struct VSInput { float2 position : POSITION; float2 texCoord : TEXCOORD0; }; struct VSOutput { float4 position : SV_Position; float2 texCoord : TEXCOORD0; }; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.position = float4(input.position, 0.0, 1.0); output.texCoord = input.texCoord; return output; } struct Camera { float3 camPos; float _pad0; float3 camRight; float _pad1; float3 camUp; float _pad2; float3 camForward; float _pad3; float tanHalfFov; float aspect; bool moving; int _pad4; }; ConstantBuffer cam; struct Disk { float disk_r1; float disk_r2; float disk_num; float thickness; float disk_density; }; ConstantBuffer disk; struct Objects { int numObjects; float4 objPosRadius[16]; float4 objColor[16]; float mass[16]; }; ConstantBuffer obj; struct Simulation { int maxStepsMoving; int maxStepsStatic; float earlyExitDistance; float time; }; ConstantBuffer sim; SamplerCube u_HDRIEnvironment; static const float SagA_rs = 1.269e10; static const float D_LAMBDA = 1e7; static const float ESCAPE_R = 1e30; static const float R_ISCO = 3.0 * SagA_rs; static const float R_PHOTON = 1.5 * SagA_rs; static const float FLUX_PEAK = 0.0569; static const int DEFAULT_MAX_STEPS_MOVING = 12000; static const int DEFAULT_MAX_STEPS_STATIC = 8000; static const float DEFAULT_EARLY_EXIT_DISTANCE = 2e12; static const float MIN_STEP_SIZE = 1e6; static const float MAX_STEP_SIZE = 2e10; static const float T_PEAK = 4800.0; static const float DISK_EXPOSURE = 0.9; struct Hit { float4 objectColor; float3 hitCenter; 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)); p += dot(p, p.yxz + 33.33); return frac((p.x + p.y) * p.z); } float noise(float3 x) { float3 i = floor(x); float3 fr = frac(x); float3 u = fr * fr * (3.0 - 2.0 * fr); float a = hash(i); float b = hash(i + float3(1.0, 0.0, 0.0)); float c = hash(i + float3(0.0, 1.0, 0.0)); float d = hash(i + float3(1.0, 1.0, 0.0)); float e = hash(i + float3(0.0, 0.0, 1.0)); float f = hash(i + float3(1.0, 0.0, 1.0)); float g = hash(i + float3(0.0, 1.0, 1.0)); float h = hash(i + float3(1.0, 1.0, 1.0)); return lerp(lerp(lerp(a, b, u.x), lerp(c, d, u.x), u.y), lerp(lerp(e, f, u.x), lerp(g, h, u.x), u.y), u.z); } float fbm(float3 x, int octaves) { float v = 0.0; float a = 0.5; float3 shift = float3(100, 200, 300); for (int i = 0; i < octaves; ++i) { v += a * noise(x); x = x * 2.0 + shift; a *= 0.5; } return v; } float3 Blackbody(float T) { T = clamp(T, 1000.0, 40000.0); float t = T / 100.0; float3 c; c.r = (t <= 66.0) ? 1.0 : clamp(1.292936186 * pow(t - 60.0, -0.1332047592), 0.0, 1.0); c.g = (t <= 66.0) ? clamp(0.3900815788 * log(t) - 0.6318414438, 0.0, 1.0) : clamp(1.1298908609 * pow(t - 60.0, -0.0755148492), 0.0, 1.0); c.b = (t >= 66.0) ? 1.0 : (t <= 19.0) ? 0.0 : clamp(0.5432067891 * log(t - 10.0) - 1.1962540891, 0.0, 1.0); return c; } float3 DiskEmission(float3 P, float3 rayDir) { float rc = length(float2(P.x, P.z)); float rin = max(disk.disk_r1, R_ISCO); float rout = disk.disk_r2; if (rc < rin || rc > rout) return float3(0.0); float xr = rc / rin; float flux = max((1.0 - sqrt(1.0 / xr)) / (xr * xr * xr), 0.0); float Tn = pow(flux / FLUX_PEAK, 0.25); float Temit = T_PEAK * Tn; float3 rhat = normalize(float3(P.x, 0.0, P.z)); float3 phiHat = normalize(cross(float3(0.0, 1.0, 0.0), rhat)); float v = sqrt((SagA_rs * 0.5) / max(rc - SagA_rs, 1.0)); float3 beta = v * phiHat; float3 nhat = -normalize(rayDir); float g = sqrt(max(1.0 - 1.5 * SagA_rs / rc, 0.0)) / max(1.0 - dot(beta, nhat), 1e-3); float Tobs = g * Temit; float3 colour = Blackbody(Tobs); float