#[versions] primary = "#define MODE_DIRECT_LIGHT"; secondary = "#define MODE_BOUNCE_LIGHT"; dilate = "#define MODE_DILATE"; unocclude = "#define MODE_UNOCCLUDE"; light_probes = "#define MODE_LIGHT_PROBES"; denoise = "#define MODE_DENOISE"; #[compute] #version 450 #VERSION_DEFINES // One 2D local group focusing in one layer at a time, though all // in parallel (no barriers) makes more sense than a 3D local group // as this can take more advantage of the cache for each group. #ifdef MODE_LIGHT_PROBES layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; #else layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; #endif #include "lm_common_inc.glsl" #ifdef MODE_LIGHT_PROBES layout(set = 1, binding = 0, std430) restrict buffer LightProbeData { vec4 data[]; } light_probes; layout(set = 1, binding = 1) uniform texture2DArray source_light; layout(set = 1, binding = 2) uniform texture2DArray source_direct_light; //also need the direct light, which was omitted layout(set = 1, binding = 3) uniform texture2D environment; #endif #ifdef MODE_UNOCCLUDE layout(rgba32f, set = 1, binding = 0) uniform restrict image2DArray position; layout(rgba32f, set = 1, binding = 1) uniform restrict readonly image2DArray unocclude; #endif #if defined(MODE_DIRECT_LIGHT) || defined(MODE_BOUNCE_LIGHT) layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_light; layout(set = 1, binding = 1) uniform texture2DArray source_light; layout(set = 1, binding = 2) uniform texture2DArray source_position; layout(set = 1, binding = 3) uniform texture2DArray source_normal; layout(rgba16f, set = 1, binding = 4) uniform restrict image2DArray accum_light; #endif #ifdef MODE_BOUNCE_LIGHT layout(rgba32f, set = 1, binding = 5) uniform restrict image2DArray bounce_accum; layout(set = 1, binding = 6) uniform texture2D environment; #endif #ifdef MODE_DIRECT_LIGHT layout(rgba32f, set = 1, binding = 5) uniform restrict writeonly image2DArray primary_dynamic; #endif #if defined(MODE_DILATE) || defined(MODE_DENOISE) layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_light; layout(set = 1, binding = 1) uniform texture2DArray source_light; #endif #ifdef MODE_DENOISE layout(set = 1, binding = 2) uniform texture2DArray source_normal; layout(set = 1, binding = 3) uniform DenoiseParams { float spatial_bandwidth; float light_bandwidth; float albedo_bandwidth; float normal_bandwidth; float filter_strength; } denoise_params; #endif layout(push_constant, std430) uniform Params { ivec2 atlas_size; // x used for light probe mode total probes uint ray_count; uint ray_to; vec3 world_size; float bias; vec3 to_cell_offset; uint ray_from; vec3 to_cell_size; uint light_count; int grid_size; int atlas_slice; ivec2 region_ofs; mat3x4 env_transform; } params; //check it, but also return distance and barycentric coords (for uv lookup) bool ray_hits_triangle(vec3 from, vec3 dir, float max_dist, vec3 p0, vec3 p1, vec3 p2, out float r_distance, out vec3 r_barycentric) { const float EPSILON = 0.00001; const vec3 e0 = p1 - p0; const vec3 e1 = p0 - p2; vec3 triangle_normal = cross(e1, e0); float n_dot_dir = dot(triangle_normal, dir); if (abs(n_dot_dir) < EPSILON) { return false; } const vec3 e2 = (p0 - from) / n_dot_dir; const vec3 i = cross(dir, e2); r_barycentric.y = dot(i, e1); r_barycentric.z = dot(i, e0); r_barycentric.x = 1.0 - (r_barycentric.z + r_barycentric.y); r_distance = dot(triangle_normal, e2); return (r_distance > params.bias) && (r_distance < max_dist) && all(greaterThanEqual(r_barycentric, vec3(0.0))); } const uint RAY_MISS = 0; const uint RAY_FRONT = 1; const uint RAY_BACK = 2; const uint RAY_ANY = 3; uint trace_ray(vec3 p_from, vec3 p_to #if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES) , out uint r_triangle, out vec3 r_barycentric #endif #if defined(MODE_UNOCCLUDE) , out float r_distance, out vec3 r_normal #endif ) { /* world coords */ vec3 rel = p_to - p_from; float rel_len = length(rel); vec3 dir = normalize(rel); vec3 inv_dir = 1.0 / dir; /* cell coords */ vec3 from_cell = (p_from - params.to_cell_offset) * params.to_cell_size; vec3 to_cell = (p_to - params.to_cell_offset) * params.to_cell_size; //prepare DDA vec3 rel_cell = to_cell - from_cell; ivec3 icell = ivec3(from_cell); ivec3 iendcell = ivec3(to_cell); vec3 dir_cell = normalize(rel_cell); vec3 delta = min(abs(1.0 / dir_cell), params.grid_size); // use params.grid_size as max to prevent infinity values ivec3 step = ivec3(sign(rel_cell)); vec3 side = (sign(rel_cell) * (vec3(icell) - from_cell) + (sign(rel_cell) * 0.5) + 0.5) * delta; uint iters = 0; while (all(greaterThanEqual(icell, ivec3(0))) && all(lessThan(icell, ivec3(params.grid_size))) && iters < 1000) { uvec2 cell_data = texelFetch(usampler3D(grid, linear_sampler), icell, 0).xy; if (cell_data.x > 0) { //triangles here uint hit = RAY_MISS; float best_distance = 1e20; for (uint i = 0; i < cell_data.x; i++) { uint tidx = grid_indices.data[cell_data.y + i]; //Ray-Box test Triangle triangle = triangles.data[tidx]; vec3 t0 = (triangle.min_bounds - p_from) * inv_dir; vec3 t1 = (triangle.max_bounds - p_from) * inv_dir; vec3 tmin = min(t0, t1), tmax = max(t0, t1); if (max(tmin.x, max(tmin.y, tmin.z)) > min(tmax.x, min(tmax.y, tmax.z))) { continue; //ray box failed } //prepare triangle vertices vec3 vtx0 = vertices.data[triangle.indices.x].position; vec3 vtx1 = vertices.data[triangle.indices.y].position; vec3 vtx2 = vertices.data[triangle.indices.z].position; #if defined(MODE_UNOCCLUDE) || defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES) vec3 normal = -normalize(cross((vtx0 - vtx1), (vtx0 - vtx2))); bool backface = dot(normal, dir) >= 0.0; #endif float distance; vec3 barycentric; if (ray_hits_triangle(p_from, dir, rel_len, vtx0, vtx1, vtx2, distance, barycentric)) { #ifdef MODE_DIRECT_LIGHT return RAY_ANY; //any hit good #endif #if defined(MODE_UNOCCLUDE) || defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES) if (!backface) { // the case of meshes having both a front and back face in the same plane is more common than // expected, so if this is a front-face, bias it closer to the ray origin, so it always wins over the back-face distance = max(params.bias, distance - params.bias); } if (distance < best_distance) { hit = backface ? RAY_BACK : RAY_FRONT; best_distance = distance; #if defined(MODE_UNOCCLUDE) r_distance = distance; r_normal = normal; #endif #if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES) r_triangle = tidx; r_barycentric = barycentric; #endif } #endif } } #if defined(MODE_UNOCCLUDE) || defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES) if (hit != RAY_MISS) { return hit; } #endif } if (icell == iendcell) { break; } bvec3 mask = lessThanEqual(side.xyz, min(side.yzx, side.zxy)); side += vec3(mask) * delta; icell += ivec3(vec3(mask)) * step; iters++; } return RAY_MISS; } // https://www.reedbeta.com/blog/hash-functions-for-gpu-rendering/ uint hash(uint value) { uint state = value * 747796405u + 2891336453u; uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u; return (word >> 22u) ^ word; } uint random_seed(ivec3 seed) { return hash(seed.x ^ hash(seed.y ^ hash(seed.z))); } // generates a random value in range [0.0, 1.0) float randomize(inout uint value) { value = hash(value); return float(value / 4294967296.0); } const float PI = 3.14159265f; // http://www.realtimerendering.com/raytracinggems/unofficial_RayTracingGems_v1.4.pdf (chapter 15) vec3 generate_hemisphere_uniform_direction(inout uint noise) { float noise1 = randomize(noise); float noise2 = randomize(noise) * 2.0 * PI; float factor = sqrt(1 - (noise1 * noise1)); return vec3(factor * cos(noise2), factor * sin(noise2), noise1); } vec3 generate_hemisphere_cosine_weighted_direction(inout uint noise) { float noise1 = randomize(noise); float noise2 = randomize(noise) * 2.0 * PI; return vec3(sqrt(noise1) * cos(noise2), sqrt(noise1) * sin(noise2), sqrt(1.0 - noise1)); } float get_omni_attenuation(float distance, float inv_range, float decay) { float nd = distance * inv_range; nd *= nd; nd *= nd; // nd^4 nd = max(1.0 - nd, 0.0); nd *= nd; // nd^2 return nd * pow(max(distance, 0.0001), -decay); } void main() { #ifdef MODE_LIGHT_PROBES int probe_index = int(gl_GlobalInvocationID.x); if (probe_index >= params.atlas_size.x) { //too large, do nothing return; } #else ivec2 atlas_pos = ivec2(gl_GlobalInvocationID.xy) + params.region_ofs; if (any(greaterThanEqual(atlas_pos, params.atlas_size))) { //too large, do nothing return; } #endif #ifdef MODE_DIRECT_LIGHT vec3 normal = texelFetch(sampler2DArray(source_normal, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz; if (length(normal) < 0.5) { return; //empty texel, no process } vec3 position = texelFetch(sampler2DArray(source_position, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz; //go through all lights //start by own light (emissive) vec3 static_light = vec3(0.0); vec3 dynamic_light = vec3(0.0); #ifdef USE_SH_LIGHTMAPS vec4 sh_accum[4] = vec4[]( vec4(0.0, 0.0, 0.0, 1.0), vec4(0.0, 0.0, 0.0, 1.0), vec4(0.0, 0.0, 0.0, 1.0), vec4(0.0, 0.0, 0.0, 1.0)); #endif for (uint i = 0; i < params.light_count; i++) { vec3 light_pos; float dist; float attenuation; float soft_shadowing_disk_size; if (lights.data[i].type == LIGHT_TYPE_DIRECTIONAL) { vec3 light_vec = lights.data[i].direction; light_pos = position - light_vec * length(params.world_size); dist = length(params.world_size); attenuation = 1.0; soft_shadowing_disk_size = lights.data[i].size; } else { light_pos = lights.data[i].position; dist = distance(position, light_pos); if (dist > lights.data[i].range) { continue; } soft_shadowing_disk_size = lights.data[i].size / dist; attenuation = get_omni_attenuation(dist, 1.0 / lights.data[i].range, lights.data[i].attenuation); if (lights.data[i].type == LIGHT_TYPE_SPOT) { vec3 rel = normalize(position - light_pos); float cos_spot_angle = lights.data[i].cos_spot_angle; float cos_angle = dot(rel, lights.data[i].direction); if (cos_angle < cos_spot_angle) { continue; //invisible, dont try } float scos = max(cos_angle, cos_spot_angle); float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle)); attenuation *= 1.0 - pow(spot_rim, lights.data[i].inv_spot_attenuation); } } vec3 light_dir = normalize(light_pos - position); attenuation *= max(0.0, dot(normal, light_dir)); if (attenuation <= 0.0001) { continue; //no need to do anything } float penumbra = 0.0; if (lights.data[i].size > 0.0) { vec3 light_to_point = -light_dir; vec3 aux = light_to_point.y < 0.777 ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0); vec3 light_to_point_tan = normalize(cross(light_to_point, aux)); vec3 light_to_point_bitan = normalize(cross(light_to_point, light_to_point_tan)); const uint shadowing_rays_check_penumbra_denom = 2; uint shadowing_ray_count = params.ray_count; uint hits = 0; uint noise = random_seed(ivec3(atlas_pos, 43573547 /* some prime */)); vec3 light_disk_to_point = light_to_point; for (uint j = 0; j < shadowing_ray_count; j++) { // Optimization: // Once already traced an important proportion of rays, if all are hits or misses, // assume we're not in the penumbra so we can infer the rest would have the same result if (j == shadowing_ray_count / shadowing_rays_check_penumbra_denom) { if (hits == j) { // Assume totally lit hits = shadowing_ray_count; break; } else if (hits == 0) { // Assume totally dark hits = 0; break; } } float r = randomize(noise); float a = randomize(noise) * 2.0 * PI; vec2 disk_sample = (r * vec2(cos(a), sin(a))) * soft_shadowing_disk_size * lights.data[i].shadow_blur; light_disk_to_point = normalize(light_to_point + disk_sample.x * light_to_point_tan + disk_sample.y * light_to_point_bitan); if (trace_ray(position - light_disk_to_point * params.bias, position - light_disk_to_point * dist) == RAY_MISS) { hits++; } } penumbra = float(hits) / float(shadowing_ray_count); } else { if (trace_ray(position + light_dir * params.bias, light_pos) == RAY_MISS) { penumbra = 1.0; } } vec3 light = lights.data[i].color * lights.data[i].energy * attenuation * penumbra; if (lights.data[i].static_bake) { static_light += light; #ifdef USE_SH_LIGHTMAPS float c[4] = float[]( 