godot/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl

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#[compute]
#version 450
#VERSION_DEFINES
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layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
#define SAMPLER_NEAREST_REPEAT 6
#define SAMPLER_LINEAR_REPEAT 7
#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
#define DENSITY_SCALE 1024.0
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#include "cluster_data_inc.glsl"
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#include "light_data_inc.glsl"
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#define M_PI 3.14159265359
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
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layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
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}
global_variables;
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layout(push_constant, binding = 0, std430) uniform Params {
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vec3 position;
float pad;
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vec3 extents;
float pad2;
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ivec3 corner;
uint shape;
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mat4 transform;
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}
params;
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layout(r32ui, set = 1, binding = 1) uniform volatile uimage3D emissive_only_map;
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layout(set = 1, binding = 2, std140) uniform SceneParams {
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vec2 fog_frustum_size_begin;
vec2 fog_frustum_size_end;
float fog_frustum_end;
float z_near; //
float z_far; //
float time;
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ivec3 fog_volume_size;
uint directional_light_count; //
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bool use_temporal_reprojection;
uint temporal_frame;
float detail_spread;
float temporal_blend;
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mat4 to_prev_view;
mat4 transform;
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}
scene_params;
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layout(r32ui, set = 1, binding = 3) uniform volatile uimage3D density_only_map;
layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map;
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 2, binding = 0, std140) uniform MaterialUniforms{
#MATERIAL_UNIFORMS
} material;
#endif
#GLOBALS
float get_depth_at_pos(float cell_depth_size, int z) {
float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
d = pow(d, scene_params.detail_spread);
return scene_params.fog_frustum_end * d;
}
#define TEMPORAL_FRAMES 16
const vec3 halton_map[TEMPORAL_FRAMES] = vec3[](
vec3(0.5, 0.33333333, 0.2),
vec3(0.25, 0.66666667, 0.4),
vec3(0.75, 0.11111111, 0.6),
vec3(0.125, 0.44444444, 0.8),
vec3(0.625, 0.77777778, 0.04),
vec3(0.375, 0.22222222, 0.24),
vec3(0.875, 0.55555556, 0.44),
vec3(0.0625, 0.88888889, 0.64),
vec3(0.5625, 0.03703704, 0.84),
vec3(0.3125, 0.37037037, 0.08),
vec3(0.8125, 0.7037037, 0.28),
vec3(0.1875, 0.14814815, 0.48),
vec3(0.6875, 0.48148148, 0.68),
vec3(0.4375, 0.81481481, 0.88),
vec3(0.9375, 0.25925926, 0.12),
vec3(0.03125, 0.59259259, 0.32));
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void main() {
vec3 fog_cell_size = 1.0 / vec3(scene_params.fog_volume_size);
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ivec3 pos = ivec3(gl_GlobalInvocationID.xyz) + params.corner;
if (any(greaterThanEqual(pos, scene_params.fog_volume_size))) {
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return; //do not compute
}
vec3 posf = vec3(pos);
vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
fog_unit_pos.z = pow(fog_unit_pos.z, scene_params.detail_spread);
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vec3 view_pos;
view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(fog_unit_pos.z));
view_pos.z = -scene_params.fog_frustum_end * fog_unit_pos.z;
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view_pos.y = -view_pos.y;
if (scene_params.use_temporal_reprojection) {
vec3 prev_view = (scene_params.to_prev_view * vec4(view_pos, 1.0)).xyz;
//undo transform into prev view
prev_view.y = -prev_view.y;
//z back to unit size
prev_view.z /= -scene_params.fog_frustum_end;
//xy back to unit size
prev_view.xy /= mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(prev_view.z));
prev_view.xy = prev_view.xy * 0.5 + 0.5;
//z back to unspread value
prev_view.z = pow(prev_view.z, 1.0 / scene_params.detail_spread);
if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) {
//reprojectinon fits
// Since we can reproject, now we must jitter the current view pos.
