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-rw-r--r--assets/shaders/Geodesic.slang87
1 files changed, 63 insertions, 24 deletions
diff --git a/assets/shaders/Geodesic.slang b/assets/shaders/Geodesic.slang
index a0d030e..9120ac0 100644
--- a/assets/shaders/Geodesic.slang
+++ b/assets/shaders/Geodesic.slang
@@ -83,11 +83,6 @@ struct Hit
float hitRadius;
};
-float3 SampleHDRI(float3 direction)
-{
- return u_HDRIEnvironment.Sample(direction).rgb;
-}
-
float hash(float3 p)
{
p = frac(p * float3(0.1031, 0.1030, 0.0973));
@@ -307,6 +302,13 @@ float CalculateAdaptiveStepSize(Ray ray, float baseStepSize)
// region near the photon sphere is resolved with tiny ones. This keeps the
// integration accurate near the hole regardless of how far the camera is.
float step = 0.02 * max(ray.r - R_PHOTON, 0.0);
+
+ // Slow down when near the disk plane (within its radial extent) so the thin
+ // slab is never stepped over -- otherwise grazing rays leak through it.
+ float rc = length(float2(ray.x, ray.z));
+ if (rc < disk.disk_r2 * 3.0 && abs(ray.y) < disk.thickness * 8.0)
+ step = min(step, disk.thickness);
+
return clamp(step, MIN_STEP_SIZE, MAX_STEP_SIZE);
}
@@ -315,11 +317,12 @@ float3 ACESFilm(float3 x)
return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
}
-[shader("fragment")]
-float4 fragmentMain(VSOutput input) : SV_Target
+// Trace one primary ray for the given image UV and return its linear,
+// pre-tone-map radiance. Called once per sub-sample by fragmentMain.
+float3 TracePixel(float2 texCoord)
{
- float u = (2.0 * input.texCoord.x - 1.0) * cam.aspect * cam.tanHalfFov;
- float v = (1.0 - 2.0 * input.texCoord.y) * cam.tanHalfFov;
+ float u = (2.0 * texCoord.x - 1.0) * cam.aspect * cam.tanHalfFov;
+ float v = (1.0 - 2.0 * texCoord.y) * cam.tanHalfFov;
float3 dir = normalize(u * cam.camRight - v * cam.camUp + cam.camForward);
Ray ray = InitRay(cam.camPos, dir);
@@ -350,20 +353,26 @@ float4 fragmentMain(VSOutput input) : SV_Target
RK4Step(ray, stepSize);
float3 newPos = float3(ray.x, ray.y, ray.z);
- // Opaque thin disk: a sign change in y means the ray pierced the disk
- // plane (y = 0). The first crossing inside the annulus is a solid,
- // self-luminous surface -- it emits and blocks everything behind it, so
- // the ray stops here (near side occludes far side / background).
- if (prevPos.y * newPos.y < 0.0)
+ // Opaque disk of small half-thickness H (a slab about the midplane y=0).
+ // The ray hits when it first crosses the midplane OR enters the slab
+ // while grazing along it. Real (nonzero) thickness stops the zero-height
+ // edge-on "razor" from aliasing into a beam streaking across the frame.
{
- float t = prevPos.y / (prevPos.y - newPos.y);
- float3 cross = lerp(prevPos, newPos, t);
- float rc = length(float2(cross.x, cross.z));
- if (rc >= max(disk.disk_r1, R_ISCO) && rc <= disk.disk_r2)
+ float H = disk.thickness;
+ bool crossed = prevPos.y * newPos.y < 0.0;
+ bool inSlab = abs(newPos.y) <= H;
+ if (crossed || inSlab)
{
- diskColor = DiskEmission(cross, newPos - prevPos);
- hitDisk = true;
- break;
+ float3 hitP = crossed
+ ? lerp(prevPos, newPos, prevPos.y / (prevPos.y - newPos.y))
+ : newPos;
+ float rc = length(float2(hitP.x, hitP.z));
+ if (rc >= max(disk.disk_r1, R_ISCO) && rc <= disk.disk_r2)
+ {
+ diskColor = DiskEmission(hitP, newPos - prevPos);
+ hitDisk = true;
+ break;
+ }
}
}
@@ -374,6 +383,14 @@ float4 fragmentMain(VSOutput input) : SV_Target
if (ray.dr > 0.0 && ray.r > 50.0 * SagA_rs) break;
}
+ // Escape direction + environment mip LOD from the ray's angular divergence.
+ // Computed UNCONDITIONALLY (before the branch) so ddx/ddy are valid; strongly
+ // lensed background rays diverge fast, so they read a blurred cubemap mip and
+ // the starfield stops aliasing into a fan along the equatorial plane.
+ float3 rayDir = normalize(float3(ray.x, ray.y, ray.z) - cam.camPos);
+ float footprint = max(length(ddx(rayDir)), length(ddy(rayDir)));
+ float envLod = clamp(log2(max(footprint / 0.0015, 1.0)), 0.0, 10.0);
+
float3 shade;
if (hitDisk)
{
@@ -393,9 +410,31 @@ float4 fragmentMain(VSOutput input) : SV_Target
}
else
{
- float3 rayDir = normalize(float3(ray.x, ray.y, ray.z) - cam.camPos);
- shade = SampleHDRI(rayDir);
+ shade = u_HDRIEnvironment.SampleLevel(rayDir, envLod).rgb;
}
- return float4(ACESFilm(shade), 1.0);
+ return shade;
+}
+
+[shader("fragment")]
+float4 fragmentMain(VSOutput input) : SV_Target
+{
+ // Moving frame: one sample for responsiveness. Settled frame: rotated-grid
+ // 4x supersampling (the 4-rook pattern gives 4 distinct sub-pixel positions
+ // on BOTH axes, far better on the near-horizontal lensed edges than an
+ // ordered grid). Radiance is averaged before tone-mapping; ddx/ddy give the
+ // resolution-correct per-pixel UV footprint.
+ if (cam.moving)
+ return float4(ACESFilm(TracePixel(input.texCoord)), 1.0);
+
+ float2 dUV = float2(ddx(input.texCoord.x), ddy(input.texCoord.y));
+ float2 offs[4] = {
+ float2( 0.125, 0.375), float2( 0.375, -0.125),
+ float2(-0.125, -0.375), float2(-0.375, 0.125),
+ };
+ float3 sum = float3(0.0);
+ for (int i = 0; i < 4; ++i)
+ sum += TracePixel(input.texCoord + offs[i] * dUV);
+
+ return float4(ACESFilm(sum * 0.25), 1.0);
}