0.282095, //l0 0.488603 * light_dir.y, //l1n1 0.488603 * light_dir.z, //l1n0 0.488603 * light_dir.x //l1p1 ); for (uint j = 0; j < 4; j++) { sh_accum[j].rgb += light * c[j] * 8.0; } #endif } else { dynamic_light += light; } } vec3 albedo = texelFetch(sampler2DArray(albedo_tex, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).rgb; vec3 emissive = texelFetch(sampler2DArray(emission_tex, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).rgb; dynamic_light *= albedo; //if it will bounce, must multiply by albedo dynamic_light += emissive; //keep for lightprobes imageStore(primary_dynamic, ivec3(atlas_pos, params.atlas_slice), vec4(dynamic_light, 1.0)); dynamic_light += static_light * albedo; //send for bounces dynamic_light *= params.env_transform[2][3]; // exposure_normalization imageStore(dest_light, ivec3(atlas_pos, params.atlas_slice), vec4(dynamic_light, 1.0)); #ifdef USE_SH_LIGHTMAPS //keep for adding at the end imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + 0), sh_accum[0]); imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + 1), sh_accum[1]); imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + 2), sh_accum[2]); imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + 3), sh_accum[3]); #else static_light *= params.env_transform[2][3]; // exposure_normalization imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice), vec4(static_light, 1.0)); #endif #endif #ifdef MODE_BOUNCE_LIGHT vec3 normal = texelFetch(sampler2DArray(source_normal, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz; if (length(normal) < 0.5) { return; //empty texel, no process } vec3 position = texelFetch(sampler2DArray(source_position, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz; vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); vec3 tangent = normalize(cross(v0, normal)); vec3 bitangent = normalize(cross(tangent, normal)); mat3 normal_mat = mat3(tangent, bitangent, normal); #ifdef USE_SH_LIGHTMAPS vec4 sh_accum[4] = vec4[]( vec4(0.0, 0.0, 0.0, 1.0), vec4(0.0, 0.0, 0.0, 1.0), vec4(0.0, 0.0, 0.0, 1.0), vec4(0.0, 0.0, 0.0, 1.0)); #endif vec3 light_average = vec3(0.0); float active_rays = 0.0; uint noise = random_seed(ivec3(params.ray_from, atlas_pos)); for (uint i = params.ray_from; i < params.ray_to; i++) { vec3 ray_dir = normal_mat * generate_hemisphere_cosine_weighted_direction(noise); uint tidx; vec3 barycentric; vec3 light = vec3(0.0); uint trace_result = trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric); if (trace_result == RAY_FRONT) { //hit a triangle vec2 uv0 = vertices.data[triangles.data[tidx].indices.x].uv; vec2 uv1 = vertices.data[triangles.data[tidx].indices.y].uv; vec2 uv2 = vertices.data[triangles.data[tidx].indices.z].uv; vec3 uvw = vec3(barycentric.x * uv0 + barycentric.y * uv1 + barycentric.z * uv2, float(triangles.data[tidx].slice)); light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb; active_rays += 1.0; } else if (trace_result == RAY_MISS) { if (params.env_transform[0][3] == 0.0) { // Use env_transform[0][3] to indicate when we are computing the first bounce // Did not hit a triangle, reach out for the sky vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir); vec2 st = vec2( atan(sky_dir.x, sky_dir.z), acos(sky_dir.y)); if (st.x < 0.0) st.x += PI * 2.0; st /= vec2(PI * 2.0, PI); light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb; } active_rays += 1.0; } light_average += light; #ifdef USE_SH_LIGHTMAPS float c[4] = float[]( 0.282095, //l0 0.488603 * ray_dir.y, //l1n1 0.488603 * ray_dir.z, //l1n0 0.488603 * ray_dir.x //l1p1 ); for (uint j = 0; j < 4; j++) { sh_accum[j].rgb += light * c[j] * (8.0 / float(params.ray_count)); } #endif } vec3 light_total; if (params.ray_from == 0) { light_total = vec3(0.0); } else { vec4 accum = imageLoad(bounce_accum, ivec3(atlas_pos, params.atlas_slice)); light_total = accum.rgb; active_rays += accum.a; } light_total += light_average; #ifdef USE_SH_LIGHTMAPS for (int i = 0; i < 4; i++) { vec4 accum = imageLoad(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + i)); accum.rgb += sh_accum[i].rgb; imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + i), accum); } #endif if (params.ray_to == params.ray_count) { if (active_rays > 0) { light_total /= active_rays; } imageStore(dest_light, ivec3(atlas_pos, params.atlas_slice), vec4(light_total, 1.0)); #ifndef USE_SH_LIGHTMAPS vec4 accum = imageLoad(accum_light, ivec3(atlas_pos, params.atlas_slice)); accum.rgb += light_total; imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice), accum); #endif } else { imageStore(bounce_accum, ivec3(atlas_pos, params.atlas_slice), vec4(light_total, active_rays)); } #endif #ifdef MODE_UNOCCLUDE //texel_size = 0.5; //compute tangents vec4 position_alpha = imageLoad(position, ivec3(atlas_pos, params.atlas_slice)); if (position_alpha.a < 0.5) { return; } vec3 vertex_pos = position_alpha.xyz; vec4 normal_tsize = imageLoad(unocclude, ivec3(atlas_pos, params.atlas_slice)); vec3 face_normal = normal_tsize.xyz; float texel_size = normal_tsize.w; vec3 v0 = abs(face_normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); vec3 tangent = normalize(cross(v0, face_normal)); vec3 bitangent = normalize(cross(tangent, face_normal)); vec3 base_pos = vertex_pos + face_normal * params.bias; //raise a bit vec3 rays[4] = vec3[](tangent, bitangent, -tangent, -bitangent); float min_d = 1e20; for (int i = 0; i < 4; i++) { vec3 ray_to = base_pos + rays[i] * texel_size; float d; vec3 norm; if (trace_ray(base_pos, ray_to, d, norm) == RAY_BACK) { if (d < min_d) { vertex_pos = base_pos + rays[i] * d + norm * params.bias * 10.0; //this bias needs to be greater than the regular bias, because otherwise later, rays will go the other side when pointing back. min_d = d; } } } position_alpha.xyz = vertex_pos; imageStore(position, ivec3(atlas_pos, params.atlas_slice), position_alpha); #endif #ifdef MODE_LIGHT_PROBES vec3 position = probe_positions.data[probe_index].xyz; vec4 probe_sh_accum[9] = vec4[]( vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); uint noise = random_seed(ivec3(params.ray_from, probe_index, 49502741 /* some prime */)); for (uint i = params.ray_from; i < params.ray_to; i++) { vec3 ray_dir = generate_hemisphere_uniform_direction(noise); if (bool(i & 1)) { //throw to both sides, so alternate them ray_dir.z *= -1.0; } uint tidx; vec3 barycentric; vec3 light; uint trace_result = trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric); if (trace_result == RAY_FRONT) { vec2 uv0 = vertices.data[triangles.data[tidx].indices.x].uv; vec2 uv1 = vertices.data[triangles.data[tidx].indices.y].uv; vec2 uv2 = vertices.data[triangles.data[tidx].indices.z].uv; vec3 uvw = vec3(barycentric.x * uv0 + barycentric.y * uv1 + barycentric.z * uv2, float(triangles.data[tidx].slice)); light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb; light += textureLod(sampler2DArray(source_direct_light, linear_sampler), uvw, 0.0).rgb; } else if (trace_result == RAY_MISS) { //did not hit a triangle, reach out for the sky vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir); vec2 st = vec2( atan(sky_dir.x, sky_dir.z), acos(sky_dir.y)); if (st.x < 0.0) st.x += PI * 2.0; st /= vec2(PI * 2.0, PI); light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb; } { float c[9] = float[]( 0.282095, //l0 0.488603 * ray_dir.y, //l1n1 0.488603 * ray_dir.z, //l1n0 0.488603 * ray_dir.x, //l1p1 1.092548 * ray_dir.x * ray_dir.y, //l2n2 1.092548 * ray_dir.y * ray_dir.z, //l2n1 //0.315392 * (ray_dir.x * ray_dir.x + ray_dir.y * ray_dir.y + 2.0 * ray_dir.z * ray_dir.z), //l20 0.315392 * (3.0 * ray_dir.z * ray_dir.z - 1.0), //l20 1.092548 * ray_dir.x * ray_dir.z, //l2p1 0.546274 * (ray_dir.x * ray_dir.x - ray_dir.y * ray_dir.y) //l2p2 ); for (uint j = 0; j < 9; j++) { probe_sh_accum[j].rgb += light * c[j]; } } } if (params.ray_from > 0) { for (uint j = 0; j < 9; j++) { //accum from existing probe_sh_accum[j] += light_probes.data[probe_index * 9 + j]; } } if (params.ray_to == params.ray_count) { for (uint j = 0; j < 9; j++) { //accum from existing probe_sh_accum[j] *= 4.0 / float(params.ray_count); } } for (uint j = 0; j < 9; j++) { //accum from existing light_probes.data[probe_index * 9 + j] = probe_sh_accum[j]; } #endif #ifdef MODE_DILATE vec4 c = texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0); //sides first, as they are closer c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, 0), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(0, 1), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, 0), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(0, -1), params.atlas_slice), 0); //endpoints second c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, -1), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, 1), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, -1), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, 1), params.atlas_slice), 0); //far sides third c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, 0), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(0, 2), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, 0), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(0, -2), params.atlas_slice), 0); //far-mid endpoints c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, -1), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, 1), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, -1), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, 1), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, -2), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, 2), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, -2), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, 2), params.atlas_slice), 0); //far endpoints c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, -2), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, 2), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, -2), params.atlas_slice), 0); c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, 2), params.atlas_slice), 0); imageStore(dest_light, ivec3(atlas_pos, params.atlas_slice), c); #endif #ifdef MODE_DENOISE // Joint Non-local means (JNLM) denoiser. // // Based on YoctoImageDenoiser's JNLM implementation with corrections from "Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings". // // // // // MIT License // // Copyright (c) 2020 ManuelPrandini // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. // // Most of the constants below have been hand-picked to fit the common scenarios lightmaps // are generated with, but they can be altered freely to experiment and achieve better results. // Half the size of the patch window around each pixel that is weighted to compute the denoised pixel. // A value of 1 represents a 3x3 window, a value of 2 a 5x5 window, etc. const int HALF_PATCH_WINDOW = 4; // Half the size of the search window around each pixel that is denoised and weighted to compute the denoised pixel. const int HALF_SEARCH_WINDOW = 10; // For all of the following sigma values, smaller values will give less weight to pixels that have a bigger distance // in the feature being evaluated. Therefore, smaller values are likely to cause more noise to appear, but will also // cause less features to be erased in the process. // Controls how much the spatial distance of the pixels influences the denoising weight. const float SIGMA_SPATIAL = denoise_params.spatial_bandwidth; // Controls how much the light color distance of the pixels influences the denoising weight. const float SIGMA_LIGHT = denoise_params.light_bandwidth; // Controls how much the albedo color distance of the pixels influences the denoising weight. const float SIGMA_ALBEDO = denoise_params.albedo_bandwidth; // Controls how much the normal vector distance of the pixels influences the denoising weight. const float SIGMA_NORMAL = denoise_params.normal_bandwidth; // Strength of the filter. The original paper recommends values around 10 to 15 times the Sigma parameter. const float FILTER_VALUE = denoise_params.filter_strength * SIGMA_LIGHT; // Formula constants. const int PATCH_WINDOW_DIMENSION = (HALF_PATCH_WINDOW * 2 + 1); const int