6a6c0890c2
Anisotropy support was removed when VoxelGI was reworked as it was too demanding on the GPU.
618 lines
16 KiB
GLSL
618 lines
16 KiB
GLSL
#[compute]
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#version 450
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#VERSION_DEFINES
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#ifdef MODE_DYNAMIC
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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#else
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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#endif
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#ifndef MODE_DYNAMIC
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#define NO_CHILDREN 0xFFFFFFFF
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#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
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struct CellChildren {
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uint children[8];
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};
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layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
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CellChildren data[];
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}
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cell_children;
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struct CellData {
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uint position; // xyz 10 bits
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uint albedo; //rgb albedo
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uint emission; //rgb normalized with e as multiplier
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uint normal; //RGB normal encoded
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};
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layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
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CellData data[];
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}
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cell_data;
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#endif // MODE DYNAMIC
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#define LIGHT_TYPE_DIRECTIONAL 0
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#define LIGHT_TYPE_OMNI 1
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#define LIGHT_TYPE_SPOT 2
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#if defined(MODE_COMPUTE_LIGHT) || defined(MODE_DYNAMIC_LIGHTING)
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struct Light {
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uint type;
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float energy;
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float radius;
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float attenuation;
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vec3 color;
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float cos_spot_angle;
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vec3 position;
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float inv_spot_attenuation;
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vec3 direction;
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bool has_shadow;
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};
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layout(set = 0, binding = 3, std140) uniform Lights {
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Light data[MAX_LIGHTS];
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}
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lights;
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#endif // MODE COMPUTE LIGHT
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#ifdef MODE_SECOND_BOUNCE
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layout(set = 0, binding = 5) uniform texture3D color_texture;
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#endif // MODE_SECOND_BOUNCE
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#ifndef MODE_DYNAMIC
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layout(push_constant, binding = 0, std430) uniform Params {
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ivec3 limits;
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uint stack_size;
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float emission_scale;
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float propagation;
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float dynamic_range;
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uint light_count;
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uint cell_offset;
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uint cell_count;
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float aniso_strength;
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uint pad;
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}
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params;
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layout(set = 0, binding = 4, std430) buffer Outputs {
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vec4 data[];
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}
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outputs;
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#endif // MODE DYNAMIC
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layout(set = 0, binding = 9) uniform texture3D texture_sdf;
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layout(set = 0, binding = 10) uniform sampler texture_sampler;
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#ifdef MODE_WRITE_TEXTURE
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layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex;
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#endif
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#ifdef MODE_DYNAMIC
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layout(push_constant, binding = 0, std430) uniform Params {
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ivec3 limits;
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uint light_count; //when not lighting
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ivec3 x_dir;
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float z_base;
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ivec3 y_dir;
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float z_sign;
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ivec3 z_dir;
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float pos_multiplier;
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ivec2 rect_pos;
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ivec2 rect_size;
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ivec2 prev_rect_ofs;
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ivec2 prev_rect_size;
