mirror of
https://github.com/OpenSpace/OpenSpace.git
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132 lines
4.9 KiB
GLSL
132 lines
4.9 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2025 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#version __CONTEXT__
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uniform sampler2D exitColorTexture;
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uniform sampler2D exitDepthTexture;
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uniform sampler2D mainDepthTexture;
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uniform vec3 cameraPosInRaycaster;
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uniform vec2 windowSize;
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uniform int rayCastSteps;
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#include "blending.glsl"
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#include "rand.glsl"
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#include "floatoperations.glsl"
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#for id, helperPath in helperPaths
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#include <#{helperPath}>
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#endfor
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#include <#{raycastPath}>
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out vec4 finalColor;
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#define ALPHA_LIMIT 0.99
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#include <#{getEntryPath}>
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void main() {
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vec2 texCoord = vec2(gl_FragCoord.xy / windowSize);
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// Boundary position in view space
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vec4 exitColorTexture = texture(exitColorTexture, texCoord);
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// If we don't have an exit, discard the ray
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if (exitColorTexture.a < 1.f || exitColorTexture.rgb == vec3(0.f)) {
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discard;
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}
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// Fetch exit point from texture
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vec3 exitPos = exitColorTexture.rgb;
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float exitDepth = denormalizeFloat(texture(exitDepthTexture, texCoord).x);
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float jitterFactor = 0.5f + 0.5f * rand(gl_FragCoord.xy); // should be between 0.5 and 1.0
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vec3 entryPos;
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float entryDepth;
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getEntry(entryPos, entryDepth);
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// If we don't have an entry, discard the ray
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if (entryPos == vec3(0.f)) {
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discard;
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}
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vec3 position = entryPos;
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vec3 diff = exitPos - entryPos;
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vec3 direction = normalize(diff);
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float raycastDepth = length(diff);
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float geoDepth = denormalizeFloat((texture(mainDepthTexture, texCoord).x));
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float geoRatio = clamp((geoDepth - entryDepth) / (exitDepth - entryDepth), 0.f, 1.f);
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raycastDepth = geoRatio * raycastDepth;
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float currentDepth = 0.f;
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float nextStepSize = stepSize#{id}(position, direction);
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float currentStepSize;
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float previousJitterDistance = 0.f;
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int nSteps = 0;
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int sampleIndex = 0;
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float opacityDecay = 1.f;
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vec3 accumulatedColor = vec3(0.f);
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vec3 accumulatedAlpha = vec3(0.f);
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for (nSteps = 0;
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(accumulatedAlpha.r < ALPHA_LIMIT || accumulatedAlpha.g < ALPHA_LIMIT ||
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accumulatedAlpha.b < ALPHA_LIMIT) && nSteps < rayCastSteps;
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++nSteps)
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{
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if (nextStepSize < raycastDepth / 10000000000.f) {
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break;
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}
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currentStepSize = nextStepSize;
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currentDepth += currentStepSize;
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float jitteredStepSize = currentStepSize * jitterFactor;
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vec3 jitteredPosition = position + direction * jitteredStepSize;
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position += direction * currentStepSize;
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sample#{id}(jitteredPosition, direction, accumulatedColor, accumulatedAlpha, nextStepSize);
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float sampleDistance = jitteredStepSize + previousJitterDistance;
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previousJitterDistance = currentStepSize - jitteredStepSize;
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float maxStepSize = raycastDepth - currentDepth;
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nextStepSize = min(nextStepSize, maxStepSize);
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}
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finalColor = vec4(accumulatedColor, (accumulatedAlpha.r + accumulatedAlpha.g + accumulatedAlpha.b) / 3.f);
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finalColor.rgb /= finalColor.a;
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gl_FragDepth = normalizeFloat(entryDepth);
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}
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