = abs (aClr1.w - aClr0.w) > LUM_DIFFERENCE ||
abs (aClr2.w - aClr0.w) > LUM_DIFFERENCE ||
abs (aClr3.w - aClr0.w) > LUM_DIFFERENCE ||
abs (aClr4.w - aClr0.w) > LUM_DIFFERENCE ||
abs (aClr5.w - aClr0.w) > LUM_DIFFERENCE ||
abs (aClr6.w - aClr0.w) > LUM_DIFFERENCE ||
abs (aClr7.w - aClr0.w) > LUM_DIFFERENCE ||
abs (aClr8.w - aClr0.w) > LUM_DIFFERENCE;
if (!aRender)
{
aRender = abs (dot (LUMA, aClr1.xyz) - aLum) > LUM_DIFFERENCE ||
abs (dot (LUMA, aClr2.xyz) - aLum) > LUM_DIFFERENCE ||
abs (dot (LUMA, aClr3.xyz) - aLum) > LUM_DIFFERENCE ||
abs (dot (LUMA, aClr4.xyz) - aLum) > LUM_DIFFERENCE ||
abs (dot (LUMA, aClr5.xyz) - aLum) > LUM_DIFFERENCE ||
abs (dot (LUMA, aClr6.xyz) - aLum) > LUM_DIFFERENCE ||
abs (dot (LUMA, aClr7.xyz) - aLum) > LUM_DIFFERENCE ||
abs (dot (LUMA, aClr8.xyz) - aLum) > LUM_DIFFERENCE;
}
vec4 aColor = aClr0;
if (aRender)
{
SRay aRay = GenerateRay (vPixel + vec2 (anOffsetX, anOffsetY));
vec3 aInvDirect = 1.f / max (abs (aRay.Direct), SMALL);
aInvDirect = vec3 (aRay.Direct.x < 0.f ? -aInvDirect.x : aInvDirect.x,
aRay.Direct.y < 0.f ? -aInvDirect.y : aInvDirect.y,
aRay.Direct.z < 0.f ? -aInvDirect.z : aInvDirect.z);
aColor = mix (aClr0, clamp (Radiance (aRay, aInvDirect), 0.0, 1.0), 1.0 / float(uSamples));
}
OutColor = aColor;
#endif
}