aurora-rendering-engine/shaders/raytracing.comp

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#version 430 core
#define PI 3.14159265359
#define INV_PI 0.31830988618
#define EPSILON 1e-4
#define MAX_FLOAT 3.402823466e38
#define RR_THRESHOLD 0.1
#define MATERIAL_DIFFUSE 0
#define MATERIAL_METAL 1
#define MATERIAL_DIELECTRIC 2
#define MATERIAL_EMISSIVE 3
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
#define LIGHT_SPOT 2
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;
// Material params + material id (for primary hit fast-path)
layout(binding = 5, rgba32f) uniform readonly image2D g_material;
layout(binding = 6, r32ui) uniform readonly uimage2D g_material_id;
// Texcoord from G-Buffer
layout(binding = 7, rgba32f) uniform readonly image2D g_texcoord;
// Tangent from G-Buffer
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;
struct Material {
vec3 albedo;
vec3 emission;
float metallic;
float roughness;
int type;
float ior;
float ao; // ambient occlusion
float padding1;
uint texture_handles[6];
};
struct Light {
vec3 position;
int type;
vec3 direction;
float intensity;
vec3 color;
float range;
vec2 spot_angles;
vec2 padding;
};
struct Ray {
vec3 origin;
vec3 direction;
};
struct HitInfo {
bool hit;
float t;
vec3 position;
vec3 normal;
vec2 texcoord;
vec3 tangent;
uint material_id;
int material_type; // material type from G-Buffer
};
struct ScatterResult {
bool scattered;
vec3 attenuation;
Ray scattered_ray;
};
struct BVHNodeGpu {
vec4 aabb_min_left_first; // xyz min, w = left_first (uint bits in float)
vec4 aabb_max_count; // xyz max, w = count (uint bits in float)
};
struct TriangleGpu {
vec4 v0_material; // xyz v0, w material_id (uint bits in float)
vec4 v1;
vec4 v2;
vec4 n0;
vec4 n1;
vec4 n2;
vec4 uv0_uv1; // xy uv0, zw uv1
vec4 uv2; // xy uv2
vec4 t0; // tangent at v0
vec4 t1; // tangent at v1
};
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[]; };
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;
// Global texture arrays for bindless sampling (6 arrays for each texture type)
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;
// Helper function to sample texture from array by index
vec4 sample_texture_array(int slot, int index, vec2 uv) {
if (index <= 0) return vec4(1.0);
if (slot == 0) return texture(u_texture_albedo_array, vec3(uv, float(index - 1)));
if (slot == 1) return texture(u_texture_normal_array, vec3(uv, float(index - 1)));
if (slot == 2) return texture(u_texture_metallic_array, vec3(uv, float(index - 1)));
if (slot == 3) return texture(u_texture_roughness_array, vec3(uv, float(index - 1)));
if (slot == 4) return texture(u_texture_ao_array, vec3(uv, float(index - 1)));
if (slot == 5) return texture(u_texture_emission_array, vec3(uv, float(index - 1)));
return vec4(1.0);
}
// ============================================================================
// Utility
// ============================================================================
/**
* @brief Check if vector is near zero
*/
bool near_zero(vec3 v) {
return (abs(v.x) < EPSILON) && (abs(v.y) < EPSILON) && (abs(v.z) < EPSILON);
}
/**
* @brief Reflect vector around normal
*/
vec3 reflect_vector(vec3 v, vec3 n) {
return v - 2.0 * dot(v, n) * n;
}
/**
* @brief Refract vector through surface
*/
vec3 refract_vector(vec3 uv, vec3 n, float etai_over_etat) {
float cos_theta = min(dot(-uv, n), 1.0);
