420 lines
13 KiB
Metal
420 lines
13 KiB
Metal
#define _FULL
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#ifdef _FULL
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#define _EMISSION
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#define _SUBSURFACE
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#define _TRANSLUCENCY
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#define _ROULETTE
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// #define _TRANSPARENCY
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// #define _FRESNEL
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#endif
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// #define _RENDER
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using namespace metal;
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using namespace raytracing;
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struct Vertex {
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uint posxy;
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uint poszw;
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uint nor;
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uint tex;
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};
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#ifdef _MULTI
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typedef intersector<triangle_data, instancing, world_space_data> intersector_t;
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#else
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typedef intersector<triangle_data, instancing> intersector_t;
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#endif
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struct RayGenConstantBuffer {
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float4 eye; // xyz, frame
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float4x4 inv_vp;
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float4 params; // envstr, envangle, uvscale
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};
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struct RayPayload {
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float4 color; // rgb, frame
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float3 ray_origin;
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float3 ray_dir;
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};
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constant int SAMPLES = 8;
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#ifdef _TRANSLUCENCY
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constant int DEPTH = 16;
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#else
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constant int DEPTH = 3; // Opaque hits
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#endif
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#ifdef _TRANSPARENCY
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constant int DEPTH_TRANSPARENT = 16; // Transparent hits
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#endif
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#ifdef _ROULETTE
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constant int rr_start = 2;
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constant float rr_probability = 0.5; // Map to albedo
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#endif
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void generate_camera_ray(float2 screen_pos, thread float3 & ray_origin, thread float3 & ray_dir, float3 eye, float4x4 inv_vp) {
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screen_pos.y = -screen_pos.y;
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float4 world = inv_vp * float4(screen_pos, 0, 1);
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world.xyz /= world.w;
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ray_origin = eye;
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ray_dir = normalize(world.xyz - ray_origin);
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}
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float2 equirect(float3 normal, float angle) {
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const float PI = 3.1415926535;
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const float PI2 = PI * 2.0;
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float phi = acos(normal.z);
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float theta = atan2(-normal.y, normal.x) + PI + angle;
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return float2(theta / PI2, phi / PI);
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}
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float rand(int pixel_i, int pixel_j, int sample_index, int sample_dimension, int frame, texture2d<float, access::read> sobol, texture2d<float, access::read> scramble, texture2d<float, access::read> rank) {
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pixel_i += frame * 9;
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pixel_j += frame * 11;
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pixel_i = pixel_i & 127;
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pixel_j = pixel_j & 127;
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sample_index = sample_index & 255;
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sample_dimension = sample_dimension & 255;
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int i = sample_dimension + (pixel_i + pixel_j * 128) * 8;
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int ranked_sample_index = sample_index ^ int(rank.read(uint2(i % 128, uint(i / 128)), 0).r * 255);
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i = sample_dimension + ranked_sample_index * 256;
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int value = int(sobol.read(uint2(i % 256, uint(i / 256)), 0).r * 255);
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i = (sample_dimension % 8) + (pixel_i + pixel_j * 128) * 8;
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value = value ^ int(scramble.read(uint2(i % 128, uint(i / 128)), 0).r * 255);
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float v = (0.5f + value) / 256.0f;
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return v;
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}
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float3 cos_weighted_hemisphere_direction(uint2 tid, float3 n, uint sample, uint seed, int frame, texture2d<float, access::read> sobol, texture2d<float, access::read> scramble, texture2d<float, access::read> rank) {
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const float PI = 3.1415926535;
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const float PI2 = PI * 2.0;
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float f0 = rand(tid.x, tid.y, sample, seed, frame, sobol, scramble, rank);
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float f1 = rand(tid.x, tid.y, sample, seed + 1, frame, sobol, scramble, rank);
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float z = f0 * 2.0f - 1.0f;
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float a = f1 * PI2;
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float r = sqrt(1.0f - z * z);
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float x = r * cos(a);
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float y = r * sin(a);
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return normalize(n + float3(x, y, z));
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}
