godot/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
reduz 280f334f81 Reorganize RenderingDevice barriers
-Removed sync to draw, now everything syncs to draw by default.
-Fixed many validation layer errors.
-Added support for VkImageViewUsageCreateInfo to fix validation layer warnings.
-Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
2021-01-26 10:24:12 -03:00

607 lines
20 KiB
GLSL

#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define MAX_CASCADES 8
layout(set = 0, binding = 1) uniform texture3D sdf_cascades[MAX_CASCADES];
layout(set = 0, binding = 2) uniform texture3D light_cascades[MAX_CASCADES];
layout(set = 0, binding = 3) uniform texture3D aniso0_cascades[MAX_CASCADES];
layout(set = 0, binding = 4) uniform texture3D aniso1_cascades[MAX_CASCADES];
layout(set = 0, binding = 6) uniform sampler linear_sampler;
struct CascadeData {
vec3 offset; //offset of (0,0,0) in world coordinates
float to_cell; // 1/bounds * grid_size
ivec3 probe_world_offset;
uint pad;
};
layout(set = 0, binding = 7, std140) uniform Cascades {
CascadeData data[MAX_CASCADES];
}
cascades;
layout(r32ui, set = 0, binding = 8) uniform restrict uimage2DArray lightprobe_texture_data;
layout(rgba16i, set = 0, binding = 9) uniform restrict iimage2DArray lightprobe_history_texture;
layout(rgba32i, set = 0, binding = 10) uniform restrict iimage2D lightprobe_average_texture;
//used for scrolling
layout(rgba16i, set = 0, binding = 11) uniform restrict iimage2DArray lightprobe_history_scroll_texture;
layout(rgba32i, set = 0, binding = 12) uniform restrict iimage2D lightprobe_average_scroll_texture;
layout(rgba32i, set = 0, binding = 13) uniform restrict iimage2D lightprobe_average_parent_texture;
layout(rgba16f, set = 0, binding = 14) uniform restrict writeonly image2DArray lightprobe_ambient_texture;
#ifdef USE_CUBEMAP_ARRAY
layout(set = 1, binding = 0) uniform textureCubeArray sky_irradiance;
#else
layout(set = 1, binding = 0) uniform textureCube sky_irradiance;
#endif
layout(set = 1, binding = 1) uniform sampler linear_sampler_mipmaps;
#define HISTORY_BITS 10
#define SKY_MODE_DISABLED 0
#define SKY_MODE_COLOR 1
#define SKY_MODE_SKY 2
layout(push_constant, binding = 0, std430) uniform Params {
vec3 grid_size;
uint max_cascades;
uint probe_axis_size;
uint cascade;
uint history_index;
uint history_size;
uint ray_count;
float ray_bias;
ivec2 image_size;
ivec3 world_offset;
uint sky_mode;
ivec3 scroll;
float sky_energy;
vec3 sky_color;
float y_mult;
bool store_ambient_texture;
uint pad[3];
}
params;
const float PI = 3.14159265f;
const float GOLDEN_ANGLE = PI * (3.0 - sqrt(5.0));
vec3 vogel_hemisphere(uint p_index, uint p_count, float p_offset) {
float r = sqrt(float(p_index) + 0.5f) / sqrt(float(p_count));
float theta = float(p_index) * GOLDEN_ANGLE + p_offset;
float y = cos(r * PI * 0.5);
float l = sin(r * PI * 0.5);
return vec3(l * cos(theta), l * sin(theta), y * (float(p_index & 1) * 2.0 - 1.0));
}
uvec3 hash3(uvec3 x) {
x = ((x >> 16) ^ x) * 0x45d9f3b;
x = ((x >> 16) ^ x) * 0x45d9f3b;
x = (x >> 16) ^ x;
return x;
}
float hashf3(vec3 co) {
