9e58b02252
Smoothening positions for flat, non-smoothened, triangles is unnecessary and caused positions to move outside their triangle which caused side-effects as rays from those positions intersected with triangles which could not be reached from the original triangle. This is solved by skipping smoothening of positions for flat triangles. A triangle is determined to be flas as its vertex normals are equal.
88 lines
1.5 KiB
GLSL
88 lines
1.5 KiB
GLSL
|
|
/* SET 0, static data that does not change between any call */
|
|
|
|
struct Vertex {
|
|
vec3 position;
|
|
float normal_z;
|
|
vec2 uv;
|
|
vec2 normal_xy;
|
|
};
|
|
|
|
layout(set = 0, binding = 1, std430) restrict readonly buffer Vertices {
|
|
Vertex data[];
|
|
}
|
|
vertices;
|
|
|
|
struct Triangle {
|
|
uvec3 indices;
|
|
uint slice;
|
|
vec3 min_bounds;
|
|
uint pad0;
|
|
vec3 max_bounds;
|
|
uint pad1;
|
|
};
|
|
|
|
layout(set = 0, binding = 2, std430) restrict readonly buffer Triangles {
|
|
Triangle data[];
|
|
}
|
|
triangles;
|
|
|
|
layout(set = 0, binding = 3, std430) restrict readonly buffer GridIndices {
|
|
uint data[];
|
|
}
|
|
grid_indices;
|
|
|
|
#define LIGHT_TYPE_DIRECTIONAL 0
|
|
#define LIGHT_TYPE_OMNI 1
|
|
#define LIGHT_TYPE_SPOT 2
|
|
|
|
struct Light {
|
|
vec3 position;
|
|
uint type;
|
|
|
|
vec3 direction;
|
|
float energy;
|
|
|
|
vec3 color;
|
|
float size;
|
|
|
|
float range;
|
|
float attenuation;
|
|
float cos_spot_angle;
|
|
float inv_spot_attenuation;
|
|
|
|
bool static_bake;
|
|
uint pad[3];
|
|
};
|
|
|
|
layout(set = 0, binding = 4, std430) restrict readonly buffer Lights {
|
|
Light data[];
|
|
}
|
|
lights;
|
|
|
|
struct Seam {
|
|
uvec2 a;
|
|
uvec2 b;
|
|
};
|
|
|
|
layout(set = 0, binding = 5, std430) restrict readonly buffer Seams {
|
|
Seam data[];
|
|
}
|
|
seams;
|
|
|
|
layout(set = 0, binding = 6, std430) restrict readonly buffer Probes {
|
|
vec4 data[];
|
|
}
|
|
probe_positions;
|
|
|
|
layout(set = 0, binding = 7) uniform utexture3D grid;
|
|
|
|
layout(set = 0, binding = 8) uniform texture2DArray albedo_tex;
|
|
layout(set = 0, binding = 9) uniform texture2DArray emission_tex;
|
|
|
|
layout(set = 0, binding = 10) uniform sampler linear_sampler;
|
|
|
|
// Fragment action constants
|
|
const uint FA_NONE = 0;
|
|
const uint FA_SMOOTHEN_POSITION = 1;
|