vec3 r_out_perp = etai_over_etat * (uv + cos_theta * n);
vec3 r_out_parallel = -sqrt(abs(1.0 - dot(r_out_perp, r_out_perp))) * n;
return r_out_perp + r_out_parallel;
}
uint as_uint(float f) { return floatBitsToUint(f); }
float as_float(uint u) { return uintBitsToFloat(u); }
// ============================================================================
// RNG (PCG)
// ============================================================================
uint pcg_hash(uint seed) {
uint state = seed * 747796405u + 2891336453u;
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
float random_float(inout uint seed) {
seed = pcg_hash(seed);
return float(seed) / 4294967296.0;
}
vec3 random_vec3(inout uint seed) {
return vec3(random_float(seed), random_float(seed), random_float(seed));
}
vec3 random_in_unit_sphere(inout uint seed) {
while (true) {
vec3 p = 2.0 * random_vec3(seed) - vec3(1.0);
if (dot(p, p) < 1.0) return p;
}
}
vec3 random_unit_vector(inout uint seed) {
return normalize(random_in_unit_sphere(seed));
}
// ============================================================================
// Camera ray
// ============================================================================
/**
* @brief Generate primary ray in world space
*/
Ray generate_camera_ray(ivec2 pixel_coords, ivec2 image_size, inout uint seed) {
vec2 jitter = vec2(random_float(seed), random_float(seed));
vec2 uv = (vec2(pixel_coords) + jitter) / 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;
}
// ============================================================================
// Intersection
// ============================================================================
/**
* @brief Ray-AABB intersection
*/
bool intersect_aabb(Ray ray, vec3 aabb_min, vec3 aabb_max, float t_max) {
vec3 inv_d = 1.0 / ray.direction;
vec3 t0 = (aabb_min - ray.origin) * inv_d;
vec3 t1 = (aabb_max - ray.origin) * inv_d;
vec3 tmin3 = min(t0, t1);
vec3 tmax3 = max(t0, t1);
float tmin = max(max(tmin3.x, tmin3.y), tmin3.z);
float tmax2 = min(min(tmax3.x, tmax3.y), tmax3.z);
return (tmax2 >= max(tmin, 0.0)) && (tmin <= t_max);
}
/**
* @brief Moller-Trumbore triangle intersection
*/
bool intersect_triangle(Ray ray, TriangleGpu tri, inout HitInfo hit) {
vec3 v0 = tri.v0_material.xyz;
vec3 v1 = tri.v1.xyz;
vec3 v2 = tri.v2.xyz;
vec3 e1 = v1 - v0;
vec3 e2 = v2 - v0;
vec3 pvec = cross(ray.direction, e2);
float det = dot(e1, pvec);
if (abs(det) < EPSILON) return false;
float inv_det = 1.0 / det;
vec3 tvec = ray.origin - v0;
float u = dot(tvec, pvec) * inv_det;
if (u < 0.0 || u > 1.0) return false;
vec3 qvec = cross(tvec, e1);
float v = dot(ray.direction, qvec) * inv_det;
if (v < 0.0 || u + v > 1.0) return false;
float t = dot(e2, qvec) * inv_det;
if (t < EPSILON || t >= hit.t) return false;
float w = 1.0 - u - v;
vec3 n0 = tri.n0.xyz;
vec3 n1 = tri.n1.xyz;
vec3 n2 = tri.n2.xyz;
vec2 uv0 = tri.uv0_uv1.xy;
vec2 uv1 = tri.uv0_uv1.zw;
vec2 uv2 = tri.uv2.xy;
// Interpolate tangents
vec3 t0 = tri.t0.xyz;
vec3 t1 = tri.t1.xyz;
// Compute t2 from normal and t0 (t2 = cross(n, t0))
vec3 t2 = normalize(cross(n0, t0)); // approximate third tangent
hit.hit = true;
hit.t = t;
hit.position = ray.origin + t * ray.direction;
hit.normal = normalize(n0 * w + n1 * u + n2 * v);
hit.texcoord = uv0 * w + uv1 * u + uv2 * v;
// Interpolate tangent using barycentric coordinates
