.constf myconst(0.0, 1.0, 0.01, 1000.0) .constf myconst2(0.5, 0.0, 0.0, 0.0) .alias zeros myconst.xxxx .alias ones myconst.yyyy .alias near myconst.zzzz .alias far myconst.wwww .alias defaultMissColor myconst.xxxy .alias defaultHitColor myconst.yxxy .alias halfs myconst2.xxxx .consti bounceLoopParams(0, 0, 1, 0) .consti calcSphereLoopParams(2, 0, 1, 0) .setb b0 true .alias true b0 ; xyz center (in world space) ; w radius (in world space) .fvec spheres[3] .in inOrigin v0 .in inLowerLeftCorner v1 .in inHorizontal v2 .in inVertical v3 .in inST v4 .in inPos v5 .in inUV v6 .out outPos position .out outUV texcoord0 .out outColor color .proc main ; outPos = inPos mov outPos, inPos ; outUV = inUV mov outUV, inUV ; r1 = inOrigin mov r1, inOrigin ; r2 = inDirection mov r2.xyz, inLowerLeftCorner mov r3.xy, inST.xy mad r2.xyz, inHorizontal, r3.x, r2.xyz mad r2.xyz, inVertical, r3.y, r2.xyz ; calculate light bounces for bounceLoopParams ; r4 = (0, 0, 0, far) mov r4, myconst.xxxw ; for each sphere for calcSphereLoopParams ; r3 = spheres[i] mov r3, spheres[aL] ; do calculation ; call calcSphere ; vec3 oc = origin - center add r8.xyz, r1.xyz, -r3.xyz ; float a = dot(direction, direction) dp3 r9.x, r2.xyz, r2.xyz ; float halfB = dot(oc, direction) dp3 r9.y, r8.xyz, r2.xyz ; float radiusSquared = radius * radius mul r8.w, r3.w, r3.w ; float c = dot(oc, oc) - radius * radius dp3 r9.z, r8.xyz, r8.xyz add r9.z, r9.z, -r8.w ; float halfBSquared = halfB * halfB; mul r8.w, r9.y, r9.y ; float ac = a * c; mul r9.w, r9.x, r9.z ; float discriminant = bSquared - ac add r8.w, r8.w, -r9.w ; if discriminant < 0, exit procedure early cmp zeros, gt, gt, r8.w jmpc cmp.x, calcSphereExit ; calculate t ; float sqrtDiscriminant = sqrt(discriminant) rsq r8.w, r8.w rcp r8.w, r8.w ; a = 1 / a rcp r9.x, r9.x ; float root = (-halfB - sqrtDiscriminant) / a add r9.z, -r9.y, -r8.w mul r9.z, r9.z, r9.x ; if root < min distance, check other root cmp near, gt, gt, r9.z jmpc cmp.x, calcSphereCheckOtherRoot ; if root > max distance, check other root cmp r9.z, gt, gt, r4.w jmpc cmp.x, calcSphereCheckOtherRoot ; if root is in range, finalize calculations jmpu true, calcSphereFin calcSphereCheckOtherRoot: ; float root = (-halfB + sqrtDiscriminant) / a add r9.z, -r9.y, r8.w mul r9.z, r9.z, r9.x ; if root < min distance, check other root cmp near, gt, gt, r9.z jmpc cmp.x, calcSphereExit ; if root > max distance, check other root cmp r9.z, gt, gt, r4.w jmpc cmp.x, calcSphereExit calcSphereFin: ; change max distance to closest hit mov r4.w, r9.z ; calculate new origin mul r5.xyz, r2.xyz, r9.zzz add r5.xyz, r5.xyz, r1.xyz ; calculate normal add r7.xyz, r5.xyz, -r3.xyz rcp r3.w, r3.w mul r7.xyz, r7.xyz, r3.w ; assign color mov r4.xyz, r7.xyz add r4.xyz, ones, r4.xyz mul r4.xyz, halfs, r4.xyz ; early exit label calcSphereExit: nop ; done with calculation .end .end ; copy final color to output mov outColor.xyz, r4.xyz ; set alpha to 1 mov outColor.w, ones end .end ; Inputs ; ------ ; r1.xyz: ray origin ; r2.xyz: ray direction ; r3.xyzw: sphere info ; r4.w: min distance ; ; Outputs ; ------- ; r4.w: new min distance ; r4.xyz: new color ; ; Temporaries ; ----------- ; r5.xyz: new origin ; r6.xyz: new direction ; r7.xyz: hit normal ; r8 ; r9 ; ;.proc calcSphere ;.end