#version 430 core // Include shared modules #include "../include/common.glsl" #include "../include/structs.glsl" #include "../include/math.glsl" #include "../include/rng.glsl" #include "../include/sampling.glsl" // Workgroup size layout(local_size_x = 16, local_size_y = 16) in; // G-Buffer inputs layout(binding = 0, rgba32f) uniform readonly image2D g_position; layout(binding = 1, rgba32f) 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 = 7, rgba32f) uniform readonly image2D g_texcoord; layout(binding = 8, rgba32f) uniform readonly image2D g_tangent; // Output layout(binding = 3, rgba32f) uniform image2D output_image; layout(binding = 4, rgba32f) uniform image2D accumulation_image; // SSBO bindings 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 { TriangleGpu bvh_tris[]; }; // Uniforms 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; // Texture arrays 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 material, BVH, and lighting modules (needs uniform declarations above) #include "../include/material.glsl" #include "../include/bvh.glsl" #include "../include/lighting.glsl" // Generate camera ray (center pixel, no jitter) 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 p_near = u_inv_view_projection * vec4(ndc, 0.0, 1.0); vec4 p_far = u_inv_view_projection * vec4(ndc, 1.0, 1.0); vec3 near_ws = p_near.xyz / p_near.w; vec3 far_ws = p_far.xyz / p_far.w; Ray r; r.origin = near_ws; r.direction = normalize(far_ws - near_ws); return r; } // Path tracing with G-Buffer acceleration for primary ray vec3 trace_path_primary_gbuffer(ivec2 pixel_coords, ivec2 image_size, inout uint seed) { Ray ray = generate_camera_ray(pixel_coords, image_size); vec3 radiance = vec3(0.0); vec3 throughput = vec3(1.0); // Depth 0: try G-Buffer hit first 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(ray, hit0, mat0, seed); if (!sc0.scattered) return radiance; throughput *= sc0.attenuation; ray = sc0.scattered_ray; } // Subsequent bounces: BVH 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(ray, hit, mat, seed); if (!sc.scattered) break; throughput *= sc.attenuation; if (depth > 3u) { float p = max(throughput.r, max(throughput.g, throughput.b)); p = clamp(p, 0.0, 0.95); if (p < RR_THRESHOLD || random_float(seed) > p) break; throughput /= p; } ray = sc.scattered_ray; if (all(lessThan(throughput, vec3(EPSILON)))) break; } return radiance; } // ACES Filmic Tone Mapping vec3 aces_tonemap(vec3 x) { float a = 2.51; float b = 0.03; float c = 2.43; float d = 0.59; float e = 0.14; return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0); } void main() { ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy); ivec2 image_size = imageSize(output_image); if (pixel_coords.x >= image_size.x || pixel_coords.y >= image_size.y) return; uint base_seed = uint(pixel_coords.x) + uint(pixel_coords.y) * uint(image_size.x); uint seed = base_seed + u_frame_count * 719393u; vec3 color = vec3(0.0); uint spp = max(u_samples_per_pixel, 1u); for (uint s = 0u; s < spp; ++s) { color += trace_path_primary_gbuffer(pixel_coords, image_size, seed); } color /= float(spp); color = clamp(color, vec3(0.0), vec3(100.0)); vec3 accumulation_color = color; if (u_enable_accumulation && u_frame_count > 0u) { vec3 accumulated = imageLoad(accumulation_image, pixel_coords).rgb; float w = 1.0 / float(u_frame_count + 1u); accumulation_color = mix(accumulated, color, w); } vec3 output_color = aces_tonemap(accumulation_color); imageStore(accumulation_image, pixel_coords, vec4(accumulation_color, 1.0)); imageStore(output_image, pixel_coords, vec4(output_color, 1.0)); }