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bool flip_x;
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bool flip_y;
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float dynamic_range;
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bool on_mipmap;
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float propagation;
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float pad[3];
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}
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params;
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#ifdef MODE_DYNAMIC_LIGHTING
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layout(rgba8, set = 0, binding = 5) uniform restrict readonly image2D source_albedo;
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layout(rgba8, set = 0, binding = 6) uniform restrict readonly image2D source_normal;
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layout(rgba8, set = 0, binding = 7) uniform restrict readonly image2D source_orm;
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//layout (set=0,binding=8) uniform texture2D source_depth;
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layout(rgba16f, set = 0, binding = 11) uniform restrict image2D emission;
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layout(r32f, set = 0, binding = 12) uniform restrict image2D depth;
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#endif
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#ifdef MODE_DYNAMIC_SHRINK
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layout(rgba16f, set = 0, binding = 5) uniform restrict readonly image2D source_light;
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layout(r32f, set = 0, binding = 6) uniform restrict readonly image2D source_depth;
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#ifdef MODE_DYNAMIC_SHRINK_WRITE
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layout(rgba16f, set = 0, binding = 7) uniform restrict writeonly image2D light;
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layout(r32f, set = 0, binding = 8) uniform restrict writeonly image2D depth;
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#endif // MODE_DYNAMIC_SHRINK_WRITE
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#ifdef MODE_DYNAMIC_SHRINK_PLOT
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layout(rgba8, set = 0, binding = 11) uniform restrict image3D color_texture;
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#endif //MODE_DYNAMIC_SHRINK_PLOT
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#endif // MODE_DYNAMIC_SHRINK
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//layout (rgba8,set=0,binding=5) uniform restrict writeonly image3D color_tex;
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#endif // MODE DYNAMIC
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#if defined(MODE_COMPUTE_LIGHT) || defined(MODE_DYNAMIC_LIGHTING)
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float raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
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vec3 cell_size = 1.0 / vec3(params.limits);
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float occlusion = 1.0;
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while (distance > 0.5) { //use this to avoid precision errors
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float advance = texture(sampler3D(texture_sdf, texture_sampler), from * cell_size).r * 255.0 - 1.0;
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if (advance < 0.0) {
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occlusion = 0.0;
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break;
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}
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occlusion = min(advance, occlusion);
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advance = max(distance_adv, advance - mod(advance, distance_adv)); //should always advance in multiples of distance_adv
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from += direction * advance;
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distance -= advance;
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}
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return occlusion; //max(0.0,distance);
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}
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float get_omni_attenuation(float distance, float inv_range, float decay) {
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float nd = distance * inv_range;
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nd *= nd;
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nd *= nd; // nd^4
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nd = max(1.0 - nd, 0.0);
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nd *= nd; // nd^2
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return nd * pow(max(distance, 0.0001), -decay);
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}
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bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3 light_pos) {
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if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
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light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
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attenuation = 1.0;
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} else {
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light_pos = lights.data[light].position;
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float distance = length(pos - light_pos);
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if (distance >= lights.data[light].radius) {
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return false;
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}
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attenuation = get_omni_attenuation(distance, 1.0 / lights.data[light].radius, lights.data[light].attenuation);
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if (lights.data[light].type == LIGHT_TYPE_SPOT) {
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vec3 rel = normalize(pos - light_pos);
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float cos_spot_angle = lights.data[light].cos_spot_angle;
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float cos_angle = dot(rel, lights.data[light].direction);
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if (cos_angle < cos_spot_angle) {
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return false;
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}
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float scos = max(cos_angle, cos_spot_angle);
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float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle));
