Milestone 2:
Recursive Ray Tracing Completed. TODO: - Bug fixes - Optimizations - Simple Interactions
This commit is contained in:
+9
-8
@@ -39,23 +39,23 @@
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<!!-------- FRAGMENT SHADER: THIS IS WHERE YOU WILL DO YOUR WORK -------->
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<script src="shader.frag" id='my_fragment_shader' type='x-shader/x-fragment'> </script>
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<!!-------- FRAGMENT SHADER: MOVED TO ./shader.frag LOADED IN lib2.js -------->
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<!--script src="shader.frag" id='my_fragment_shader' type='x-shader/x-fragment'> </script>
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<!!-------- CREATE A PROPERLY DESCRIPTIVE TITLE BELOW -------->
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<script id='my_title' type='text/html'>
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The Bouncing Earth
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Solar RTX
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</script>
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<!!-------- HERE IS WHERE YOU CAN PROVIDE A LONGER TEXT DESCRIPTION -------->
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<script id='my_instructions' type='text/html'><font color=#909090>
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<p style="font-size:30px; ">This is a description
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of my cool homework
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that you are seeing now.</p>
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<p style="font-size:30px; ">I am implementing ray tracing<br>
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to multiple spheres with a single<br>
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light source and Phong shading.
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<p>
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<i style="font-size:25px;">Here is how it works:</i>
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<ul>
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@@ -86,18 +86,19 @@ that you are seeing now.</p>
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</script>
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<!!-------- YOU PROBABLY DON'T WANT TO CHANGE ANYTHING BELOW FOR NOW -------->
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<!!-------- YOU PROBABLY WANT TO CHANGE ANYTHING BELOW RIGHT NOW -------->
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<script>
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// CREATE THE HTML DOCUMENT
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let flags = 0x0;
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let vs = my_vertex_shader.innerHTML;
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//* LOADING FRAGMENT SHADER
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var client = new XMLHttpRequest();
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client.open('GET', './shader.frag');
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client.onloadend = function() {
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fs = (client.responseText);
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// START EVERYTHING.
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//* START EVERYTHING AFTER FRAGMENT SHADER IS DOWNLOADED.
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gl_start(canvas1, vs, fs);
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editor.getSession().setValue(fs);
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editor.session.on('change', function(delta) {
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+100
-34
@@ -1,4 +1,7 @@
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vec3 foregroundColor = vec3(.0841, .5329, .9604);
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vec3 groundColor = vec3(.2, .3, .5);
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vec4 groundSpecular = vec4(.71, .71, .71, 10.);
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uniform float uTime;// TIME, IN SECONDS
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uniform int flags;
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//FLAGS 0-RT, 1-TEX, 2-
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@@ -8,13 +11,19 @@ varying vec3 vPos;// -1 < vPos.x < +1
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float fl=3.;
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const float pi=3.14159265359;
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const int n_ref=10;
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const int n_ref=1;
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const int ns=2;
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vec4 Sph[ns];
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uniform sampler2D uSampler[ns];
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vec3 Ambient[ns];
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vec3 Diffuse[ns];
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vec4 Specular[ns];
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struct RT{
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vec3 color;
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float ks;
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// vec3 ptr;
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// vec3 normal;
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} stack[n_ref];
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bool getflag(int flag,int bit){
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float shifted = float(int(float(flag)/ pow(2.,float(bit))));
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@@ -61,7 +70,8 @@ void main(){
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vec3 V=vec3(0.,0.,fl);
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vec3 W=normalize(vec3(x,y,-fl));
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// RAY TRACE TO ALL OBJECTS IN THE SCENE
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bool rtxoff = getflag(flags, 1);
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int cnt_ref = n_ref;
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for(int j=0;j<n_ref;j++)
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{
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float tMin=10000.;
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@@ -82,42 +92,98 @@ void main(){
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}
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}
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// IF RAY HITS SPHERE
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float t = tMin;
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vec3 S=V+t*W;
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for(int i = 0; i < ns; ++ i)
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if(i == iMin)
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{
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//*TEXTURE MAPPING
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vec3 tex_sph=S-Sph[i].xyz;
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float R=Sph[i].w;
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float tex_x=acos(abs(tex_sph.x)/sqrt(R*R-tex_sph.y*tex_sph.y));
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if(tex_sph.x>0.)
