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Instruction parallel ray sphere intersection
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@ -11,6 +11,19 @@ public class ColorMatrices {
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public static final float lumaG = 0.6094f;
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public static final float lumaB = 0.0820f;
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public static Matrix4f invert() {
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Matrix4f invert = new Matrix4f();
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invert.a00 = -1.0F;
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invert.a11 = -1.0F;
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invert.a22 = -1.0F;
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invert.a33 = -1.0F;
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invert.a30 = 1;
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invert.a31 = 1;
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invert.a32 = 1;
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return invert;
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}
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public static Matrix4f grayscale() {
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Matrix4f mat = new Matrix4f();
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@ -78,14 +91,4 @@ public class ColorMatrices {
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return mat;
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}
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public static Matrix4f hueShiftHSV(float rot) {
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Matrix4f mat = new Matrix4f();
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mat.loadIdentity();
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//mat.a03 = 0.5f;
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return mat;
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}
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}
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@ -111,14 +111,16 @@ public class EffectsHandler {
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program.setCameraPos(cameraPos.inverse());
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// int n = 20;
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// int n = 64;
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// double rad = 15;
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// for (int i = 0; i < n; i++) {
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// double angle = ((double) i) / n * Math.PI * 2;
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// program.addSphere(new SphereFilterProgram.FilterSphere()
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// .setCenter(pos1.subtract(cameraPos).add(Math.sin(angle) * rad, 0, Math.cos(angle) * rad))
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// .setRadius(10)
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// .setFeather(0f)
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// .setCenter(new Vector3d(852, 77, -204).subtract(cameraPos).add(Math.sin(angle) * rad, 0, Math.cos(angle) * rad))
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// .setRadius(15)
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// .setFeather(3f)
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// .setFade(1f)
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// .setDensity(0.5f)
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// .setFilter(ColorMatrices.hueShiftRGB((float) i / n * 360 + i / 2f)));
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// }
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@ -130,31 +132,37 @@ public class EffectsHandler {
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.setDensity(1.3f)
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.setFilter(ColorMatrices.grayscale()));
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Matrix4f test = ColorMatrices.sepia(1f);
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test.multiply(ColorMatrices.invert());
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Matrix4f darken = new Matrix4f();
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darken.loadIdentity();
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darken.multiply(0.7f);
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darken.a03 = 0.7f;
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darken.a13 = 0.7f;
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darken.a23 = 0.7f;
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test.multiply(darken);
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program.addSphere(new SphereFilterProgram.FilterSphere()
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.setCenter(new Vector3d(858.5, 88, -259.5).subtract(cameraPos))
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.setRadius(10f)
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.setFeather(3f)
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.setFade(1.8f)
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.setDensity(1.3f)
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.setDensity(0.5f)
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.setStrength(1f)
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.setFilter(ColorMatrices.sepia(1f)));
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.setFilter(test));
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Matrix4f test = ColorMatrices.grayscale();
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Matrix4f colorize = new Matrix4f();
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colorize.a00 = 1f;
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colorize.a11 = 0.5f;
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colorize.a22 = 0.5f;
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colorize.a33 = 1f;
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test = colorize;
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program.addSphere(new SphereFilterProgram.FilterSphere()
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.setCenter(new Vector3d(2310, 60, -954).subtract(cameraPos))
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.setRadius(8f)
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.setFeather(3f)
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.setFade(0.1f)
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.setDensity(0.5f)
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.setFade(0.8f)
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.setDensity(1.3f)
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.setStrength(1f)
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.setFilter(test));
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.setFilter(ColorMatrices.grayscale()));
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program.uploadFilters();
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@ -73,23 +73,34 @@ float surfaceFilterStrength(vec3 worldPos, vec4 sphere, float feather) {
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return 1 - smoothstep(sphere.w, sphere.w + feather, distance);
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}
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vec2 raySphere(vec3 worldDir, vec3 position, float radius) {
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float rayLengthSqr = dot(worldDir, worldDir);
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float sphereDistSqr = dot(position, position);
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const vec3 M = vec3(2., 2., 4.);
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vec3 f = M * vec3(dot(-position, worldDir), vec2(rayLengthSqr));
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vec2 s = vec2(f.x, radius);
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vec2 s2 = s * s;
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float c = sphereDistSqr - s2.y;
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float dc = f.z * c;
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float discriminant = s2.x - dc;
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float hitDepth = (-f.x - sqrt(discriminant)) / f.y;
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return vec2(discriminant, hitDepth);
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}
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float bubbleFilterStrength(vec3 worldDir, float depth, vec4 sphere, float feather, float density) {
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vec3 position = sphere.xyz;
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float rayLengthSqr = dot(worldDir, worldDir);
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float b = 2.0 * dot(-position, worldDir);
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float sphereDistSqr = dot(position, position);
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float b2 = b*b;
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float d = 4. * rayLengthSqr;
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float e = 1. / (2.0*rayLengthSqr);
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float radius = sphere.w + feather;
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float c = sphereDistSqr - radius*radius;
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float discriminant = b2 - d * c;
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float hitDepth = (-b - sqrt(discriminant)) * e;
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vec2 hit = raySphere(worldDir, position, sphere.w + feather);
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float hitDepth = hit.y;
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float strength = 0.;
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if (discriminant > 0 && hitDepth > 0 && hitDepth < depth) {
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//float boo = step(0., discriminant) * step(0., hitDepth) * step(0., depth - hitDepth);
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if (hit.x > 0 && hitDepth > 0 && hitDepth < depth) {
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vec3 hitPos = worldDir * hitDepth;
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vec3 normal = normalize(hitPos - position);
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@ -99,7 +110,7 @@ float bubbleFilterStrength(vec3 worldDir, float depth, vec4 sphere, float feathe
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strength += mix(0., normalDot * normalDot * density, clamp(depth - hitDepth, 0., feather + 1.));
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}
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return clamp(strength, 0., 1.);
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return clamp(strength, 0., 1.);// * boo;
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}
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float filterStrength(vec3 worldDir, float depth, vec4 sphere, vec4 data) {
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@ -120,6 +131,7 @@ float filterStrength(vec3 worldDir, float depth, vec4 sphere, vec4 data) {
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vec3 applyFilters(vec3 worldDir, float depth, vec3 diffuse) {
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vec3 worldPos = worldDir * depth;
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vec3 hsv = rgb2hsv(diffuse);
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vec3 accum = vec3(diffuse);
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for (int i = 0; i < uCount; i++) {
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@ -127,9 +139,16 @@ vec3 applyFilters(vec3 worldDir, float depth, vec3 diffuse) {
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float strength = filterStrength(worldDir, depth, s.sphere, s.data);
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vec3 filtered = filterColor(s.colorOp, diffuse);
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if (strength > 0) {
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const float fcon = 0.;
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accum = mix(accum, filtered, clamp(strength * s.data.w, 0., 1.));
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vec3 formatted = mix(diffuse, hsv, fcon);
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vec3 filtered = filterColor(s.colorOp, formatted);
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filtered = mix(filtered, hsv2rgbWrapped(filtered), fcon);
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float mixing = clamp(strength * s.data.w, 0., 1.);
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accum = mix(accum, filtered, mixing);
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}
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}
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return accum;
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