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attenuation *= 1.0 - pow(spot_rim, lights.data[light].inv_spot_attenuation);
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}
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}
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return true;
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}
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float get_normal_advance(vec3 p_normal) {
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vec3 normal = p_normal;
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vec3 unorm = abs(normal);
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if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
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// x code
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unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
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} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
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// y code
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unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
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} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
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// z code
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unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
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} else {
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// oh-no we messed up code
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// has to be
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unorm = vec3(1.0, 0.0, 0.0);
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}
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return 1.0 / dot(normal, unorm);
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}
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void clip_segment(vec4 plane, vec3 begin, inout vec3 end) {
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vec3 segment = begin - end;
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float den = dot(plane.xyz, segment);
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//printf("den is %i\n",den);
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if (den < 0.0001) {
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return;
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}
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float dist = (dot(plane.xyz, begin) - plane.w) / den;
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if (dist < 0.0001 || dist > 1.0001) {
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return;
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}
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end = begin + segment * -dist;
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}
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bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, inout vec3 light_dir) {
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float attenuation;
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vec3 light_pos;
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if (!compute_light_vector(index, pos, attenuation, light_pos)) {
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return false;
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}
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light_dir = normalize(pos - light_pos);
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if (attenuation < 0.01 || (length(normal) > 0.2 && dot(normal, light_dir) >= 0)) {
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return false; //not facing the light, or attenuation is near zero
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}
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if (lights.data[index].has_shadow) {
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float distance_adv = get_normal_advance(light_dir);
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vec3 to = pos;
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if (length(normal) > 0.2) {
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to += normal * distance_adv * 0.51;
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} else {
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to -= sign(light_dir) * 0.45; //go near the edge towards the light direction to avoid self occlusion
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}
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//clip
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clip_segment(mix(vec4(-1.0, 0.0, 0.0, 0.0), vec4(1.0, 0.0, 0.0, float(params.limits.x - 1)), bvec4(light_dir.x < 0.0)), to, light_pos);
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clip_segment(mix(vec4(0.0, -1.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, float(params.limits.y - 1)), bvec4(light_dir.y < 0.0)), to, light_pos);
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clip_segment(mix(vec4(0.0, 0.0, -1.0, 0.0), vec4(0.0, 0.0, 1.0, float(params.limits.z - 1)), bvec4(light_dir.z < 0.0)), to, light_pos);
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float distance = length(to - light_pos);
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if (distance < 0.1) {
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return false; // hit
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}
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distance += distance_adv - mod(distance, distance_adv); //make it reach the center of the box always
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light_pos = to - light_dir * distance;
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//from -= sign(light_dir)*0.45; //go near the edge towards the light direction to avoid self occlusion
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/*float dist = raymarch(distance,distance_adv,light_pos,light_dir);
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if (dist > distance_adv) {
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return false;
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}
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attenuation *= 1.0 - smoothstep(0.1*distance_adv,distance_adv,dist);
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*/
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float occlusion = raymarch(distance, distance_adv, light_pos, light_dir);
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if (occlusion == 0.0) {
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return false;
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}
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attenuation *= occlusion; //1.0 - smoothstep(0.1*distance_adv,distance_adv,dist);
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}