hit.tangent = normalize(t0 * w + t1 * u + t2 * v);
hit.material_id = as_uint(tri.v0_material.w);
return true;
}
/**
* @brief BVH traversal (closest hit)
*/
HitInfo trace_ray_bvh(Ray ray) {
HitInfo hit;
hit.hit = false;
hit.t = MAX_FLOAT;
if (!u_use_bvh || u_bvh_node_count == 0u) {
return hit;
}
uint stack[64];
int sp = 0;
stack[sp++] = 0u;
while (sp > 0) {
uint node_idx = stack[--sp];
if (node_idx >= u_bvh_node_count) continue;
BVHNodeGpu node = bvh_nodes[node_idx];
vec3 bmin = node.aabb_min_left_first.xyz;
vec3 bmax = node.aabb_max_count.xyz;
uint left_first = as_uint(node.aabb_min_left_first.w);
uint count = as_uint(node.aabb_max_count.w);
if (!intersect_aabb(ray, bmin, bmax, hit.t)) continue;
if (count > 0u) {
for (uint i = 0u; i < count; ++i) {
TriangleGpu tri = bvh_tris[left_first + i];
intersect_triangle(ray, tri, hit);
}
} else {
uint left = left_first;
uint right = left_first + 1u;
if (sp < 63) stack[sp++] = right;
if (sp < 63) stack[sp++] = left;
}
}
return hit;
}
/**
* @brief Any-hit BVH for shadow ray
*/
bool trace_any_bvh(Ray ray, float t_max) {
if (!u_use_bvh || u_bvh_node_count == 0u) return false;
uint stack[64];
int sp = 0;
stack[sp++] = 0u;
HitInfo hit;
hit.hit = false;
hit.t = t_max;
while (sp > 0) {
uint node_idx = stack[--sp];
if (node_idx >= u_bvh_node_count) continue;
BVHNodeGpu node = bvh_nodes[node_idx];
vec3 bmin = node.aabb_min_left_first.xyz;
vec3 bmax = node.aabb_max_count.xyz;
uint left_first = as_uint(node.aabb_min_left_first.w);
uint count = as_uint(node.aabb_max_count.w);
if (!intersect_aabb(ray, bmin, bmax, hit.t)) continue;
if (count > 0u) {
for (uint i = 0u; i < count; ++i) {
TriangleGpu tri = bvh_tris[left_first + i];
if (intersect_triangle(ray, tri, hit)) return true;
}
} else {
uint left = left_first;
uint right = left_first + 1u;
if (sp < 63) stack[sp++] = right;
if (sp < 63) stack[sp++] = left;
}
}
return false;
}
// ============================================================================
// Primary-ray fast path via G-Buffer
// ============================================================================
/**
* @brief Read primary hit from G-Buffer if current pixel has geometry
* @note Uses g_position.w as "valid" marker (your gbuffer writes 1.0 on hits, clear is 0).
*/
HitInfo trace_primary_gbuffer(Ray ray, ivec2 pixel_coords) {
HitInfo hit;
hit.hit = false;
hit.t = MAX_FLOAT;
hit.position = vec3(0.0);
hit.normal = vec3(0.0, 1.0, 0.0);
hit.texcoord = vec2(0.0);
hit.tangent = vec3(0.0);
hit.material_id = 0u;
hit.material_type = 0;
vec4 pos = imageLoad(g_position, pixel_coords);
if (pos.w <= 0.5) {
return hit;
}
vec3 p = pos.xyz;
vec3 n = normalize(imageLoad(g_normal, pixel_coords).xyz);
// integer material id
uint mid = imageLoad(g_material_id, pixel_coords).r;
// material type stored in g_material.w
vec4 mat = imageLoad(g_material, pixel_coords);
int mtype = int(mat.w);
// Read texcoord from G-Buffer
vec4 texcoord_tangent = imageLoad(g_texcoord, pixel_coords);
vec2 texcoord = texcoord_tangent.xy;
// Read tangent from G-Buffer
vec4 tangent_data = imageLoad(g_tangent, pixel_coords);
vec3 tangent = tangent_data.xyz;
hit.hit = true;
hit.position = p;
hit.normal = n;
hit.texcoord = texcoord;
hit.tangent = tangent;
hit.material_id = mid;
hit.material_type = mtype;
// For RR/any debug usage; path tracing uses this as starting point only.