PATCH_WINDOW_DIMENSION_SQUARE = (PATCH_WINDOW_DIMENSION * PATCH_WINDOW_DIMENSION); const float TWO_SIGMA_SPATIAL_SQUARE = 2.0f * SIGMA_SPATIAL * SIGMA_SPATIAL; const float TWO_SIGMA_LIGHT_SQUARE = 2.0f * SIGMA_LIGHT * SIGMA_LIGHT; const float TWO_SIGMA_ALBEDO_SQUARE = 2.0f * SIGMA_ALBEDO * SIGMA_ALBEDO; const float TWO_SIGMA_NORMAL_SQUARE = 2.0f * SIGMA_NORMAL * SIGMA_NORMAL; const float FILTER_SQUARE_TWO_SIGMA_LIGHT_SQUARE = FILTER_VALUE * FILTER_VALUE * TWO_SIGMA_LIGHT_SQUARE; const float EPSILON = 1e-6f; #ifdef USE_SH_LIGHTMAPS const uint slice_count = 4; const uint slice_base = params.atlas_slice * slice_count; #else const uint slice_count = 1; const uint slice_base = params.atlas_slice; #endif for (uint i = 0; i < slice_count; i++) { uint lightmap_slice = slice_base + i; vec3 denoised_rgb = vec3(0.0f); vec4 input_light = texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos, lightmap_slice), 0); vec3 input_albedo = texelFetch(sampler2DArray(albedo_tex, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).rgb; vec3 input_normal = texelFetch(sampler2DArray(source_normal, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz; if (length(input_normal) > EPSILON) { // Compute the denoised pixel if the normal is valid. float sum_weights = 0.0f; vec3 input_rgb = input_light.rgb; for (int search_y = -HALF_SEARCH_WINDOW; search_y <= HALF_SEARCH_WINDOW; search_y++) { for (int search_x = -HALF_SEARCH_WINDOW; search_x <= HALF_SEARCH_WINDOW; search_x++) { ivec2 search_pos = atlas_pos + ivec2(search_x, search_y); vec3 search_rgb = texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(search_pos, lightmap_slice), 0).rgb; vec3 search_albedo = texelFetch(sampler2DArray(albedo_tex, linear_sampler), ivec3(search_pos, params.atlas_slice), 0).rgb; vec3 search_normal = texelFetch(sampler2DArray(source_normal, linear_sampler), ivec3(search_pos, params.atlas_slice), 0).xyz; float patch_square_dist = 0.0f; for (int offset_y = -HALF_PATCH_WINDOW; offset_y <= HALF_PATCH_WINDOW; offset_y++) { for (int offset_x = -HALF_PATCH_WINDOW; offset_x <= HALF_PATCH_WINDOW; offset_x++) { ivec2 offset_input_pos = atlas_pos + ivec2(offset_x, offset_y); ivec2 offset_search_pos = search_pos + ivec2(offset_x, offset_y); vec3 offset_input_rgb = texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(offset_input_pos, lightmap_slice), 0).rgb; vec3 offset_search_rgb = texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(offset_search_pos, lightmap_slice), 0).rgb; vec3 offset_delta_rgb = offset_input_rgb - offset_search_rgb; patch_square_dist += dot(offset_delta_rgb, offset_delta_rgb) - TWO_SIGMA_LIGHT_SQUARE; } } patch_square_dist = max(0.0f, patch_square_dist / (3.0f * PATCH_WINDOW_DIMENSION_SQUARE)); float weight = 1.0f; // Ignore weight if search position is out of bounds. weight *= step(0, search_pos.x) * step(search_pos.x, params.atlas_size.x - 1); weight *= step(0, search_pos.y) * step(search_pos.y, params.atlas_size.y - 1); // Ignore weight if normal is zero length. weight *= step(EPSILON, length(search_normal)); // Weight with pixel distance. vec2 pixel_delta = vec2(search_x, search_y); float pixel_square_dist = dot(pixel_delta, pixel_delta); weight *= exp(-pixel_square_dist / TWO_SIGMA_SPATIAL_SQUARE); // Weight with patch. weight *= exp(-patch_square_dist / FILTER_SQUARE_TWO_SIGMA_LIGHT_SQUARE); // Weight with albedo. vec3 albedo_delta = input_albedo - search_albedo; float albedo_square_dist = dot(albedo_delta, albedo_delta); weight *= exp(-albedo_square_dist / TWO_SIGMA_ALBEDO_SQUARE); // Weight with normal. vec3 normal_delta = input_normal - search_normal; float normal_square_dist = dot(normal_delta, normal_delta); weight *= exp(-normal_square_dist / TWO_SIGMA_NORMAL_SQUARE); denoised_rgb += weight * search_rgb; sum_weights += weight; } } denoised_rgb /= sum_weights; } else { // Ignore pixels where the normal is empty, just copy the light color. denoised_rgb = input_light.rgb; } imageStore(dest_light, ivec3(atlas_pos, lightmap_slice), vec4(denoised_rgb, input_light.a)); } #endif }