return fract(sin(dot(co, vec3(12.9898, 78.233, 137.13451))) * 43758.5453);
}
vec3 octahedron_encode(vec2 f) {
// https://twitter.com/Stubbesaurus/status/937994790553227264
f = f * 2.0 - 1.0;
vec3 n = vec3(f.x, f.y, 1.0f - abs(f.x) - abs(f.y));
float t = clamp(-n.z, 0.0, 1.0);
n.x += n.x >= 0 ? -t : t;
n.y += n.y >= 0 ? -t : t;
return normalize(n);
}
uint rgbe_encode(vec3 color) {
const float pow2to9 = 512.0f;
const float B = 15.0f;
const float N = 9.0f;
const float LN2 = 0.6931471805599453094172321215;
float cRed = clamp(color.r, 0.0, 65408.0);
float cGreen = clamp(color.g, 0.0, 65408.0);
float cBlue = clamp(color.b, 0.0, 65408.0);
float cMax = max(cRed, max(cGreen, cBlue));
float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B;
float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f);
float exps = expp + 1.0f;
if (0.0 <= sMax && sMax < pow2to9) {
exps = expp;
}
float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
return (uint(sRed) & 0x1FF) | ((uint(sGreen) & 0x1FF) << 9) | ((uint(sBlue) & 0x1FF) << 18) | ((uint(exps) & 0x1F) << 27);
}
struct SH {
#if (SH_SIZE == 16)
float c[48];
#else
float c[28];
#endif
};
shared SH sh_accum[64]; //8x8
void main() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(pos, params.image_size))) { //too large, do nothing
return;
}
uint probe_index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 8;
#ifdef MODE_PROCESS
float probe_cell_size = float(params.grid_size.x / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
ivec3 probe_cell;
probe_cell.x = pos.x % int(params.probe_axis_size);
probe_cell.y = pos.y;
probe_cell.z = pos.x / int(params.probe_axis_size);
vec3 probe_pos = cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size;
vec3 pos_to_uvw = 1.0 / params.grid_size;
for (uint i = 0; i < SH_SIZE * 3; i++) {
sh_accum[probe_index].c[i] = 0.0;
}
// quickly ensure each probe has a different "offset" for the vogel function, based on integer world position
uvec3 h3 = hash3(uvec3(params.world_offset + probe_cell));
float offset = hashf3(vec3(h3 & uvec3(0xFFFFF)));
//for a more homogeneous hemisphere, alternate based on history frames
uint ray_offset = params.history_index;
uint ray_mult = params.history_size;
uint ray_total = ray_mult * params.ray_count;
for (uint i = 0; i < params.ray_count; i++) {
vec3 ray_dir = vogel_hemisphere(ray_offset + i * ray_mult, ray_total, offset);
ray_dir.y *= params.y_mult;
ray_dir = normalize(ray_dir);
//needs to be visible
vec3 ray_pos = probe_pos;
vec3 inv_dir = 1.0 / ray_dir;
bool hit = false;
uint hit_cascade;
float bias = params.ray_bias;
vec3 abs_ray_dir = abs(ray_dir);
ray_pos += ray_dir * 1.0 / max(abs_ray_dir.x, max(abs_ray_dir.y, abs_ray_dir.z)) * bias / cascades.data[params.cascade].to_cell;
vec3 uvw;
for (uint j = params.cascade; j < params.max_cascades; j++) {
//convert to local bounds
vec3 pos = ray_pos - cascades.data[j].offset;
pos *= cascades.data[j].to_cell;
if (any(lessThan(pos, vec3(0.0))) || any(greaterThanEqual(pos, params.grid_size))) {
continue; //already past bounds for this cascade, goto next
}
//find maximum advance distance (until reaching bounds)
