Remove glare

This commit is contained in:
numzero 2025-03-29 10:45:16 +03:00
parent ae6b1f6b0d
commit 84b8e9c9a5
3 changed files with 1 additions and 18 deletions

View File

@ -112,8 +112,6 @@ impl Renderer {
trace::Aperture { trace::Aperture {
radius: 0.0003, radius: 0.0003,
focal_distance: std::f32::INFINITY, focal_distance: std::f32::INFINITY,
glare_strength: 0.1,
glare_radius: 0.1,
}, },
location, location,
); );

View File

@ -22,8 +22,6 @@ pub struct Viewport {
pub struct Aperture { pub struct Aperture {
pub radius: f32, pub radius: f32,
pub focal_distance: f32, // from 0 (exclusive) to +∞ (inclusive) pub focal_distance: f32, // from 0 (exclusive) to +∞ (inclusive)
pub glare_strength: f32,
pub glare_radius: f32, // at distance 1
} }
#[derive(Debug, Clone, Copy)] #[derive(Debug, Clone, Copy)]
@ -50,8 +48,6 @@ struct CameraData {
aperture: f32, aperture: f32,
eye: Vec3, eye: Vec3,
antifocal: f32, antifocal: f32,
glare_strength: f32,
glare_radius: f32,
} }
impl From<(Viewport, CameraLocation, Aperture)> for CameraData { impl From<(Viewport, CameraLocation, Aperture)> for CameraData {
@ -65,8 +61,6 @@ impl From<(Viewport, CameraLocation, Aperture)> for CameraData {
height: value.0.corner.y / value.0.corner.z, height: value.0.corner.y / value.0.corner.z,
aperture: value.2.radius, aperture: value.2.radius,
antifocal: 1. / value.2.focal_distance, antifocal: 1. / value.2.focal_distance,
glare_strength: value.2.glare_strength,
glare_radius: value.2.glare_radius,
} }
} }
} }

View File

@ -12,9 +12,6 @@ struct Params {
aperture: f32, aperture: f32,
eye: vec3f, eye: vec3f,
antifocal: f32, antifocal: f32,
glare_strength: f32,
glare_radius: f32,
} }
struct Sphere { struct Sphere {
@ -82,13 +79,7 @@ fn trace_fragment(in: Varying) -> vec3f {
pos = params.eye + aperture_offset_abs; pos = params.eye + aperture_offset_abs;
let off_px = vec2(rand_float(), rand_float()) - .5; let off_px = vec2(rand_float(), rand_float()) - .5;
let off_w = mat2x3(dpdx(in.dir), dpdy(in.dir)); let off_w = mat2x3(dpdx(in.dir), dpdy(in.dir));
var dir = in.dir + off_w * off_px; let dir = in.dir + off_w * off_px;
if (rand_float() < params.glare_strength) {
let p = rand_float();
let d = params.glare_radius * pow(p, 2.);
let glare_off = d * rand_disc();
dir += view_mtx * vec3(glare_off, 0.);
}
ray = normalize(dir - params.antifocal * aperture_offset_abs); ray = normalize(dir - params.antifocal * aperture_offset_abs);
for (var k = 0; k < params.max_reflections; k++) { for (var k = 0; k < params.max_reflections; k++) {