added more example scene and oren-nayar diffuse shading
This commit is contained in:
parent
074074704a
commit
427ccccc1b
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@ -0,0 +1,32 @@
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# Blender 3.4.1 MTL File: 'None'
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# www.blender.org
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newmtl light
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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newmtl light_blue
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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newmtl white
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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File diff suppressed because it is too large
Load Diff
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@ -0,0 +1,42 @@
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# Blender 3.4.1 MTL File: 'None'
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# www.blender.org
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newmtl light
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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newmtl light_green
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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newmtl light_red
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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newmtl white
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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File diff suppressed because it is too large
Load Diff
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@ -0,0 +1,42 @@
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# Blender 3.4.1 MTL File: 'None'
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# www.blender.org
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newmtl light_blue
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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newmtl light_green
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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newmtl light_red
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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newmtl white
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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Load Diff
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After Width: | Height: | Size: 869 KiB |
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@ -24,7 +24,7 @@ void main() {
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vec3 color = texture(image, uv).rgb;
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vec3 color = texture(image, uv).rgb;
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color = smart_de_noise(image, uv, 5.0, 1.0, 0.400).rgb;
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color = smart_de_noise(image, uv, 5.0, 1.0, 0.200).rgb;
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color = reinhard_jodie(color);
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color = reinhard_jodie(color);
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@ -17,8 +17,8 @@ impl Camera {
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front: Vector3::new(0.0, 0.0, -1.0),
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front: Vector3::new(0.0, 0.0, -1.0),
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left: Vector3::new(1.0, 0.0, 0.0),
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left: Vector3::new(1.0, 0.0, 0.0),
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up: Vector3::new(0.0, -1.0, 0.0),
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up: Vector3::new(0.0, -1.0, 0.0),
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pos: Vector3::new(0.0, 1.0, 9.0),
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pos: Vector3::new(0.0, 0.0, 9.0),
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fov: 90.0f32
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fov: 65.0f32
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}
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}
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}
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}
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@ -36,10 +36,10 @@ lazy_static! {
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emission: Padded::from([0.0, 0.0, 0.0]),
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emission: Padded::from([0.0, 0.0, 0.0]),
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specular_color: [0.0, 0.0, 0.0],
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.0,
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roughness: 1.0,
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specular: 0.0,
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transmission: 0.0,
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transmission: 0.0,
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ior: 1.0,
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ior: 1.0,
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metallic: false as u32,
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metallic: false as u32,
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__padding: 0
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};
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};
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}
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}
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@ -51,10 +51,21 @@ fn add_default_materials() {
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emission: Padded::from([0.0, 0.0, 0.0]),
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emission: Padded::from([0.0, 0.0, 0.0]),
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specular_color: [0.0, 0.0, 0.0],
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.0,
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roughness: 1.0,
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specular: 0.0,
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transmission: 0.0,
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ior: 1.0,
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metallic: false as u32,
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});
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material_collection.insert(String::from("glossy"), cs::Material {
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albedo: Padded::from([1.0, 1.0, 1.0]),
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emission: Padded::from([0.0, 0.0, 0.0]),
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specular_color: [0.0, 0.0, 0.0],
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roughness: 0.0,
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specular: 0.8,
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transmission: 0.0,
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transmission: 0.0,
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ior: 1.0,
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ior: 1.0,
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metallic: false as u32,
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metallic: false as u32,
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__padding: 0
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});
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});
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material_collection.insert(String::from("red"), cs::Material {
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material_collection.insert(String::from("red"), cs::Material {
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emission: Padded::from([0.0, 0.0, 0.0]),
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emission: Padded::from([0.0, 0.0, 0.0]),
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specular_color: [0.0, 0.0, 0.0],
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.0,
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roughness: 1.0,
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specular: 0.0,
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transmission: 0.0,
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transmission: 0.0,
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ior: 1.0,
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ior: 1.0,
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metallic: false as u32,
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metallic: false as u32,
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__padding: 0
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});
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});
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material_collection.insert(String::from("green"), cs::Material {
