#version 430 core #include "../include/common.glsl" #include "../include/structs.glsl" #include "../include/math.glsl" #include "../include/rng.glsl" #include "../include/sobol.glsl" #include "../include/sampling.glsl" #include "../include/tonemap.glsl" layout(local_size_x = 16, local_size_y = 16) in; layout(binding = 0, rgba32f) uniform readonly image2D g_position; layout(binding = 1, rg32f) uniform readonly image2D g_normal; layout(binding = 5, rgba32f) uniform readonly image2D g_material; layout(binding = 6, r32ui) uniform readonly uimage2D g_material_id; layout(binding = 2, rgba32f) uniform readonly image2D g_texcoord; layout(binding = 7, rgba32f) uniform readonly image2D g_tangent; layout(binding = 3, rgba32f) uniform image2D output_image; layout(binding = 4, rgba32f) uniform image2D accumulation_image; layout(std430, binding = 0) readonly buffer MaterialBuffer { Material materials[]; }; layout(std430, binding = 1) readonly buffer LightBuffer { Light lights[]; }; layout(std430, binding = 2) readonly buffer BVHNodeBuffer { BVHNodeGpu bvh_nodes[]; }; layout(std430, binding = 3) readonly buffer TriangleBuffer { TriangleCompactGpu bvh_tris[]; }; layout(std430, binding = 4) readonly buffer AttrBuffer { TriangleAttrGpu bvh_attrs[]; }; uniform uint u_frame_count; uniform uint u_samples_per_pixel; uniform uint u_max_depth; uniform uint u_light_count; uniform mat4 u_inv_view_projection; uniform bool u_enable_accumulation; uniform bool u_use_bvh; uniform uint u_bvh_node_count; uniform bool u_enable_textures; uniform uint u_sr_enabled; uniform uint u_sr_scaling; // pixel ratio, e.g. 4 → 4× fewer pixels uniform uint u_sr_block; // sqrt(scaling), block side length in pixels uniform uint u_sr_jitter; // frame index within one jitter cycle (0 .. scaling-1) uniform uint u_sr_full_width; uniform uint u_sr_full_height; layout(binding = 10) uniform sampler2DArray u_texture_albedo_array; layout(binding = 11) uniform sampler2DArray u_texture_normal_array; layout(binding = 12) uniform sampler2DArray u_texture_metallic_array; layout(binding = 13) uniform sampler2DArray u_texture_roughness_array; layout(binding = 14) uniform sampler2DArray u_texture_ao_array; layout(binding = 15) uniform sampler2DArray u_texture_emission_array; #include "../include/material.glsl" #include "../include/bvh.glsl" #include "../include/lighting.glsl" struct SobolState { uint sample_index; uint dimension; uint scramble; }; SobolState init_sobol(uint pixel_index, uint frame, uint sample_idx) { SobolState state; state.sample_index = sample_idx + frame * 1024u + pixel_index + 1u; state.dimension = 0u; state.scramble = pcg_hash(pixel_index + frame * 668265263u); return state; } float sobol_next(inout SobolState state) { float value; if (state.dimension < 16u) { value = sobol_get(state.sample_index, state.dimension, state.scramble); } else { uint rng_state = pcg_hash(state.scramble + state.dimension * 2654435761u); value = float(rng_state) / 4294967296.0; } state.dimension++; return value; } vec3 sobol_ggx_half_vector(float roughness, vec3 N, inout SobolState state) { float a = roughness * roughness; float a2 = a * a; float u1 = clamp(sobol_next(state), 0.001, 0.999); float u2 = sobol_next(state); float ct = sqrt((1.0 - u1) / ((a2 - 1.0) * u1 + 1.0)); ct = clamp(ct, 0.0, 1.0); float st = sqrt(max(0.0, 1.0 - ct * ct)); float ph = 2.0 * PI * u2; vec3 Ht = vec3(st * cos(ph), st * sin(ph), ct); vec3 up = (abs(N.y) < 0.999) ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0); vec3 T = normalize(cross(up, N)); vec3 B = cross(N, T); return mat3(T, B, N) * Ht; } ScatterResult scatter_diffuse_sobol(Ray ray_in, HitInfo hit, Material mat, inout SobolState state) { ScatterResult r; r.scattered = true; r.attenuation = mat.albedo; float rs = sqrt(sobol_next(state)); float ph = 2.0 * PI * sobol_next(state); float x = rs * cos(ph), y = rs * sin(ph); float z = sqrt(max(0.0, 1.0 - x * x - y * y)); vec3 up = (abs(hit.normal.y) < 0.999) ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0); vec3 T = normalize(cross(up, hit.normal)); vec3 B = cross(hit.normal, T); vec3 dir = mat3(T, B, hit.normal) * vec3(x, y, z); if (near_zero(dir)) dir = hit.normal; r.scattered_ray.origin = hit.position + hit.normal * EPSILON; r.scattered_ray.direction = dir; return r; } ScatterResult scatter_metal_sobol(Ray ray_in, HitInfo hit, Material mat, inout SobolState state) { ScatterResult r; vec3 V = normalize(-ray_in.direction); float roughness = clamp(mat.roughness, 0.04, 1.0); vec3 H = sobol_ggx_half_vector(roughness, hit.normal, state); if (dot(H, hit.normal) < 0.0) H = -H; vec3 L = reflect(-V, H); if (dot(hit.normal, L) <= 0.0) { r.scattered = false; r.attenuation = vec3(0.0); return r; } float HdotV = max(dot(H, V), 0.001); vec3 F = fresnel_schlick(HdotV, mat.albedo); r.attenuation = clamp(F, vec3(0.0), vec3(1.0)); r.scattered = true; r.scattered_ray.origin = hit.position + hit.normal * EPSILON; r.scattered_ray.direction = L; return r; } ScatterResult scatter_dielectric_sobol(Ray ray_in, HitInfo hit, Material mat, inout SobolState state) { ScatterResult r; r.scattered = true; r.attenuation = vec3(1.0); vec3 ud = normalize(ray_in.direction); float ct = dot(-ud, hit.normal); float st = sqrt(max(0.0, 1.0 - ct * ct)); bool ent = ct > 0.0; float eta = ent ? (1.0 / mat.ior) : mat.ior; vec3 N = ent ? hit.normal : -hit.normal; float st_t = eta * st; float f = fresnel_dielectric(ct, mat.ior); vec3 dir; if (st_t >= 1.0 || sobol_next(state) < f) dir = reflect_vector(ud, N); else dir = refract_vector(ud, N, eta); r.scattered_ray.origin = hit.position + dir * EPSILON; r.scattered_ray.direction = dir; return r; } ScatterResult scatter_ray_sobol(Ray ray_in, HitInfo hit, Material mat, inout SobolState state) { if (mat.type == MATERIAL_DIFFUSE) return scatter_diffuse_sobol(ray_in, hit, mat, state); if (mat.type == MATERIAL_METAL) return scatter_metal_sobol(ray_in, hit, mat, state); if (mat.type == MATERIAL_DIELECTRIC) return scatter_dielectric_sobol(ray_in, hit, mat, state); ScatterResult r; r.scattered = false; r.attenuation = vec3(0.0); return r; } Ray generate_camera_ray(ivec2 pixel_coords, ivec2 image_size) { vec2 uv = (vec2(pixel_coords) + vec2(0.5)) / vec2(image_size); vec2 ndc = uv * 2.0 - 1.0; vec4 pn = u_inv_view_projection * vec4(ndc, 0.0, 1.0); vec4 pf = u_inv_view_projection * vec4(ndc, 1.0, 1.0); Ray r; r.origin = pn.xyz / pn.w; r.direction = normalize(pf.xyz / pf.w - r.origin); return r; } vec3 trace_path_sobol(ivec2 pixel_coords, ivec2 image_size, inout SobolState sobol) { Ray ray = generate_camera_ray(pixel_coords, image_size); vec3 radiance = vec3(0.0); vec3 throughput = vec3(1.0); HitInfo hit0 = trace_primary_gbuffer(ray, pixel_coords); if (hit0.hit) { Material mat0 = fetch_material(hit0.material_id); if (hit0.material_type >= 0) mat0.type = hit0.material_type; apply_material_textures(mat0, hit0.normal, hit0.texcoord, hit0.tangent); radiance += throughput * mat0.emission; ScatterResult sc0 = scatter_ray_sobol(ray, hit0, mat0, sobol); if (!sc0.scattered) return radiance; throughput *= sc0.attenuation; ray = sc0.scattered_ray; } for (uint depth = (hit0.hit ? 1u : 0u); depth < u_max_depth; ++depth) { HitInfo hit = trace_ray_bvh(ray); if (!hit.hit) { radiance += throughput * environment_color(ray.direction); break; } Material mat = fetch_material(hit.material_id); apply_material_textures(mat, hit.normal, hit.texcoord, hit.tangent); radiance += throughput * mat.emission; ScatterResult sc = scatter_ray_sobol(ray, hit, mat, sobol); if (!sc.scattered) break; throughput *= sc.attenuation; if (depth > 3u) { float p = max(max(throughput.r, throughput.g), throughput.b); p = clamp(p, 0.0, 0.95); if (p < RR_THRESHOLD || sobol_next(sobol) > p) break; throughput /= p; } ray = sc.scattered_ray; if (all(lessThan(throughput, vec3(EPSILON)))) break; } return radiance; } void main() { ivec2 rt_coord = ivec2(gl_GlobalInvocationID.xy); ivec2 output_size = imageSize(output_image); if (rt_coord.x >= output_size.x || rt_coord.y >= output_size.y) return; ivec2 pixel_coords; ivec2 image_size; if (u_sr_enabled != 0u) { uint jx = u_sr_jitter % u_sr_block; uint jy = u_sr_jitter / u_sr_block; pixel_coords = rt_coord * int(u_sr_block) + ivec2(int(jx), int(jy)); image_size = ivec2(int(u_sr_full_width), int(u_sr_full_height)); } else { pixel_coords = rt_coord; image_size = output_size; } if (pixel_coords.x >= image_size.x || pixel_coords.y >= image_size.y) return; uint pixel_index = uint(pixel_coords.x) + uint(pixel_coords.y) * uint(image_size.x); vec3 color = vec3(0.0); uint spp = max(u_samples_per_pixel, 1u); for (uint s = 0u; s < spp; ++s) { SobolState sobol = init_sobol(pixel_index, u_frame_count, s); color += trace_path_sobol(pixel_coords, image_size, sobol); } color /= float(spp); color = clamp(color, vec3(0.0), vec3(100.0)); // ── Super resolution: per‑cycle running average inside the RT shader ── if (u_sr_enabled != 0u) { vec4 old = imageLoad(accumulation_image, pixel_coords); uint cyc = u_frame_count / u_sr_scaling; float w = 1.0 / float(cyc + 1u); vec3 acc = mix(old.rgb, color, w); imageStore(accumulation_image, pixel_coords, vec4(acc, 1.0)); return; } // ── Standard non‑SR accumulation ───────────────────────────────────── vec3 acc_color = color; if (u_enable_accumulation && u_frame_count > 0u) { vec3 old = imageLoad(accumulation_image, rt_coord).rgb; float w = 1.0 / float(u_frame_count + 1u); acc_color = mix(old, color, w); } vec3 out_color = aces_tonemap(acc_color); imageStore(accumulation_image, rt_coord, vec4(acc_color, 1.0)); imageStore(output_image, rt_coord, vec4(out_color, 1.0)); }