Add option presets and (extremely sexy) dithering.
* I'm soooo happy with how the dithering turned out. * Also I thought I added the presets last commit, but I managed to fail to add them somehow.master
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@ -1,14 +1,112 @@
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// All of the interesting code and settings are in Buffer A.
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//////// ================================
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//////// SETTINGS: Settings
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//////// ================================
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//////// Most of the interesting code and settings are in Buffer A.
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//////// This file consists only of postprocessing.
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// The dithering looks *fantastic*. Honestly, at 1440p it makes even
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// 3 bits per color channel look *very* convincing. As far as I'm aware
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// there are no downsides to leaving it enabled. It would probably help
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// reduce color banding and improve color clarity in general.
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#define ENABLE_DITHER
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// The number of available colors *per channel*.
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const uint DITHER_COLORS = uint(1<<8);
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// The size of the Bayer matrix is 2^DITHER_BASE, so e.g. 4 is a 16x16 matrix.
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// This can't be larger than 16 because dithering is implemented using a 16-bit bit hack.
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const uint DITHER_BASE = uint(16);
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// Artifically restrict the colors to those specified in DITHER_COLORS.
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// If you set DITHER_COLORS to 6 or so and enable DITHER_NEAREST then screenshot
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// and convert the image to a GIF* using an appropriate conversion tool,
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// it will look exactly the same as it looks on your screen.
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// This was the motivating reason for adding dithering, and it looks amazing.
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//
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// * I pronounce it "yif". Fite me.
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//#define DITHER_NEAREST
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//////// ================================
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//////// IMPL: Implementation
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//////// ================================
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/// Convert a color from linear RGB to the sRGB color space.
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vec3 linear2srgb(vec3 color);
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vec4 dither(uvec2 coord, vec4 color);
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vec4 nearest_color(vec4 color);
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = fragCoord/iResolution.xy;
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vec3 color = texture(iChannel0, uv).rgb;
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fragColor = vec4(linear2srgb(color), 1.0);
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vec2 uv = fragCoord/iResolution.xy;
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uvec2 coord = uvec2(fragCoord); // for dithering
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vec4 color = texture(iChannel0, uv);
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color.rgb = linear2srgb(color.rgb);
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#ifdef ENABLE_DITHER
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color = dither(coord, color);
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#endif
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#ifdef DITHER_NEAREST
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color = nearest_color(color);
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#endif
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fragColor = color;
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}
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//////// --------------------------------
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//////// DITHER: Ordered dithering
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//////// --------------------------------
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//////// https://en.wikipedia.org/wiki/Ordered_dithering
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const uint DITHER_SIZE = uint(1)<<DITHER_BASE;
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const uint BIT_WIDTH = DITHER_BASE;
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vec4 nearest_color(vec4 color) {
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return floor(color * float(DITHER_COLORS)) / float(DITHER_COLORS);
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}
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uint bit_reverse(uint x) {
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uint hi = uint(1 << BIT_WIDTH-uint(1));
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uint lo = uint(1);
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for (uint i = uint(0); i < BIT_WIDTH/uint(2); i++) {
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uint bit_hi = x & hi;
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uint bit_lo = x & lo;
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x &= ~hi & ~lo;
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if (bit_hi > uint(0)) x |= lo;
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if (bit_lo > uint(0)) x |= hi;
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hi >>= 1;
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lo >>= 1;
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}
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return x;
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}
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uint bit_interleave(uint x, uint y) {
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uint mask = uint(1) << BIT_WIDTH-uint(1);
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uint acc = uint(0);
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for (uint i = uint(0); i < BIT_WIDTH; i++) {
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acc |= (x & mask) << uint(2)*i + uint(1);
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acc |= (y & mask) << uint(2)*i;
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mask >>= 1;
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}
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return acc;
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}
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float bayer(uvec2 coord) {
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// magic bitwise formula from Wikipedia
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uint magic = bit_reverse(bit_interleave(coord.x ^ coord.y, coord.x));
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return float(magic+uint(1)) / (float(DITHER_SIZE)*float(DITHER_SIZE)) - 0.5;
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}
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vec4 dither(uvec2 coord, vec4 color) {
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if (DITHER_SIZE < uint(2)) return color;
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coord %= DITHER_SIZE;
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vec4 bias = vec4(
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bayer(coord),
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bayer(uvec2(uint(DITHER_SIZE) - coord.x - uint(1), coord.y)),
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bayer(uvec2(coord.x, uint(DITHER_SIZE) - coord.y - uint(1))),
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bayer(uvec2(uint(DITHER_SIZE) - coord.x - uint(1), uint(DITHER_SIZE) - coord.y - uint(1)))
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);
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return color + (bias / float(DITHER_COLORS));
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}
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//////// ================================
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//////// VENDOR: Vendored code
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//////// ================================
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@ -31,4 +129,4 @@ vec3 linear2srgb(vec3 linear_rgb) {
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#else
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return pow(linear_rgb, vec3(1./2.2));
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#endif
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}
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}
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@ -2,6 +2,18 @@
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//////// SETTINGS: Settings
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//////// ================================
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//
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// If you don't feel like tweaking settings, try one of these presets:
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//
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// 0: Maximize FPS at the cost of image quality. (DEFAULT)
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// 1: A balance between image quality and FPS.
