added pbr-pathtracing
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#define SAMPLES 8
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#define BOUNCES 8
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// sphere of size ra centered at point ce
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vec2 sphIntersect(in vec3 ro, in vec3 rd, in vec3 ce, float ra)
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{
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vec3 oc = ro - ce;
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float b = dot( oc, rd );
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vec3 qc = oc - b*rd;
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float h = ra*ra - dot( qc, qc );
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if( h<0.0 ) return vec2(-1.0); // no intersection
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h = sqrt( h );
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return vec2( -b-h, -b+h );
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}
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// disk center c, normal n, radius r
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float diskIntersect( in vec3 ro, in vec3 rd, vec3 c, vec3 n, float r )
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{
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vec3 o = ro - c;
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float t = -dot(n,o)/dot(rd,n);
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vec3 q = o + rd*t;
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return (dot(q,q)<r*r) ? t : -1.0;
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}
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struct Mat {
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vec3 emission;
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vec3 albedo;
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};
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const Mat WHITE = Mat(vec3(0), vec3(0.89));
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const Mat LIGHT = Mat(vec3(4, 2, 0) * 32.0, vec3(0));
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const Mat LIGHT2 = Mat(vec3(0, 4, 2) * 32.0, vec3(0));
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struct hit {
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vec3 nor;
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float t;
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Mat mat;
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} Hit;
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void intersect_sp(in vec3 ro, in vec3 rd, in vec3 o, in float r, in Mat mat)
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{
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vec2 hit = sphIntersect(ro, rd, o, r);
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float d = hit.x;
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if (hit.x < 1e-3)
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d = hit.y;
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if (d < Hit.t && d > 1e-3)
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{
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Hit.t = d;
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Hit.nor = normalize(ro + rd * d - o);
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Hit.mat = mat;
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}
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}
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void intersect_disk(in vec3 ro, in vec3 rd, in vec3 o, in vec3 n, in float r, in Mat mat)
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{
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float d = diskIntersect(ro, rd, o, n, r);
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if (d < Hit.t && d > 1e-3)
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{
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Hit.t = d;
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Hit.nor = n;
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Hit.mat = mat;
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}
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}
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void intersect(in vec3 ro, in vec3 rd)
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{
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Hit.t = 1e3;
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intersect_sp(ro, rd, vec3(0,1,0), 1.0, WHITE);
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intersect_sp(ro, rd, vec3(2,1,0), 1.0, WHITE);
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intersect_sp(ro, rd, vec3(2,3,-0.5), 0.5, LIGHT);
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intersect_sp(ro, rd, vec3(-2,4,+0.5), 0.5, LIGHT2);
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intersect_sp(ro, rd, vec3(0,3,0), 1.0, WHITE);
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intersect_disk(ro, rd, vec3(0,0,0), vec3(0,1,0), 4.0, WHITE);
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}
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vec3 cosine_hemisphere(in float ra)
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{
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float u1 = gold_noise();
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float u2 = gold_noise();
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float r = sqrt(u1) * ra;
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float theta = 2.0 * PI * u2;
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float x = r * cos(theta);
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float y = r * sin(theta);
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return vec3(x, y, sqrt(1.0 - u1));
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}
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// project vector b onto vector a
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vec3 project(in vec3 a, in vec3 b) {
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return a * (dot(a, b) / dot(a, a));
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}
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// construct a 3D coordinate system with the input up being the "upwards" facing vector
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// which will be directly stored in w.
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// Mathematically this function will create two non linear vectors of up and generate an orthonormal
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// basis using gram-schmidt.
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// This function assumes "up" being already normalized
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void construct_orthonormal_basis(in vec3 up, out vec3 u, out vec3 v, out vec3 w) {
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w = up;
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vec3 n2 = normalize(cross(w, vec3(0, 1, 1))); // build perpendicular vector from w
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vec3 n3 = cross(w, n2); // create 2nd vector perpendicular to w and n2
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// gram schmidt
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u = n2 - (project(w, n2));
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v = n3 - project(w, n3) - project(u, n3);
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}
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vec3 gen_diffuse(in vec3 normal, in vec3 incident) {
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vec3 hemisphere = cosine_hemisphere(1.0);
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vec3 u, v, w;
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construct_orthonormal_basis(normal, u, v, w);
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return u * hemisphere.x + v * hemisphere.y + w * hemisphere.z;
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}
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vec3 gen_reflection(in vec3 normal, in vec3 incident, in float roughness) {
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vec3 hemisphere = cosine_hemisphere(roughness);
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vec3 u, v, w;
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construct_orthonormal_basis(reflect(incident, normal), u, v, w);
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return u * hemisphere.x + v * hemisphere.y + w * hemisphere.z;
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}
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float schlick(in float cosTheta, in float R0) {
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return R0 + (1.0 - R0) * pow(1.0 - cosTheta, 5.0);
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}
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float R0(in float ior) {
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float a = (ior - 1.0);
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float b = (ior + 1.0);
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return (a * a) / (b * b);
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}
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vec3 trace_path(in vec3 ro, in vec3 rd)
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{
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vec3 rad = vec3(1);
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vec3 acc = vec3(0);
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for (int i = 0; i < BOUNCES; i++)
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{
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intersect(ro, rd);
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if (Hit.t < 1e3)
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{
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float cosTheta = abs(dot(rd, Hit.nor));
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float pdf = cosTheta * INV_PI;
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acc += rad * Hit.mat.emission * pdf;
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ro = ro + rd * Hit.t;
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if (schlick(cosTheta, R0(1.450)) < gold_noise())
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{
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rd = gen_diffuse(Hit.nor, rd);
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rad *= Hit.mat.albedo;
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} else
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{
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rd = gen_reflection(Hit.nor, rd, 0.05);
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}