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float2 s16_to_f32(uint val) {
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int a = (int)(val << 16) >> 16;
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int b = (int)(val & 0xffff0000) >> 16;
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return float2(a, b) / 32767.0f;
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}
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float3 hit_world_position(ray ray, intersector_t::result_type intersection) {
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return ray.origin + ray.direction * intersection.distance;
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}
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float3 hit_attribute(float3 vertex_attribute[3], float2 barycentrics) {
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return vertex_attribute[0] +
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barycentrics.x * (vertex_attribute[1] - vertex_attribute[0]) +
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barycentrics.y * (vertex_attribute[2] - vertex_attribute[0]);
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}
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float2 hit_attribute2d(float2 vertex_attribute[3], float2 barycentrics) {
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return vertex_attribute[0] +
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barycentrics.x * (vertex_attribute[1] - vertex_attribute[0]) +
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barycentrics.y * (vertex_attribute[2] - vertex_attribute[0]);
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}
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void create_basis(float3 normal, thread float3 & tangent, thread float3 & binormal) {
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float3 v = cross(normal, float3(0.0, 0.0, 1.0));
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if (dot(v, v) > 0.0001) {
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tangent = normalize(v);
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}
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else {
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v = cross(normal, float3(0.0, 1.0, 0.0));
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tangent = normalize(v);
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}
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binormal = cross(tangent, normal);
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}
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float3 surface_albedo(const float3 base_color, const float metalness) {
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return mix(base_color, float3(0.0, 0.0, 0.0), metalness);
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}
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float3 surface_specular(const float3 base_color, const float metalness) {
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return mix(float3(0.04, 0.04, 0.04), base_color, metalness);
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}
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float fresnel(float3 normal, float3 incident) {
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return mix(0.5, 1.0, pow(1.0 + dot(normal, incident), 5.0));
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}
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float4 read_texel(texture2d<float, access::read> tex, float2 tex_coord) {
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uint2 size = uint2(tex.get_width(), tex.get_height());
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return tex.read(uint2(fract(tex_coord) * float2(size)), 0);
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}
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kernel void raytracingKernel(
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uint2 tid [[thread_position_in_grid]],
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constant RayGenConstantBuffer &constant_buffer [[buffer(0)]],
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texture2d<float, access::read_write> render_target [[texture(0)]],
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texture2d<float, access::read> mytexture0 [[texture(1)]],
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texture2d<float, access::read> mytexture1 [[texture(2)]],
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texture2d<float, access::read> mytexture2 [[texture(3)]],
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texture2d<float, access::sample> mytexture_env [[texture(4)]],
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texture2d<float, access::read> mytexture_sobol [[texture(5)]],
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texture2d<float, access::read> mytexture_scramble [[texture(6)]],
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texture2d<float, access::read> mytexture_rank [[texture(7)]],
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sampler linear_sampler [[sampler(0)]],
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instance_acceleration_structure scene [[buffer(1)]],
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device void *indices [[buffer(2)]],
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device void *vertices [[buffer(3)]]
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) {
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uint2 dim = uint2(render_target.get_width(), render_target.get_height());
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if (tid.x >= dim.x || tid.y >= dim.y) {
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return;
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}
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int frame = int(constant_buffer.eye.w);
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uint thread_seed = 0;
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float3 accum = float3(0, 0, 0);
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for (int j = 0; j < SAMPLES; ++j) {
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int sample_index = frame * SAMPLES + j;
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// AA
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float2 xy = float2(tid) + float2(0.5f, 0.5f);
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xy.x += rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
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thread_seed += 1;
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xy.y += rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
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float2 screen_pos = xy / float2(dim) * 2.0 - 1.0;
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ray ray;
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ray.min_distance = 0.0001;
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ray.max_distance = 100.0;
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generate_camera_ray(screen_pos, ray.origin, ray.direction, constant_buffer.eye.xyz, constant_buffer.inv_vp);
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RayPayload payload;
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payload.color = float4(1, 1, 1, sample_index);
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#ifdef _TRANSPARENCY
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int transparent_hits = 0;
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#endif
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for (int i = 0; i < DEPTH; ++i) {