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tex_x=pi-tex_x;
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tex_x=R*tex_x;
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tex_x*=1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
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tex_x=tex_x+float(uTime)*R;
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float _2pir=2.*pi*R;
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float quo=float(int(tex_x/_2pir));
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tex_x=clampv((tex_x-quo*_2pir),0.,_2pir)/_2pir;
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vec3 texture_color;
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if(!getflag(flags,0))
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texture_color=texture2D(uSampler[i],vec2(tex_x,((R-tex_sph.y)/(2.*R)))).xyz;
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vec3 N=normalize(S-Sph[i].xyz);
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vec3 VDir=normalize(V-Sph[i].xyz);
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//*DIRECTIONS ARE NORMALIZED TO GET THE CORRECT PHONG LIGHTING
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vec3 realLDir=normalize(LDir-S);
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color=(
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Ambient[i]
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+Diffuse[i]*max(0.,dot(N,realLDir))*LCol
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)*texture_color
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if(iMin >= 0){
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float t = tMin;
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vec3 S=V+t*W;
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for(int i = 0; i < ns; ++ i)
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if(i == iMin)
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{
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//*TEXTURE MAPPING
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vec3 tex_sph=S-Sph[i].xyz;
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float R=Sph[i].w;
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float tex_x=acos(abs(tex_sph.x)/sqrt(R*R-tex_sph.y*tex_sph.y));
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if(tex_sph.x>0.)
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tex_x=pi-tex_x;
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tex_x=R*tex_x;
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tex_x*=1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
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tex_x=tex_x+float(uTime)*R;
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float _2pir=2.*pi*R;
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float quo=float(int(tex_x/_2pir));
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tex_x=clampv((tex_x-quo*_2pir),0.,_2pir)/_2pir;
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vec3 texture_color;
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if(!getflag(flags,0))
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texture_color=texture2D(uSampler[i],vec2(tex_x,((R-tex_sph.y)/(2.*R)))).xyz;
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else texture_color = foregroundColor;
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vec3 N=normalize(S-Sph[i].xyz);
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//*DIRECTIONS ARE NORMALIZED TO GET THE CORRECT PHONG LIGHTING
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vec3 realLDir=normalize(LDir-S);
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color=(
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Ambient[i]
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+Diffuse[i]*max(0.,dot(N,realLDir))*LCol
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)*texture_color
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;
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// + SPECULAR COMPONENT GOES HERE
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+Specular[i].xyz*pow(max(0.,dot(2.*dot(N,realLDir)*N-realLDir,VDir)),Specular[i].w)
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if(rtxoff || j == n_ref - 1)
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color += Specular[i].xyz*pow(max(0.,dot(2.*dot(N,realLDir)*N-realLDir,-W)),Specular[i].w);
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stack[j] = RT(color, 0.05);
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V = S;
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W = -normalize(2. * dot(N, W) * N - W);
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break;
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}
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}
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else {
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// TO SIMIPIFY THINGS UP, I'LL ASSUME THAT EVERYTHING
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// IS INSIDE THE BOUNDING BOX [(-1,-1,-1), (1,1,1)]
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// AND THERE'S A INFINITE FLOOR [y = -1]
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float t = -(1.+V.y)/W.y;
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if(t >= 0.)
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{
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vec3 S = vec3(V.x + t*W.x, -1, V.z + t*W.z);
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vec3 realLDir=normalize(LDir - S);
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color=(
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0.5
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+0.5*max(0.,realLDir.y)*LCol
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)*groundColor
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;
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// + SPECULAR COMPONENT GOES HERE
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if(rtxoff || j == n_ref - 1)
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color += groundSpecular.xyz*
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pow(max(0., dot(vec3(-realLDir.x, realLDir.y,-realLDir.z),-W)),groundSpecular.w);
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stack[j] = RT(color, 0.1);
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V = S;
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W = vec3(-W.x, W.y, -W.z);
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}
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else{
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if(j > 0)
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stack[j] = RT(vec3(1.,1.,1.)*pow(max(0.,dot(-W, normalize(LDir - V))), 10.), 1.);
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cnt_ref = j;// + 1;
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break;
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}
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if(getflag(flags, 1))
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}
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}
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// RTX off
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if(rtxoff)
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break;
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}
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if(rtxoff)
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color = stack[0].color;
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else
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{
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color = vec3(0,0,0);
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float currks = 1.;
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for(int i = 0; i < n_ref; ++i)
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{
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if(i >= cnt_ref)
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{
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color += currks * stack[i - 1].color;
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break;
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}
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color += currks *(1.-stack[i].ks) * stack[i].color;
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currks *= stack[i].ks;
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}
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if(n_ref == cnt_ref)
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color += currks * stack[n_ref - 1].color;
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}
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// APPLY GAMMA CORRECTION AND SET THE PIXEL COLOR.
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gl_FragColor=vec4(sqrt(color),1.);
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