hit.t = length(p - ray.origin);
return hit;
}
// ============================================================================
// Material + scattering
// ============================================================================
// Apply normal map in world space
vec3 apply_normal_map(vec3 normal, vec2 texcoord, vec3 tangent, uint normal_handle) {
if (normal_handle == 0 || !u_enable_textures) return normal;
vec3 T = normalize(tangent - normal * dot(tangent, normal));
vec3 B = cross(normal, T);
mat3 TBN = mat3(T, B, normal);
vec3 map_n = sample_texture_array(1, int(normal_handle), texcoord).xyz * 2.0 - 1.0;
return normalize(TBN * map_n);
}
// Apply material textures to get final PBR values
void apply_material_textures(inout Material mat, inout vec3 normal, vec2 texcoord, vec3 tangent) {
if (!u_enable_textures) return;
// Albedo texture (replace)
if (mat.texture_handles[0] != 0) {
mat.albedo = sample_texture_array(0, int(mat.texture_handles[0]), texcoord).rgb;
}
// Normal map
if (mat.texture_handles[1] != 0) {
normal = apply_normal_map(normal, texcoord, tangent, mat.texture_handles[1]);
}
// Metallic texture (replace)
if (mat.texture_handles[2] != 0) {
mat.metallic = sample_texture_array(2, int(mat.texture_handles[2]), texcoord).r;
}
// Roughness texture (replace)
if (mat.texture_handles[3] != 0) {
mat.roughness = sample_texture_array(3, int(mat.texture_handles[3]), texcoord).r;
}
// AO texture (store in material, apply during lighting)
if (mat.texture_handles[4] != 0) {
mat.ao = sample_texture_array(4, int(mat.texture_handles[4]), texcoord).r;
}
// Emission texture (replace)
if (mat.texture_handles[5] != 0) {
mat.emission = sample_texture_array(5, int(mat.texture_handles[5]), texcoord).rgb;
}
}
vec3 fresnel_schlick(float cos_theta, vec3 f0) {
return f0 + (1.0 - f0) * pow(1.0 - cos_theta, 5.0);
}
float fresnel_dielectric(float cos_theta, float ior) {
float r0 = (1.0 - ior) / (1.0 + ior);
r0 = r0 * r0;
return r0 + (1.0 - r0) * pow(1.0 - cos_theta, 5.0);
}
ScatterResult scatter_diffuse(Ray ray_in, HitInfo hit, Material mat, inout uint seed) {
ScatterResult r;
r.scattered = true;
r.attenuation = mat.albedo;
vec3 dir = hit.normal + random_unit_vector(seed);
if (near_zero(dir)) dir = hit.normal;
r.scattered_ray.origin = hit.position + hit.normal * EPSILON;
r.scattered_ray.direction = normalize(dir);
return r;
}
ScatterResult scatter_metal(Ray ray_in, HitInfo hit, Material mat, inout uint seed) {
ScatterResult r;
vec3 reflected = reflect_vector(normalize(ray_in.direction), hit.normal);
vec3 fuzz = mat.roughness * random_in_unit_sphere(seed);
vec3 dir = reflected + fuzz;
r.scattered = dot(dir, hit.normal) > 0.0;
r.attenuation = mat.albedo;
r.scattered_ray.origin = hit.position + hit.normal * EPSILON;
r.scattered_ray.direction = normalize(dir);
return r;
}
ScatterResult scatter_dielectric(Ray ray_in, HitInfo hit, Material mat, inout uint seed) {
ScatterResult r;
r.scattered = true;
r.attenuation = vec3(1.0);
vec3 unit_dir = normalize(ray_in.direction);
float cos_theta = dot(-unit_dir, hit.normal);
float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
// Determine if ray is entering or exiting the material
// If dot(dir, normal) < 0, ray is entering (from air into material)
bool entering = cos_theta > 0.0;
// eta: ratio of indices (etai/etat)
// Entering: eta = 1.0/ior (air to material)
// Exiting: eta = ior/1.0 (material to air)
float eta = entering ? (1.0 / mat.ior) : mat.ior;
// Use correct normal for refraction calculation
// When exiting, we need to use -normal
vec3 normal = entering ? hit.normal : -hit.normal;
// Check for total internal reflection
float sin_theta_t = eta * sin_theta;
bool total_internal_reflection = sin_theta_t >= 1.0;