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// 2: Just render a pretty static image.
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// 3: Demonstrate off the weird tiling render feature.
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//
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// The user settings below will override whatever preset you use.
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//
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#define PRESET 0
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//////// --------------------------------
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//////// User settings
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//////// --------------------------------
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// image quality, reducing graininess and preventing overly-bright pixels ("fireflies").
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// However, how much GPU power you need to render a frame scales linearly with
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// the number of samples.
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#define SAMPLES 1
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//#define SAMPLES 1
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// The maximum number of times light can reflect or scatter before it is extinguished.
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#define PATH_SEGMENTS 14
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//#define PATH_SEGMENTS 14
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// If a pixel color is too bright for fit in sRGB, there are two ways to handle it:
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//
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@ -43,16 +55,16 @@
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// This shader natively uses a square (circular?) aspect ratio. With ASPECT_RATIO_CROP
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// enabled, if you use a wide aspect ratio, the frame will have its height
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// cropped so that the image can take up the full width of the screen.
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#define ASPECT_RATIO_CROP 1
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//#define ASPECT_RATIO_CROP 1
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// This setting affects how far you zoom in on the scene.
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// Greater values = more zoom. Fractional values zoom out. Negative values mirror the scene.
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#define FOV 1.5
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//#define FOV 1.5
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// Camera position and angle. (Feel free to reference `time` here.)
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#define CAMERA_POS vec3(0.)
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//#define CAMERA_POS vec3(0.)
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// (Don't worry, we call `normalize` for you.
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#define CAMERA_DIR vec3(0., 0., 1.)
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//#define CAMERA_DIR vec3(0., 0., 1.)
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///
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/// TILE_PERSPECTIVE and CLAMP_PERSPECTIVE are only relevant if you zoom out
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// This tiling is infinite. You might want to combine this with an IMAGE_OFFSET of
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// (-1, 0) so that you can see two whole hemispheres instead of one whole hemisphere
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// and two halves on opposite sides.
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#define TILE_PERSPECTIVE 0
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//#define TILE_PERSPECTIVE 0
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// Points on the screen outside of the unit circle (within a tile) are clamped
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// to the nearest point on the unit circle. This doesn't look very good, but
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// might be preferable to just rendering black?
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#define CLAMP_PERSPECTIVE 0
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//#define CLAMP_PERSPECTIVE 0
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// Slide the image around on the screen. Each time is `2x2` centered on the
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// origin, so an offset of e.g. (2,0) with TILE_PERSPECTIVE enabled
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// will show you the portion of the scene *behind* you.
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#define IMAGE_OFFSET vec2(0., 0.)
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//#define IMAGE_OFFSET vec2(0., 0.)
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////
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//// Simulation settings
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@ -84,13 +96,13 @@
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// The maximum number of steps a ray can take during marching before giving up
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// and colliding with nothing. This prevents scenes from taking infinite time to render.
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#define MAX_STEPS 200
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//#define MAX_STEPS 200
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// The maximum distance a ray can travel before we give up and just say it collides
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// with nothing. This helps prevent the background from appearing warped by the foreground
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// due to rays which march close to a foreground object run out of steps before
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// reaching their destination when slightly farther rays do reach their target.
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#define MAX_DIST 20.
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//#define MAX_DIST 20.
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// Average the color across frames by storing them in the buffer.