// This is done here because cells that can't reproject should not jitter.
fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[scene_params.temporal_frame]; //center of voxels, offset by halton table
fog_unit_pos.z = pow(fog_unit_pos.z, scene_params.detail_spread);
view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(fog_unit_pos.z));
view_pos.z = -scene_params.fog_frustum_end * fog_unit_pos.z;
view_pos.y = -view_pos.y;
}
}
float density = 0.0;
vec3 emission = vec3(0.0);
vec3 albedo = vec3(0.0);
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float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
vec4 world = scene_params.transform * vec4(view_pos, 1.0);
world.xyz /= world.w;
vec3 uvw = fog_unit_pos;
vec4 local_pos = params.transform * world;
local_pos.xyz /= local_pos.w;
float sdf = -1.0;
if (params.shape == 0) {
//Ellipsoid
// https://www.shadertoy.com/view/tdS3DG
float k0 = length(local_pos.xyz / params.extents);
float k1 = length(local_pos.xyz / (params.extents * params.extents));
sdf = k0 * (k0 - 1.0) / k1;
} else if (params.shape == 1) {
// Box
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
vec3 q = abs(local_pos.xyz) - params.extents;
sdf = length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
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}
float cull_mask = 1.0; //used to cull cells that do not contribute
if (params.shape <= 1) {
#ifndef SDF_USED
cull_mask = 1.0 - smoothstep(-0.1, 0.0, sdf);
#endif
uvw = clamp((local_pos.xyz + params.extents) / (2.0 * params.extents), 0.0, 1.0);
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}
if (cull_mask > 0.0) {
{
#CODE : FOG
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}
#ifdef DENSITY_USED
density *= cull_mask;
if (abs(density) > 0.001) {
int final_density = int(density * DENSITY_SCALE);
imageAtomicAdd(density_only_map, pos, uint(final_density));
#ifdef EMISSION_USED
{
emission *= clamp(density, 0.0, 1.0);
emission = clamp(emission, vec3(0.0), vec3(4.0));
// Scale to fit into R11G11B10 with a range of 0-4
uvec3 emission_u = uvec3(emission.r * 511.0, emission.g * 511.0, emission.b * 255.0);
// R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint
uint final_emission = emission_u.r << 21 | emission_u.g << 10 | emission_u.b;
uint prev_emission = imageAtomicAdd(emissive_only_map, pos, final_emission);
// Adding can lead to colors overflowing, so validate
uvec3 prev_emission_u = uvec3(prev_emission >> 21, (prev_emission << 11) >> 21, prev_emission % 1024);
uint add_emission = final_emission + prev_emission;
uvec3 add_emission_u = uvec3(add_emission >> 21, (add_emission << 11) >> 21, add_emission % 1024);
bvec3 overflowing = lessThan(add_emission_u, prev_emission_u + emission_u);
if (any(overflowing)) {
uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing);
uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b;
imageAtomicOr(emissive_only_map, pos, force_max);
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}
}
#endif
#ifdef ALBEDO_USED
{
vec3 scattering = albedo * clamp(density, 0.0, 1.0);
scattering = clamp(scattering, vec3(0.0), vec3(1.0));
uvec3 scattering_u = uvec3(scattering.r * 2047.0, scattering.g * 2047.0, scattering.b * 1023.0);
// R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint
uint final_scattering = scattering_u.r << 21 | scattering_u.g << 10 | scattering_u.b;
uint prev_scattering = imageAtomicAdd(light_only_map, pos, final_scattering);
// Adding can lead to colors overflowing, so validate
uvec3 prev_scattering_u = uvec3(prev_scattering >> 21, (prev_scattering << 11) >> 21, prev_scattering % 1024);
uint add_scattering = final_scattering + prev_scattering;
uvec3 add_scattering_u = uvec3(add_scattering >> 21, (add_scattering << 11) >> 21, add_scattering % 1024);
bvec3 overflowing = lessThan(add_scattering_u, prev_scattering_u + scattering_u);
if (any(overflowing)) {
uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing);
uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b;
imageAtomicOr(light_only_map, pos, force_max);
}
}
#endif // ALBEDO_USED
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}
#endif // DENSITY_USED
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}
}