#version 430 layout(local_size_x = 16, local_size_y = 16) in; layout(binding = 0, rgba8) writeonly uniform image2D outImage; layout(std140, binding = 1) uniform Camera { vec3 camPos; float _pad0; vec3 camRight; float _pad1; vec3 camUp; float _pad2; vec3 camForward; float _pad3; float tanHalfFov; float aspect; bool moving; int _pad4; } cam; layout(std140, binding = 2) uniform Disk { float disk_r1; float disk_r2; float disk_num; float thickness; float disk_density; }; layout(std140, binding = 3) uniform Objects { int numObjects; vec4 objPosRadius[16]; vec4 objColor[16]; float mass[16]; }; layout(std140, binding = 4) uniform Simulation { int maxStepsMoving; int maxStepsStatic; float earlyExitDistance; float time; }; const float SagA_rs = 1.269e10; const float D_LAMBDA = 1e7; const double ESCAPE_R = 1e30; const int DEFAULT_MAX_STEPS_MOVING = 12000; const int DEFAULT_MAX_STEPS_STATIC = 8000; const float DEFAULT_EARLY_EXIT_DISTANCE = 2e12; const float MIN_STEP_SIZE = 1e6; const float MAX_STEP_SIZE = 5e7; const float STEP_ADAPTATION_FACTOR = 1.5; vec4 objectColor = vec4(0.0); vec3 hitCenter = vec3(0.0); float hitRadius = 0.0; float hash(float p) { p = fract(p * 0.1031); p *= p + 33.33; p *= p + p; return fract(p); } float hash(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * vec3(0.1031, 0.1030, 0.0973)); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } float hash(vec3 p) { p = fract(p * vec3(0.1031, 0.1030, 0.0973)); p += dot(p, p.yxz + 33.33); return fract((p.x + p.y) * p.z); } float noise(vec3 x) { vec3 i = floor(x); vec3 frac = fract(x); vec3 u = frac * frac * (3.0 - 2.0 * frac); float a = hash(i); float b = hash(i + vec3(1.0, 0.0, 0.0)); float c = hash(i + vec3(0.0, 1.0, 0.0)); float d = hash(i + vec3(1.0, 1.0, 0.0)); float e = hash(i + vec3(0.0, 0.0, 1.0)); float f = hash(i + vec3(1.0, 0.0, 1.0)); float g = hash(i + vec3(0.0, 1.0, 1.0)); float h = hash(i + vec3(1.0, 1.0, 1.0)); return mix(mix(mix(a, b, u.x), mix(c, d, u.x), u.y), mix(mix(e, f, u.x), mix(g, h, u.x), u.y), u.z); } float fbm(vec3 x, int octaves) { float v = 0.0; float a = 0.5; float f = 1.0; vec3 shift = vec3(100, 200, 300); for (int i = 0; i < octaves; ++i) { v += a * noise(x * f); x = x * 2.0 + shift; a *= 0.5; f *= 2.0; } return v; } float GetCloudDensity(vec3 pos) { float r_cyl = length(vec2(pos.x, pos.z)); float r_norm = (r_cyl - disk_r1) / (disk_r2 - disk_r1); if (r_norm < 0.0 || r_norm > 1.0) return 0.0; float h_norm = abs(pos.y) / thickness; float vertical_falloff = exp(-h_norm * h_norm * 3.0); float radial_density = 1.0 - r_norm * 0.5; vec3 noise_pos = pos * 1e-10; float keplerian_speed = 1.0 / sqrt(r_norm + 0.1); float rotation_angle = time * keplerian_speed * 0.5; vec3 rotated_pos = vec3( pos.x * cos(rotation_angle) - pos.z * sin(rotation_angle), pos.y, pos.x * sin(rotation_angle) + pos.z * cos(rotation_angle) ) * 1e-10; float large_turbulence = fbm(rotated_pos * 1.2, 5); float medium_wisps = fbm(rotated_pos * 2.5, 4); float small_detail = fbm(rotated_pos * 6.0, 3); float fine_detail = fbm(rotated_pos * 10.0, 2); float noise_mask = large_turbulence * 0.4 + medium_wisps * 0.3 + small_detail * 0.2 + fine_detail * 0.1; noise_mask = smoothstep(0.25, 0.75, noise_mask); float angle = atan(pos.z, pos.x); float rotated_angle = angle + time * 0.5; float spiral_arms = sin(rotated_angle * 3.0 + r_norm * 15.0) * 0.15 + 0.85; float orbital_angle = angle + time * keplerian_speed * 0.8; float orbital_pattern = sin(orbital_angle * 2.0 + r_norm * 8.0) * 0.2 + 0.8; float density = vertical_falloff * radial_density * noise_mask * spiral_arms * orbital_pattern; return density * disk_density; } struct Ray { float x, y, z; float r, theta, phi; float