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material_collection.insert(String::from("green"), cs::Material {
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emission: Padded::from([0.0, 0.0, 0.0]),
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emission: Padded::from([0.0, 0.0, 0.0]),
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specular_color: [0.0, 0.0, 0.0],
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.0,
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roughness: 1.0,
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specular: 0.0,
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transmission: 0.0,
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transmission: 0.0,
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ior: 1.0,
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ior: 1.0,
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metallic: false as u32,
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metallic: false as u32,
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__padding: 0
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});
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});
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material_collection.insert(String::from("glass"), cs::Material {
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material_collection.insert(String::from("glass"), cs::Material {
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emission: Padded::from([0.0, 0.0, 0.0]),
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emission: Padded::from([0.0, 0.0, 0.0]),
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specular_color: [0.0, 0.0, 0.0],
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.5,
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roughness: 1.5,
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specular: 0.0,
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transmission: 1.0,
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transmission: 1.0,
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ior: 1.0,
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ior: 1.0,
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metallic: false as u32,
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metallic: false as u32,
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__padding: 0
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});
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});
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material_collection.insert(String::from("light"), cs::Material {
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material_collection.insert(String::from("light"), cs::Material {
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emission: Padded::from([1.0, 1.0, 1.0]),
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emission: Padded::from([1.0, 1.0, 1.0]),
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specular_color: [0.0, 0.0, 0.0],
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.5,
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roughness: 1.5,
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specular: 0.0,
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transmission: 0.0,
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transmission: 0.0,
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ior: 0.0,
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ior: 0.0,
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metallic: false as u32,
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metallic: false as u32,
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__padding: 0
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});
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});
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material_collection.insert(String::from("light_blue"), cs::Material {
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material_collection.insert(String::from("light_blue"), cs::Material {
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emission: Padded::from([0.3, 0.3, 1.0]),
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emission: Padded::from([0.3, 0.3, 1.0]),
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specular_color: [0.0, 0.0, 0.0],
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.5,
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roughness: 1.5,
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specular: 0.0,
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transmission: 0.0,
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transmission: 0.0,
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ior: 0.0,
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ior: 0.0,
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metallic: false as u32,
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metallic: false as u32,
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__padding: 0
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});
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});
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material_collection.insert(String::from("light_red"), cs::Material {
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material_collection.insert(String::from("light_red"), cs::Material {
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emission: Padded::from([1.0, 0.3, 0.3]),
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emission: Padded::from([1.0, 0.3, 0.3]),
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specular_color: [0.0, 0.0, 0.0],
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.5,
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roughness: 1.5,
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specular: 0.0,
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transmission: 0.0,
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transmission: 0.0,
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ior: 0.0,
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ior: 0.0,
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metallic: false as u32,
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metallic: false as u32,
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__padding: 0
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});
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});
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material_collection.insert(String::from("light_green"), cs::Material {
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material_collection.insert(String::from("light_green"), cs::Material {
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emission: Padded::from([0.3, 1.0, 0.3]),
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emission: Padded::from([0.3, 1.0, 0.3]),
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specular_color: [0.0, 0.0, 0.0],
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.5,
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roughness: 1.5,
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specular: 0.0,
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transmission: 0.0,
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transmission: 0.0,
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ior: 0.0,
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ior: 0.0,
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metallic: false as u32,
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metallic: false as u32,
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__padding: 0
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});
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});
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}
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}
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@ -291,7 +302,7 @@ fn create_image(memory_allocator: &StandardMemoryAllocator, queue: &Arc<Queue>,
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}
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}
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fn load_example_scene() -> (Vec<[f32; 4]>, Vec<u32>, Vec<cs::Material>) {
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fn load_example_scene() -> (Vec<[f32; 4]>, Vec<u32>, Vec<cs::Material>) {
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let (mut models, materials) = tobj::load_obj("res/example-scene.obj", &tobj::GPU_LOAD_OPTIONS).expect("unable to load scene from obj");
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let (mut models, materials) = tobj::load_obj("res/head.obj", &tobj::GPU_LOAD_OPTIONS).expect("unable to load scene from obj");
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// allocate some host memory
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// allocate some host memory