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light = lights.data[index].color * attenuation * lights.data[index].energy;
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return true;
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}
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#endif // MODE COMPUTE LIGHT
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void main() {
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#ifndef MODE_DYNAMIC
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uint cell_index = gl_GlobalInvocationID.x;
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if (cell_index >= params.cell_count) {
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return;
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}
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cell_index += params.cell_offset;
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uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21);
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vec4 albedo = unpackUnorm4x8(cell_data.data[cell_index].albedo);
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#endif
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/////////////////COMPUTE LIGHT///////////////////////////////
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#ifdef MODE_COMPUTE_LIGHT
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vec3 pos = vec3(posu) + vec3(0.5);
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vec3 emission = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0);
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vec3 normal = unpackSnorm4x8(cell_data.data[cell_index].normal).xyz;
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vec3 accum = vec3(0.0);
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for (uint i = 0; i < params.light_count; i++) {
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vec3 light;
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vec3 light_dir;
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if (!compute_light_at_pos(i, pos, normal.xyz, light, light_dir)) {
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continue;
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}
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light *= albedo.rgb;
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if (length(normal) > 0.2) {
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accum += max(0.0, dot(normal, -light_dir)) * light;
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} else {
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//all directions
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accum += light;
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}
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}
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outputs.data[cell_index] = vec4(accum + emission, 0.0);
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#endif //MODE_COMPUTE_LIGHT
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/////////////////SECOND BOUNCE///////////////////////////////
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#ifdef MODE_SECOND_BOUNCE
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vec3 pos = vec3(posu) + vec3(0.5);
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ivec3 ipos = ivec3(posu);
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vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
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vec3 accum = outputs.data[cell_index].rgb;
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if (length(normal.xyz) > 0.2) {
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vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
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vec3 tangent = normalize(cross(v0, normal.xyz));
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vec3 bitangent = normalize(cross(tangent, normal.xyz));
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mat3 normal_mat = mat3(tangent, bitangent, normal.xyz);
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#define MAX_CONE_DIRS 6
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vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
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vec3(0.0, 0.0, 1.0),
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vec3(0.866025, 0.0, 0.5),
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vec3(0.267617, 0.823639, 0.5),
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vec3(-0.700629, 0.509037, 0.5),
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vec3(-0.700629, -0.509037, 0.5),
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vec3(0.267617, -0.823639, 0.5));
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float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15);
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float tan_half_angle = 0.577;
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for (int i = 0; i < MAX_CONE_DIRS; i++) {
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vec3 direction = normal_mat * cone_dirs[i];
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vec4 color = vec4(0.0);
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{
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float dist = 1.5;
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float max_distance = length(vec3(params.limits));
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vec3 cell_size = 1.0 / vec3(params.limits);
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while (dist < max_distance && color.a < 0.95) {
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float diameter = max(1.0, 2.0 * tan_half_angle * dist);
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vec3 uvw_pos = (pos + dist * direction) * cell_size;
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float half_diameter = diameter * 0.5;
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//check if outside, then break
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//if ( any(greaterThan(abs(uvw_pos - 0.5),vec3(0.5f + half_diameter * cell_size)) ) ) {
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// break;
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//}
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float log2_diameter = log2(diameter);
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vec4 scolor = textureLod(sampler3D(color_texture, texture_sampler), uvw_pos, log2_diameter);
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float a = (1.0 - color.a);
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color += a * scolor;
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dist += half_diameter;
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}
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}
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color *= cone_weights[i] * vec4(albedo.rgb, 1.0) * params.dynamic_range; //restore range