// Fresnel reflectance (Schlick approximation)
float f0 = pow((1.0 - mat.ior) / (1.0 + mat.ior), 2.0);
float f = f0 + (1.0 - f0) * pow(1.0 - abs(cos_theta), 5.0);
vec3 dir;
if (total_internal_reflection || random_float(seed) < f) {
// Reflect
dir = reflect_vector(unit_dir, normal);
} else {
// Refract
dir = refract_vector(unit_dir, normal, eta);
}
r.scattered_ray.origin = hit.position + dir * EPSILON;
r.scattered_ray.direction = normalize(dir);
return r;
}
ScatterResult scatter_ray(Ray ray_in, HitInfo hit, Material mat, inout uint seed) {
if (mat.type == MATERIAL_DIFFUSE) return scatter_diffuse(ray_in, hit, mat, seed);
if (mat.type == MATERIAL_METAL) return scatter_metal(ray_in, hit, mat, seed);
if (mat.type == MATERIAL_DIELECTRIC) return scatter_dielectric(ray_in, hit, mat, seed);
ScatterResult r;
r.scattered = false;
r.attenuation = vec3(0.0);
return r;
}
// ============================================================================
// Direct lighting (with shadow ray)
// ============================================================================
vec3 eval_direct_lighting(inout HitInfo hit, Material mat, inout uint seed) {
if (u_light_count == 0u) return vec3(0.0);
uint light_idx = uint(random_float(seed) * float(u_light_count)) % u_light_count;
Light light = lights[light_idx];
vec3 L;
float dist = MAX_FLOAT;
vec3 radiance = vec3(0.0);
if (light.type == LIGHT_POINT) {
vec3 to_light = light.position - hit.position;
dist = length(to_light);
if (dist > light.range) return vec3(0.0);
L = to_light / dist;
float atten = 1.0 / max(dist * dist, 0.01);
radiance = light.color * light.intensity * atten;
} else if (light.type == LIGHT_DIRECTIONAL) {
L = normalize(-light.direction);
radiance = light.color * light.intensity;
} else {
return vec3(0.0);
}
float n_dot_l = max(dot(hit.normal, L), 0.0);
if (n_dot_l <= 0.0) return vec3(0.0);
Ray shadow_ray;
shadow_ray.origin = hit.position + hit.normal * EPSILON;
shadow_ray.direction = L;
float t_max = (light.type == LIGHT_POINT) ? (dist - EPSILON) : MAX_FLOAT;
if (trace_any_bvh(shadow_ray, t_max)) return vec3(0.0);
float pdf_light = 1.0 / float(u_light_count);
vec3 brdf = mat.albedo * INV_PI;
// Apply AO to the final lighting
return brdf * radiance * n_dot_l * mat.ao / max(pdf_light, EPSILON);
}
// ============================================================================
// Path tracing
// ============================================================================
Material fetch_material(uint material_id) {
uint cnt = uint(materials.length());
if (material_id < cnt) return materials[material_id];
Material m;
m.albedo = vec3(0.5);
m.metallic = 0.0;
m.emission = vec3(0.0);
m.roughness = 0.5;
m.type = MATERIAL_DIFFUSE;
m.ior = 1.5;
m.ao = 1.0; // default: no AO
return m;
}
vec3 environment_color(vec3 dir) {
return vec3(0.1, 0.1, 0.15);
}
Ray generate_camera_ray_center(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;
}
/**
* @brief Trace path with primary-ray G-Buffer acceleration
*/
vec3 trace_path_primary_gbuffer(ivec2 pixel_coords, ivec2 image_size, inout uint seed) {
Ray ray = generate_camera_ray_center(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);
// Override material type from G-Buffer if available
if (hit0.material_type >= 0) {
mat0.type = hit0.material_type;
}
// Apply PBR textures (use tangent from G-Buffer if available)
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 PBR textures (use tangent from intersection)
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));
// Store HDR color to accumulation buffer BEFORE tone mapping
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);
}
// Apply ACES tone mapping to output (not accumulation)
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));
}