bright = pow(Tn, 2.0) * pow(g, 4.0); float edge = smoothstep(rin, rin * 1.12, rc) * (1.0 - smoothstep(rout * 0.88, rout, rc)); bright *= edge; if (disk.disk_num > 0.0) { float ang = sim.time * 0.3 / sqrt(xr); float3 rp = float3(P.x * cos(ang) - P.z * sin(ang), 0.0, P.x * sin(ang) + P.z * cos(ang)) * 1e-10; float turb = 1.0 + disk.disk_num * (fbm(rp * 3.0, 3) - 0.5); bright *= max(turb, 0.0); } float exposure = DISK_EXPOSURE * max(disk.disk_density, 0.0) * 10.0; return colour * bright * exposure; } struct Ray { float x, y, z; float r, theta, phi; float dr, dtheta, dphi; float E, L; }; Ray InitRay(float3 pos, float3 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 = atan2(pos.y, pos.x); float dx = dir.x, dy = dir.y, 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, inout Hit hit) { float3 P = float3(ray.x, ray.y, ray.z); for (int i = 0; i < obj.numObjects; ++i) { float3 center = obj.objPosRadius[i].xyz; float radius = obj.objPosRadius[i].w; float distSq = dot(P - center, P - center); if (distSq > radius * radius * 4.0) continue; if (distSq <= radius * radius) { hit.objectColor = obj.objColor[i]; hit.hitCenter = center; hit.hitRadius = radius; return true; } } return false; } void GeodesicRHS(Ray ray, out float3 d1, out float3 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 = float3(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) { float3 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); } float CalculateAdaptiveStepSize(Ray ray, float baseStepSize) { float step = 0.02 * max(ray.r - R_PHOTON, 0.0); return clamp(step, MIN_STEP_SIZE, MAX_STEP_SIZE); } 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 { float u = (2.0 * input.texCoord.x - 1.0) * cam.aspect * cam.tanHalfFov; float v = (1.0 - 2.0 * input.texCoord.y) * cam.tanHalfFov; float3 dir = normalize(u * cam.camRight - v * cam.camUp + cam.camForward); Ray ray = InitRay(cam.camPos, dir); bool hitBlackHole = false; bool hitObject = false; Hit hit; hit.objectColor = float4(0.0); hit.hitCenter = float3(0.0); hit.hitRadius = 0.0; bool hitDisk = false; float3 diskColor = float3(0.0); int maxSteps = cam.moving ? sim.maxStepsMoving : sim.maxStepsStatic; if (maxSteps <= 0) maxSteps = cam.moving ? DEFAULT_MAX_STEPS_MOVING : DEFAULT_MAX_STEPS_STATIC; float exitDistance = sim.earlyExitDistance > 0.0 ? sim.earlyExitDistance : DEFAULT_EARLY_EXIT_DISTANCE; int objectCheckInterval = 5; for (int i = 0; i < maxSteps; ++i) { if (Intercept(ray, SagA_rs)) { hitBlackHole = true; break; } if (ray.r > exitDistance || ray.r > ESCAPE_R) break; float3 prevPos = float3(ray.x, ray.y, ray.z); float stepSize = CalculateAdaptiveStepSize(ray, D_LAMBDA); RK4Step(ray, stepSize); float3 newPos = float3(ray.x, ray.y, ray.z); if (prevPos.y * newPos.y < 0.0) { 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) { diskColor = DiskEmission(cross, newPos - prevPos); hitDisk = true; break; } } if (i % objectCheckInterval == 0 && InterceptObject(ray, hit)) { hitObject = true; break; } if (ray.dr > 0.0 && ray.r > 50.0 * SagA_rs) break; } float3 shade; if (hitDisk) { shade = diskColor; } else if (hitBlackHole) { shade = float3(0.0); } else if (hitObject) { float3 P = float3(ray.x, ray.y, ray.z); float3 N = normalize(P - hit.hitCenter); float3 V = normalize(cam.camPos - P); float intensity = 0.1 + 0.9 * max(dot(N, V), 0.0); shade = hit.objectColor.rgb * intensity; } else { float3 rayDir = normalize(float3(ray.x, ray.y, ray.z) - cam.camPos); shade = SampleHDRI(rayDir); } return float4(ACESFilm(shade), 1.0); }