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} else {
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acc += rad * pow(texture(iChannel1, rd).rgb, vec3(2.0)) * 8.0;
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break;
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}
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}
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return acc;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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init_random_state(fragCoord.xy, iTime);
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vec2 taa_off = vec2(gold_noise(), gold_noise()) * 1.5 - 0.5;
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vec2 uv = (fragCoord + taa_off - 0.5 * iResolution.xy) / iResolution.y;
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vec3 col = vec3(0);
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float s = sin(iTime);
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float c = cos(iTime);
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mat2 r = mat2(c, -s, s, c);
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vec3 rd = normalize(vec3(uv, 1.0));
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vec3 ro = vec3(0,2,-8.0);
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float t = 0.01;
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rd.xz *= r;
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ro.xz *= r;
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for (int i = 0; i < SAMPLES; i++) {
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col += trace_path(ro, rd);
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}
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col /= float(SAMPLES);
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vec3 prev = texture(iChannel0, fragCoord/iResolution.xy).rgb;
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fragColor = vec4(mix(prev, col, 0.3) ,1.0);
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}
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void aces_approx(inout vec3 col)
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{
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col *= 0.4f;
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float a = 2.51f;
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float b = 0.03f;
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float c = 2.43f;
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float d = 0.59f;
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float e = 0.14f;
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col = clamp((col * (a * col + b)) / (col * (c * col + d) + e), 0.0, 1.0);
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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init_random_state(fragCoord.xy, iTime);
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vec2 uv = fragCoord/iResolution.xy;
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vec3 col = texture(iChannel0, uv).rgb;
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aces_approx(col);
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fragColor = vec4(col, 1);
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}
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const float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
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const float INV_PI = 0.31830988618379067153776752674503;
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const float INV_SQRT_OF_2PI = 0.39894228040143267793994605993439;
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const float PI = 3.141592653589793;
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float seed = 0.0;
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vec2 xy = vec2(0.0);
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// based on https://www.shadertoy.com/view/ltB3zD
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//
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// Gold Noise ©2015 dcerisano@standard3d.com
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// - based on the Golden Ratio
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// - uniform normalized distribution
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// - fastest static noise generator function (also runs at low precision)
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// - use with indicated fractional seeding method.
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float gold_noise(){
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seed += 0.1;
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return fract(tan(distance(xy * PHI, xy) * seed)*xy.x);
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}
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void init_random_state(in vec2 st, in float s)
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{
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xy = st;
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seed = s * 0.01;
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}
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float luminance(in vec3 col)
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{
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return dot(col, vec3(0.2126, 0.7152, 0.0722));
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}
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@ -0,0 +1,80 @@
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#define DENOISE
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#define FILM_GRAIN
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Copyright (c) 2018-2019 Michele Morrone
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// All rights reserved.
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//
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// https://michelemorrone.eu - https://BrutPitt.com
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//
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// me@michelemorrone.eu - brutpitt@gmail.com
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// twitter: @BrutPitt - github: BrutPitt
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//
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// https://github.com/BrutPitt/glslSmartDeNoise/
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//
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// This software is distributed under the terms of the BSD 2-Clause license
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// smartDeNoise - parameters
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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// sampler2D tex - sampler image / texture
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// vec2 uv - actual fragment coord
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// float sigma > 0 - sigma Standard Deviation
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// float kSigma >= 0 - sigma coefficient
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// kSigma * sigma --> radius of the circular kernel
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// float threshold - edge sharpening threshold
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vec4 smart_de_noise(in sampler2D tex, vec2 uv, float sigma, float kSigma, float threshold)
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{
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float radius = round(kSigma*sigma);
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float radQ = radius * radius;
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float invSigmaQx2 = 0.5 / (sigma * sigma); // 1.0 / (sigma^2 * 2.0)
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float invSigmaQx2PI = INV_PI * invSigmaQx2; // 1/(2 * PI * sigma^2)
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float invThresholdSqx2 = .5 / (threshold * threshold); // 1.0 / (sigma^2 * 2.0)
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float invThresholdSqrt2PI = INV_SQRT_OF_2PI / threshold; // 1.0 / (sqrt(2*PI) * sigma^2)
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vec4 centrPx = texture(tex,uv);
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float zBuff = 0.0;
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vec4 aBuff = vec4(0.0);
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vec2 size = vec2(textureSize(tex, 0));
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vec2 d;
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for (d.x=-radius; d.x <= radius; d.x++) {
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float pt = sqrt(radQ-d.x*d.x); // pt = yRadius: have circular trend
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for (d.y=-pt; d.y <= pt; d.y++) {
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float blurFactor = exp( -dot(d , d) * invSigmaQx2 ) * invSigmaQx2PI;
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vec4 walkPx = texture(tex,uv+d/size);
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vec4 dC = walkPx-centrPx;
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float deltaFactor = exp( -dot(dC, dC) * invThresholdSqx2) * invThresholdSqrt2PI * blurFactor;
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zBuff += deltaFactor;
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aBuff += deltaFactor*walkPx;
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}
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}
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return aBuff/zBuff;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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init_random_state(fragCoord.xy, iTime);
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#ifdef DENOISE
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vec3 col = smart_de_noise(iChannel0, fragCoord/iResolution.xy, 10.0, 1.0, 0.2).rgb;
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#else
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vec3 col = texture(iChannel0, fragCoord/iResolution.xy).rgb;
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#endif
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#ifdef FILM_GRAIN
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float strength = 0.4;
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vec3 noise = vec3(gold_noise(), gold_noise(), gold_noise());
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col = pow(col, noise * strength + 1.0) + pow(noise, vec3(strength)) * strength * 0.5;
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#endif
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fragColor = vec4(col, 1.0);
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}
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