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// This is like supersampling, but across frames instead of within a pixel,
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@ -116,7 +128,7 @@
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// appear to jerk back and forth, so this probably shouldn't be any higher
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// than (the reciprocal of) your average framerate. Comment this out to
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// remove any cap on the amount of motion blur.
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#define MAX_TAA_DIFF (1./30.)
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//#define MAX_TAA_DIFF (1./30.)
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//////// --------------------------------
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//
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// I expect that a minimum distance of 2^(-9) would work until about 10km from the origin
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// with 32-bit floating point before starting to break down, but I have not tested it.
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#define MIN_DIST (0.001953125/8.)
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//#define MIN_DIST (0.001953125)
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// The distance between samples when estimating a surface's normal. Smaller values result
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// in more precise calculations, but are more sensitive to numerical imprecision.
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// This should probably be less than MIN_DIST.
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#define NORMAL_DELTA (MIN_DIST/4.)
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//#define NORMAL_DELTA (MIN_DIST/4.)
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// Only march this much of MIN_DIST at a time to account for imprecision in the distance
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// calculations. Chosen by experimentation. If you have to set this low, that often means
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// that there's a bug somewhere (e.g. you forgot to call `normalize`).
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// Right now, the simulation is numerically stable and I don't have to use it at all!
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// But I often find that it's necessary to set this to around ~0.92 when debugging
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// numerical issues.
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#define IMPRECISION_FACTOR 1.
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//#define IMPRECISION_FACTOR 1.
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//////// --------------------------------
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//////// Default settings
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//////// Default settings & presets
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//////// --------------------------------
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//////// So you can restore a setting to its default value by commenting it out.
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#ifndef PRESET
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#define PRESET 0
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#endif
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//// PRESET 1
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#if PRESET == 1
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#ifndef SAMPLES
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#define SAMPLES 6
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#endif
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#ifndef PATH_SEGMENTS
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#define PATH_SEGMENTS 16
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#endif
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#ifndef MAX_TAA_DIFF
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#define MAX_TAA_DIFF (1./30.)
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#endif
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//// PRESET 2
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#elif PRESET == 2
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#ifndef PATH_SEGMENTS
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#define PATH_SEGMENTS 16
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#endif
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#ifndef MAX_STEPS
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#define MAX_STEPS 300
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#endif
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#ifndef MAX_DIST
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#define MAX_DIST 100.
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#endif
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#ifndef MIN_DIST
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#define MIN_DIST (0.001953125/256.)
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#endif
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#ifndef MAX_TAA_DIFF
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#define MAX_TAA_DIFF 0.
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#endif
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#ifndef AVERAGE_FRAMES
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#define AVERAGE_FRAMES 1
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#endif
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#ifndef FREEZE_TIME
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#define FREEZE_TIME 2.75
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#endif
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#ifndef SATURATION_CORRECTION
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#define SATURATION_CORRECTION 0
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#endif
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//// PRESET 3
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#elif PRESET == 3
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#ifndef FOV
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#define FOV 0.5
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#endif
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#ifndef TILE_PERSPECTIVE
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#define TILE_PERSPECTIVE 1
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#endif
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#ifndef CLAMP_PERSPECTIVE
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#define CLAMP_PERSPECTIVE 1
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#endif
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#ifndef IMAGE_OFFSET
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#define IMAGE_OFFSET vec2(0., 0.)
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#endif
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#endif
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//// PRESET 0 (default values)
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#ifndef SAMPLES
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#define SAMPLES 1
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#endif
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#ifndef PATH_SEGMENTS
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#define PATH_SEGMENTS 14
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#define PATH_SEGMENTS 10
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#endif
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#ifndef SATURATION_CORRECTION
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#ifndef FOV
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#define FOV 1.5
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#endif
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#ifndef CAMERA_POS
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#define CAMERA_POS vec3(0.)
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#endif
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#ifndef CAMERA_DIR
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#define CAMERA_DIR vec3(0., 0., 1.)
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#endif
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#ifndef ASPECT_RATIO_CROP
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#define ASPECT_RATIO_CROP 1
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#endif
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vec3 d = normalize(CAMERA_DIR);
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// point projection relative to direction
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// this really ought to be simplified,
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// TODO: this really ought to be simplified,
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// but I don't know the math to understand how to do it.
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vec3 up = vec3(0., 1., 0.);
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//vec3 x = cross(up, d);
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