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accum += color.rgb;
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}
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}
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outputs.data[cell_index] = vec4(accum, 0.0);
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#endif // MODE_SECOND_BOUNCE
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/////////////////UPDATE MIPMAPS///////////////////////////////
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#ifdef MODE_UPDATE_MIPMAPS
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{
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vec3 light_accum = vec3(0.0);
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float count = 0.0;
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for (uint i = 0; i < 8; i++) {
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uint child_index = cell_children.data[cell_index].children[i];
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if (child_index == NO_CHILDREN) {
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continue;
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}
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light_accum += outputs.data[child_index].rgb;
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count += 1.0;
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}
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float divisor = mix(8.0, count, params.propagation);
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outputs.data[cell_index] = vec4(light_accum / divisor, 0.0);
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}
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#endif
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///////////////////WRITE TEXTURE/////////////////////////////
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#ifdef MODE_WRITE_TEXTURE
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{
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imageStore(color_tex, ivec3(posu), vec4(outputs.data[cell_index].rgb / params.dynamic_range, albedo.a));
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}
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#endif
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///////////////////DYNAMIC LIGHTING/////////////////////////////
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#ifdef MODE_DYNAMIC
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ivec2 pos_xy = ivec2(gl_GlobalInvocationID.xy);
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if (any(greaterThanEqual(pos_xy, params.rect_size))) {
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return; //out of bounds
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}
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ivec2 uv_xy = pos_xy;
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if (params.flip_x) {
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uv_xy.x = params.rect_size.x - pos_xy.x - 1;
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}
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if (params.flip_y) {
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uv_xy.y = params.rect_size.y - pos_xy.y - 1;
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}
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#ifdef MODE_DYNAMIC_LIGHTING
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{
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float z = params.z_base + imageLoad(depth, uv_xy).x * params.z_sign;
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ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(z);
|
|
|
|
vec3 normal = imageLoad(source_normal, uv_xy).xyz * 2.0 - 1.0;
|
|
normal = vec3(params.x_dir) * normal.x * mix(1.0, -1.0, params.flip_x) + vec3(params.y_dir) * normal.y * mix(1.0, -1.0, params.flip_y) - vec3(params.z_dir) * normal.z;
|
|
|
|
vec4 albedo = imageLoad(source_albedo, uv_xy);
|
|
|
|
//determine the position in space
|
|
|
|
vec3 accum = vec3(0.0);
|
|
for (uint i = 0; i < params.light_count; i++) {
|
|
vec3 light;
|
|
vec3 light_dir;
|
|
if (!compute_light_at_pos(i, vec3(pos) * params.pos_multiplier, normal, light, light_dir)) {
|
|
continue;
|
|
}
|
|
|
|
light *= albedo.rgb;
|
|
|
|
accum += max(0.0, dot(normal, -light_dir)) * light;
|
|
}
|
|
|
|
accum += imageLoad(emission, uv_xy).xyz;
|
|
|
|
imageStore(emission, uv_xy, vec4(accum, albedo.a));
|
|
imageStore(depth, uv_xy, vec4(z));
|
|
}
|
|
|
|
#endif // MODE DYNAMIC LIGHTING
|
|
|
|
#ifdef MODE_DYNAMIC_SHRINK
|
|
|
|
{
|
|
vec4 accum = vec4(0.0);
|
|
float accum_z = 0.0;
|
|
float count = 0.0;
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
ivec2 ofs = pos_xy * 2 + ivec2(i & 1, i >> 1) - params.prev_rect_ofs;
|
|
if (any(lessThan(ofs, ivec2(0))) || any(greaterThanEqual(ofs, params.prev_rect_size))) {
|
|
continue;
|
|
}
|
|
if (params.flip_x) {
|
|
ofs.x = params.prev_rect_size.x - ofs.x - 1;
|
|
}
|
|
if (params.flip_y) {
|
|
ofs.y = params.prev_rect_size.y - ofs.y - 1;
|
|
}
|
|
|
|
vec4 light = imageLoad(source_light, ofs);
|
|
if (light.a == 0.0) { //ignore empty
|
|
continue;
|
|
}
|
|
accum += light;
|
|
float z = imageLoad(source_depth, ofs).x;
|
|
accum_z += z * 0.5; //shrink half too
|
|
count += 1.0;
|
|
}
|
|
|
|
if (params.on_mipmap) {
|
|
accum.rgb /= mix(8.0, count, params.propagation);
|
|
accum.a /= 8.0;
|
|
} else {
|
|
accum /= 4.0;
|
|
}
|
|
|
|
if (count == 0.0) {
|
|
accum_z = 0.0; //avoid nan
|
|
} else {
|
|
accum_z /= count;
|
|
}
|
|
|
|
#ifdef MODE_DYNAMIC_SHRINK_WRITE
|
|
|
|
imageStore(light, uv_xy, accum);
|
|
imageStore(depth, uv_xy, vec4(accum_z));
|
|
#endif
|
|
|
|
#ifdef MODE_DYNAMIC_SHRINK_PLOT
|
|
|
|
if (accum.a < 0.001) {
|
|
return; //do not blit if alpha is too low
|
|
}
|
|
|
|
ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(accum_z);
|
|
|
|
float z_frac = fract(accum_z);
|
|
|
|
for (int i = 0; i < 2; i++) {
|
|
ivec3 pos3d = pos + abs(params.z_dir) * i;
|
|
if (any(lessThan(pos3d, ivec3(0))) || any(greaterThanEqual(pos3d, params.limits))) {
|
|
//skip if offlimits
|
|
continue;
|
|
}
|
|
vec4 color_blit = accum * (i == 0 ? 1.0 - z_frac : z_frac);
|
|
vec4 color = imageLoad(color_texture, pos3d);
|
|
color.rgb *= params.dynamic_range;
|
|
|
|
#if 0
|
|
color.rgb = mix(color.rgb,color_blit.rgb,color_blit.a);
|
|
color.a+=color_blit.a;
|
|
#else
|
|
|
|
float sa = 1.0 - color_blit.a;
|
|
vec4 result;
|
|
result.a = color.a * sa + color_blit.a;
|
|
if (result.a == 0.0) {
|
|
result = vec4(0.0);
|
|
} else {
|
|
result.rgb = (color.rgb * color.a * sa + color_blit.rgb * color_blit.a) / result.a;
|
|
color = result;
|
|
}
|
|
|
|
#endif
|
|
color.rgb /= params.dynamic_range;
|
|
imageStore(color_texture, pos3d, color);
|
|
//imageStore(color_texture,pos3d,vec4(1,1,1,1));
|
|
}
|
|
#endif // MODE_DYNAMIC_SHRINK_PLOT
|
|
}
|
|
#endif
|
|
|
|
#endif // MODE DYNAMIC
|
|
}
|