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let mut vertices:Vec<[f32; 4]> = vec![];
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let mut vertices:Vec<[f32; 4]> = vec![];
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@ -336,7 +347,7 @@ fn create_gpu_buffer(vertices: &Vec<[f32; 4]>, indices: &Vec<u32>, materials: &V
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..Default::default()
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..Default::default()
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},
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},
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AllocationCreateInfo {
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AllocationCreateInfo {
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usage: MemoryUsage::DeviceOnly,
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usage: MemoryUsage::Upload,
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..Default::default()
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..Default::default()
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},
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},
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vertices.clone(),
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vertices.clone(),
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@ -349,7 +360,7 @@ fn create_gpu_buffer(vertices: &Vec<[f32; 4]>, indices: &Vec<u32>, materials: &V
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..Default::default()
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..Default::default()
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},
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},
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AllocationCreateInfo {
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AllocationCreateInfo {
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usage: MemoryUsage::DeviceOnly,
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usage: MemoryUsage::Upload,
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..Default::default()
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..Default::default()
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},
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},
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indices.clone(),
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indices.clone(),
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@ -362,7 +373,7 @@ fn create_gpu_buffer(vertices: &Vec<[f32; 4]>, indices: &Vec<u32>, materials: &V
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..Default::default()
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..Default::default()
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},
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},
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AllocationCreateInfo {
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AllocationCreateInfo {
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usage: MemoryUsage::DeviceOnly,
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usage: MemoryUsage::Upload,
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..Default::default()
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..Default::default()
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},
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},
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materials.clone(),
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materials.clone(),
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@ -27,6 +27,22 @@ uint get_pixel_index() {
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return gl_GlobalInvocationID.y * uint(program_metadata.resolution.x) + gl_GlobalInvocationID.x;
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return gl_GlobalInvocationID.y * uint(program_metadata.resolution.x) + gl_GlobalInvocationID.x;
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}
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}
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// from: https://github.com/glslify/glsl-diffuse-oren-nayar/blob/master/index.glsl
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vec3 oren_nayar_diffuse(in vec3 lightDirection, in vec3 viewDirection, in vec3 surfaceNormal, in float roughness, in vec3 albedo) {
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float LdotV = dot(lightDirection, viewDirection);
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float NdotL = dot(lightDirection, surfaceNormal);
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float NdotV = dot(surfaceNormal, viewDirection);
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float s = LdotV - NdotL * NdotV;
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float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
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float sigma2 = roughness * roughness;
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vec3 A = 1.0 + sigma2 * (albedo / (sigma2 + 0.13) + 0.5 / (sigma2 + 0.33));
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float B = 0.45 * sigma2 / (sigma2 + 0.09);
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return albedo * max(0.0, NdotL) * (A + B * s / t) / PI;
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}
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vec3 trace_direct(in Ray ray) {
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vec3 trace_direct(in Ray ray) {
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||||||
vec3 color = vec3(0);
|
vec3 color = vec3(0);
|
||||||
vec3 throughput = vec3(1);
|
vec3 throughput = vec3(1);
|
||||||
|
@ -42,12 +58,23 @@ vec3 trace_direct(in Ray ray) {
|
||||||
|
|
||||||
Material material = materials[hit.material_index];
|
Material material = materials[hit.material_index];
|
||||||
|
|
||||||
color += material.emission * 64.0 * throughput * pdf;
|
color += material.emission * 256.0 * throughput * pdf;
|
||||||
|
|
||||||
throughput *= material.albedo;
|
float fresnel = abs(dot(ray.direction, hit.normal));
|
||||||
|
|
||||||
ray.origin = ray.origin + ray.direction * hit.depth;
|
if (random() * material.specular > fresnel) {
|
||||||
ray.direction = generate_brdf_ray_direction(hit.normal, ray.direction, 1.0);
|
// reflection ray
|
||||||
|
ray.origin = ray.origin + ray.direction * hit.depth;
|
||||||
|
ray.direction = generate_brdf_ray_direction(hit.normal, ray.direction, material.roughness);
|
||||||
|
} else {
|
||||||
|
vec3 incident = ray.direction;
|
||||||
|
|
||||||
|
// diffuse ray
|
||||||
|
ray.origin = ray.origin + ray.direction * hit.depth;
|
||||||
|
ray.direction = generate_brdf_ray_direction(hit.normal, ray.direction, 1.0);
|
||||||
|
|
||||||
|
throughput *= oren_nayar_diffuse(ray.direction, incident, hit.normal, material.roughness, material.albedo);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return color;
|
return color;
|
||||||
|
|
|
@ -30,16 +30,13 @@ struct Material {
|
||||||
vec3 specular_color;
|
vec3 specular_color;
|
||||||
// roughtness of the microfacets
|
// roughtness of the microfacets
|
||||||
float roughness;
|
float roughness;
|
||||||
|
float specular;
|
||||||
// index of refraction (exclusive to metalic)
|
// index of refraction (exclusive to metalic)
|
||||||
float ior;
|
float ior;
|
||||||
// how transmissive the surface is (exclusive to metalic)
|
// how transmissive the surface is (exclusive to metalic)
|
||||||
float transmission;
|
float transmission;
|
||||||
// whether the surface is metalic or not (exclusive to ior and transmission)
|
// whether the surface is metalic or not (exclusive to ior and transmission)
|
||||||
bool metallic;
|
bool metallic;
|
||||||
// extra padding required for vulkano not properly padding the structs in the buffer
|
|
||||||
// the size of the useble data is 60 bytes, GLSL will add 4 additional bytes, to round up to 64.
|
|
||||||
// for compatibility I added the padding manually
|
|
||||||
bool __padding;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
layout(set = 0, binding = 3) buffer VertexBuffer {
|
layout(set = 0, binding = 3) buffer VertexBuffer {
|
||||||
|
@ -74,7 +71,7 @@ vec3 intersect_triangle(in Ray ray, in vec3 v0, in vec3 v1, in vec3 v2, out vec3
|
||||||
|
|
||||||
// test if the intersection lies outside of the triangle by checking the bounds of the barycentric coordinates
|
// test if the intersection lies outside of the triangle by checking the bounds of the barycentric coordinates
|
||||||
// also perform backface culling
|
// also perform backface culling
|
||||||
if(u < 0.0 || v < 0.0 || (u + v) > 1.0 || d > 0.0)
|
if(u < 0.0 || v < 0.0 || (u + v) > 1.0)
|
||||||
t = -1.0;
|
t = -1.0;
|
||||||
|
|
||||||
return vec3(t, u, v);
|
return vec3(t, u, v);
|
||||||
|
|
Reference in New Issue