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#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);
}
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