dr, dtheta, dphi; float E, L; }; Ray InitRay(vec3 pos, vec3 dir) { Ray ray; ray.x = pos.x; ray.y = pos.y; ray.z = pos.z; ray.r = length(pos); ray.theta = acos(pos.z / ray.r); ray.phi = atan(pos.y, pos.x); float dx = dir.x; float dy = dir.y; float dz = dir.z; ray.dr = sin(ray.theta)*cos(ray.phi)*dx + sin(ray.theta)*sin(ray.phi)*dy + cos(ray.theta)*dz; ray.dtheta = (cos(ray.theta)*cos(ray.phi)*dx + cos(ray.theta)*sin(ray.phi)*dy - sin(ray.theta)*dz) / ray.r; ray.dphi = (-sin(ray.phi)*dx + cos(ray.phi)*dy) / (ray.r * sin(ray.theta)); ray.L = ray.r * ray.r * sin(ray.theta) * ray.dphi; float f = 1.0 - SagA_rs / ray.r; float dt_dL = sqrt((ray.dr*ray.dr)/f + ray.r*ray.r*(ray.dtheta*ray.dtheta + sin(ray.theta)*sin(ray.theta)* ray.dphi*ray.dphi)); ray.E = f * dt_dL; return ray; } bool Intercept(Ray ray, float rs) { return ray.r <= rs; } bool InterceptObject(Ray ray) { vec3 P = vec3(ray.x, ray.y, ray.z); for (int i = 0; i < numObjects; ++i) { vec3 center = objPosRadius[i].xyz; float radius = objPosRadius[i].w; float distSq = dot(P - center, P - center); if (distSq > radius * radius * 4.0) continue; if (distSq <= radius * radius) { objectColor = objColor[i]; hitCenter = center; hitRadius = radius; return true; } } return false; } void GeodesicRHS(Ray ray, out vec3 d1, out vec3 d2) { float r = ray.r; float theta = ray.theta; float dr = ray.dr; float dtheta = ray.dtheta; float dphi = ray.dphi; float f = 1.0 - SagA_rs / r; float dt_dL = ray.E / f; d1 = vec3(dr, dtheta, dphi); d2.x = - (SagA_rs / (2.0 * r*r)) * f * dt_dL * dt_dL + (SagA_rs / (2.0 * r*r * f)) * dr * dr + r * (dtheta*dtheta + sin(theta)*sin(theta)*dphi*dphi); d2.y = -2.0*dr*dtheta/r + sin(theta)*cos(theta)*dphi*dphi; d2.z = -2.0*dr*dphi/r - 2.0*cos(theta)/(sin(theta)) * dtheta * dphi; } void RK4Step(inout Ray ray, float dL) { vec3 k1a, k1b; GeodesicRHS(ray, k1a, k1b); ray.r += dL * k1a.x; ray.theta += dL * k1a.y; ray.phi += dL * k1a.z; ray.dr += dL * k1b.x; ray.dtheta += dL * k1b.y; ray.dphi += dL * k1b.z; ray.x = ray.r * sin(ray.theta) * cos(ray.phi); ray.y = ray.r * sin(ray.theta) * sin(ray.phi); ray.z = ray.r * cos(ray.theta); } bool IsInDiskVolume(vec3 pos) { float r_cyl = length(vec2(pos.x, pos.z)); return (r_cyl >= disk_r1 && r_cyl <= disk_r2 && abs(pos.y) <= thickness); } vec4 SampleDiskColor(vec3 pos) { float r_cyl = length(vec2(pos.x, pos.z)); float r_norm = (r_cyl - disk_r1) / (disk_r2 - disk_r1); vec3 innerColor = vec3(1.0, 0.9, 0.5); vec3 midColor = vec3(1.0, 0.6, 0.2); vec3 outerColor = vec3(0.9, 0.3, 0.1); vec3 baseColor; if (r_norm < 0.5) baseColor = mix(innerColor, midColor, r_norm * 2.0); else baseColor = mix(midColor, outerColor, (r_norm - 0.5) * 2.0); float r_norm_rot = (r_cyl - disk_r1) / (disk_r2 - disk_r1); float keplerian_speed = 1.0 / sqrt(r_norm_rot + 0.1); vec3 noise_pos = pos * 1e-10; float color_rotation_angle = time * keplerian_speed * 0.3; vec3 rotated_color_pos = vec3( pos.x * cos(color_rotation_angle) - pos.z * sin(color_rotation_angle), pos.y, pos.x * sin(color_rotation_angle) + pos.z * cos(color_rotation_angle) ) * 1e-10; float large_color = fbm(rotated_color_pos * 1.8, 4); float medium_color = fbm(rotated_color_pos * 4.0, 3); float small_color = fbm(rotated_color_pos * 8.0, 2); float colorVariation = (large_color * 0.5 + medium_color * 0.3 + small_color * 0.2) * 0.6; baseColor = baseColor * (1.0 + colorVariation); float density = GetCloudDensity(pos); vec3 brightness_noise_pos = pos * 1e-10; float brightness_rotation_angle = time * keplerian_speed * 0.7; vec3 rotated_brightness_pos = vec3( pos.x * cos(brightness_rotation_angle) - pos.z * sin(brightness_rotation_angle), pos.y, pos.x * sin(brightness_rotation_angle) + pos.z * cos(brightness_rotation_angle) ) * 