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#ifdef _ROULETTE
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float rr_factor = 1.0;
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if (i >= rr_start) {
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float f = rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
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if (f <= rr_probability) {
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break;
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}
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rr_factor = 1.0 / (1.0 - rr_probability);
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}
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#endif
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intersector_t in;
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in.assume_geometry_type(geometry_type::triangle);
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in.force_opacity(forced_opacity::opaque);
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in.accept_any_intersection(false);
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intersector_t::result_type intersection;
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intersection = in.intersect(ray, scene);
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// Miss
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if (intersection.type == intersection_type::none) {
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#ifdef _EMISSION
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if (payload.color.a == -3.0) {
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accum += payload.color.rgb;
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break;
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}
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#endif
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if (i == 0 && constant_buffer.params.x < 0.0) { // No envmap
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payload.color.rgb = float3(0.0275, 0.0275, 0.0275);
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}
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else {
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float2 tex_coord = equirect(ray.direction, constant_buffer.params.y);
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float3 texenv = mytexture_env.sample(linear_sampler, tex_coord, level(0)).rgb * abs(constant_buffer.params.x);
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payload.color.rgb *= texenv;
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}
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accum += clamp(payload.color.rgb, 0.0, 8.0);
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break;
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}
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device uint32_t *inda = (device uint32_t *)(indices);
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uint base_index = intersection.primitive_id * 3;
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#ifdef _MULTI
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base_index += intersection.user_instance_id;
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#endif
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uint3 indices_sample = uint3(
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inda[base_index],
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inda[base_index + 1],
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inda[base_index + 2]
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);
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device Vertex *verta = (device Vertex *)(vertices);
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float2 vertex_uvs[3] = {
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s16_to_f32(verta[indices_sample[0]].tex),
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s16_to_f32(verta[indices_sample[1]].tex),
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s16_to_f32(verta[indices_sample[2]].tex)
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};
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float2 barycentrics = intersection.triangle_barycentric_coord;
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float2 tex_coord = hit_attribute2d(vertex_uvs, barycentrics) * constant_buffer.params.z;
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float3 hit = hit_world_position(ray, intersection);
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float4 texpaint0 = read_texel(mytexture0, tex_coord);
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#ifdef _TRANSPARENCY
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if (texpaint0.a <= 0.01) {
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ray.origin = hit + ray.direction * 0.0001f;
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if (transparent_hits < DEPTH_TRANSPARENT) {
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payload.color.a = sample_index;
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transparent_hits++;
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i--;
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}
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else {
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payload.color.a = -2;
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}
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continue;
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}
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#endif
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float3 vertex_normals[3] = {
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float3(s16_to_f32(verta[indices_sample[0]].nor), s16_to_f32(verta[indices_sample[0]].poszw).y),
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float3(s16_to_f32(verta[indices_sample[1]].nor), s16_to_f32(verta[indices_sample[1]].poszw).y),
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float3(s16_to_f32(verta[indices_sample[2]].nor), s16_to_f32(verta[indices_sample[2]].poszw).y)
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};
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float3 n = normalize(hit_attribute(vertex_normals, barycentrics));
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#ifdef _MULTI
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float4x3 obj_to_world = intersection.object_to_world_transform;
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n = normalize(float3x3(obj_to_world[0], obj_to_world[1], obj_to_world[2]) * n);
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#endif
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float4 texpaint1 = read_texel(mytexture1, tex_coord);
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float4 texpaint2 = read_texel(mytexture2, tex_coord);
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float3 texcolor = pow(texpaint0.rgb, float3(2.2, 2.2, 2.2));
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#ifdef _TRANSLUCENCY
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if (!intersection.triangle_front_facing) {
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float3 absorption = pow(max(texcolor, float3(0.001)), float3(intersection.distance * texpaint0.a));
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payload.color.rgb *= absorption;
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}
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#endif