1e-10; float brightness_large = fbm(rotated_brightness_pos * 3.0, 3); float brightness_medium = fbm(rotated_brightness_pos * 5.0, 2); float brightness_small = fbm(rotated_brightness_pos * 7.0, 2); float brightness_noise = (brightness_large * 0.6 + brightness_medium * 0.3 + brightness_small * 0.1); float brightness = 1.0 + density * 1.0 + brightness_noise * 0.4; return vec4(baseColor * brightness, density); } float CalculateAdaptiveStepSize(Ray ray, float baseStepSize) { float r_factor = clamp(ray.r / (SagA_rs * 10.0), 0.1, 1.0); float curvature = length(vec3(ray.dr, ray.dtheta * ray.r, ray.dphi * ray.r * sin(ray.theta))); float curvature_factor = clamp(1e12 / (curvature + 1e6), 0.1, 2.0); return clamp(baseStepSize * r_factor * curvature_factor, MIN_STEP_SIZE, MAX_STEP_SIZE); } void main() { ivec2 pix = ivec2(gl_GlobalInvocationID.xy); int WIDTH = imageSize(outImage).x; int HEIGHT = imageSize(outImage).y; if (pix.x >= WIDTH || pix.y >= HEIGHT) return; float u = (2.0 * (pix.x + 0.5) / WIDTH - 1.0) * cam.aspect * cam.tanHalfFov; float v = (1.0 - 2.0 * (pix.y + 0.5) / HEIGHT) * cam.tanHalfFov; vec3 dir = normalize(u * cam.camRight - v * cam.camUp + cam.camForward); Ray ray = InitRay(cam.camPos, dir); vec4 color = vec4(0.0); vec3 prevPos = vec3(ray.x, ray.y, ray.z); float lambda = 0.0; bool hitBlackHole = false; bool hitObject = false; vec4 accumulatedColor = vec4(0.0); float transmittance = 1.0; int maxSteps = cam.moving ? maxStepsMoving : maxStepsStatic; if (maxSteps <= 0) maxSteps = cam.moving ? DEFAULT_MAX_STEPS_MOVING : DEFAULT_MAX_STEPS_STATIC; float cameraDistance = length(cam.camPos); if (cameraDistance > 2e12) maxSteps = maxSteps / 2; else if (cameraDistance > 1e12) maxSteps = int(maxSteps * 0.75); float initialEscapeVelocity = sqrt(2.0 * SagA_rs / ray.r); if (ray.dr > initialEscapeVelocity * 0.95 && ray.r > SagA_rs * 200.0) maxSteps = maxSteps / 2; float currentStepSize = D_LAMBDA; int objectCheckInterval = 5; for (int i = 0; i < maxSteps; ++i) { float exitDistance = earlyExitDistance > 0.0 ? earlyExitDistance : DEFAULT_EARLY_EXIT_DISTANCE; if (ray.r > exitDistance) break; if (ray.r > ESCAPE_R) break; if (Intercept(ray, SagA_rs)) { hitBlackHole = true; break; } currentStepSize = CalculateAdaptiveStepSize(ray, D_LAMBDA); RK4Step(ray, currentStepSize); lambda += currentStepSize; vec3 newPos = vec3(ray.x, ray.y, ray.z); if (IsInDiskVolume(newPos)) { vec4 diskSample = SampleDiskColor(newPos); float density = diskSample.a; vec3 diskColor = diskSample.rgb; float stepLength = currentStepSize * 1e-8; float absorption = density * stepLength * 1.2; float scattering = density * stepLength * 0.8; float extinction = absorption + scattering; float stepTransmittance = exp(-extinction); vec3 emission = diskColor * density * stepLength * 2.5 * sqrt(disk_density); accumulatedColor.rgb += emission * transmittance; transmittance *= stepTransmittance; if (transmittance < 0.01) { accumulatedColor.a = 1.0 - transmittance; break; } } if (i % objectCheckInterval == 0 && InterceptObject(ray)) { hitObject = true; break; } prevPos = newPos; if (ray.dr > 0.0 && ray.r > SagA_rs * 100.0 && lambda > 2e8) break; } accumulatedColor.a = 1.0 - transmittance; if (hitBlackHole) color = vec4(0.0, 0.0, 0.0, 1.0); else if (hitObject) { vec3 P = vec3(ray.x, ray.y, ray.z); vec3 N = normalize(P - hitCenter); vec3 V = normalize(cam.camPos - P); float ambient = 0.1; float diff = max(dot(N, V), 0.0); float intensity = ambient + (1.0 - ambient) * diff; vec3 shaded = objectColor.rgb * intensity; color = vec4(shaded, objectColor.a); color = mix(accumulatedColor, color, color.a); } else color = accumulatedColor; imageStore(outImage, pix, color); }