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float3 tangent = float3(0, 0, 0);
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float3 binormal = float3(0, 0, 0);
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create_basis(n, tangent, binormal);
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texpaint1.rgb = normalize(texpaint1.rgb * 2.0 - 1.0);
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texpaint1.g = -texpaint1.g;
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n = float3x3(tangent, binormal, n) * texpaint1.rgb;
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uint bounce_seed = 0;
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float f = rand(tid.x, tid.y, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
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bounce_seed += 1;
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bool scatter = false;
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#ifdef _TRANSLUCENCY
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if (f > texpaint0.a) {
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float roughness = texpaint2.g;
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float3 scatter_dir = cos_weighted_hemisphere_direction(tid, ray.direction, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
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payload.ray_dir = normalize(mix(ray.direction, scatter_dir, roughness * roughness * 0.5));
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payload.ray_origin = hit + payload.ray_dir * 0.0001f;
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scatter = true;
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}
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#endif
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if (!scatter) {
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#ifdef _TRANSLUCENCY
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f = rand(tid.x, tid.y, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
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bounce_seed += 1;
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#endif
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float3 diffuse_dir = cos_weighted_hemisphere_direction(tid, n, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
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#ifdef _FRESNEL
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float specular_chance = fresnel(n, ray.direction);
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#else
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const float specular_chance = 0.5;
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#endif
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if (f < specular_chance) {
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float3 specular_dir = reflect(ray.direction, n);
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payload.ray_dir = mix(specular_dir, diffuse_dir, texpaint2.g * texpaint2.g);
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float3 specular = surface_specular(texcolor, texpaint2.b);
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payload.color.xyz *= specular;
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#ifdef _FRESNEL
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payload.color.xyz /= specular_chance;
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#endif
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}
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else {
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payload.ray_dir = diffuse_dir;
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payload.color.xyz *= surface_albedo(texcolor, texpaint2.b);
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#ifdef _FRESNEL
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payload.color.xyz /= 1.0 - specular_chance;
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#endif
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}
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#ifdef _FRESNEL
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payload.color.xyz *= 0.5;
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#endif
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payload.ray_origin = hit + payload.ray_dir * 0.0001f;
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#ifdef _EMISSION
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if (int(texpaint1.a * 255.0f) % 3 == 1) { // matid
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payload.color.xyz *= 100.0f;
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payload.color.a = -3.0;
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}
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#endif
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#ifdef _SUBSURFACE
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if (int(texpaint1.a * 255.0f) % 3 == 2) {
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float d = min(1.0 / min(intersection.distance * 2.0, 1.0) / 10.0, 0.5);
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payload.color.xyz += payload.color.xyz * d;
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if (f < 0.5) {
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payload.ray_origin += ray.direction * f * 0.001;
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}
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}
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#endif
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}
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#ifdef _EMISSION
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if (payload.color.a == -3.0) {
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accum += payload.color.rgb;
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break;
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}
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#endif
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ray.origin = payload.ray_origin;
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ray.direction = payload.ray_dir;
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#ifdef _ROULETTE
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payload.color.rgb *= rr_factor;
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#endif
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}
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}
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float3 color = render_target.read(tid).xyz;
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accum = accum / SAMPLES;
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#ifdef _RENDER
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float a = 1.0 / (constant_buffer.eye.w + 1);
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float b = 1.0 - a;
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color = color * b + accum * a;
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render_target.write(float4(color, 1.0f), tid);
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#else
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if (constant_buffer.eye.w == 0) {
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color = accum;
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}
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render_target.write(float4(mix(color, accum, 1.0 / 4.0), 1.0f), tid);
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#endif
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}
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