vec3 t0 = -pos * inv_dir;
vec3 t1 = (params.grid_size - pos) * inv_dir;
vec3 tmax = max(t0, t1);
float max_advance = min(tmax.x, min(tmax.y, tmax.z));
float advance = 0.0;
while (advance < max_advance) {
//read how much to advance from SDF
uvw = (pos + ray_dir * advance) * pos_to_uvw;
float distance = texture(sampler3D(sdf_cascades[j], linear_sampler), uvw).r * 255.0 - 1.0;
if (distance < 0.05) {
//consider hit
hit = true;
break;
}
advance += distance;
}
if (hit) {
hit_cascade = j;
break;
}
//change ray origin to collision with bounds
pos += ray_dir * max_advance;
pos /= cascades.data[j].to_cell;
pos += cascades.data[j].offset;
ray_pos = pos;
}
vec4 light;
if (hit) {
const float EPSILON = 0.001;
vec3 hit_normal = normalize(vec3(
texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
vec3 hit_light = texture(sampler3D(light_cascades[hit_cascade], linear_sampler), uvw).rgb;
vec4 aniso0 = texture(sampler3D(aniso0_cascades[hit_cascade], linear_sampler), uvw);
vec3 hit_aniso0 = aniso0.rgb;
vec3 hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[hit_cascade], linear_sampler), uvw).rg);
//one liner magic
light.rgb = hit_light * (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
light.a = 1.0;
} else if (params.sky_mode == SKY_MODE_SKY) {
#ifdef USE_CUBEMAP_ARRAY
light.rgb = textureLod(samplerCubeArray(sky_irradiance, linear_sampler_mipmaps), vec4(ray_dir, 0.0), 2.0).rgb; //use second mipmap because we dont usually throw a lot of rays, so this compensates
#else
light.rgb = textureLod(samplerCube(sky_irradiance, linear_sampler_mipmaps), ray_dir, 2.0).rgb; //use second mipmap because we dont usually throw a lot of rays, so this compensates
#endif
light.rgb *= params.sky_energy;
light.a = 0.0;
} else if (params.sky_mode == SKY_MODE_COLOR) {
light.rgb = params.sky_color;
light.rgb *= params.sky_energy;
light.a = 0.0;
} else {
light = vec4(0, 0, 0, 0);
}
vec3 ray_dir2 = ray_dir * ray_dir;
#define SH_ACCUM(m_idx, m_value) \
{ \
vec3 l = light.rgb * (m_value); \
sh_accum[probe_index].c[m_idx * 3 + 0] += l.r; \
sh_accum[probe_index].c[m_idx * 3 + 1] += l.g; \
sh_accum[probe_index].c[m_idx * 3 + 2] += l.b; \
}
SH_ACCUM(0, 0.282095); //l0
SH_ACCUM(1, 0.488603 * ray_dir.y); //l1n1
SH_ACCUM(2, 0.488603 * ray_dir.z); //l1n0
SH_ACCUM(3, 0.488603 * ray_dir.x); //l1p1
SH_ACCUM(4, 1.092548 * ray_dir.x * ray_dir.y); //l2n2
SH_ACCUM(5, 1.092548 * ray_dir.y * ray_dir.z); //l2n1
SH_ACCUM(6, 0.315392 * (3.0 * ray_dir2.z - 1.0)); //l20
SH_ACCUM(7, 1.092548 * ray_dir.x * ray_dir.z); //l2p1
SH_ACCUM(8, 0.546274 * (ray_dir2.x - ray_dir2.y)); //l2p2
#if (SH_SIZE == 16)
SH_ACCUM(9, 0.590043 * ray_dir.y * (3.0f * ray_dir2.x - ray_dir2.y));
SH_ACCUM(10, 2.890611 * ray_dir.y * ray_dir.x * ray_dir.z);
SH_ACCUM(11, 0.646360 * ray_dir.y * (-1.0f + 5.0f * ray_dir2.z));
SH_ACCUM(12, 0.373176 * (5.0f * ray_dir2.z * ray_dir.z - 3.0f * ray_dir.z));
SH_ACCUM(13, 0.457045 * ray_dir.x * (-1.0f + 5.0f * ray_dir2.z));
SH_ACCUM(14, 1.445305 * (ray_dir2.x - ray_dir2.y) * ray_dir.z);
SH_ACCUM(15, 0.590043 * ray_dir.x * (ray_dir2.x - 3.0f * ray_dir2.y));
#endif
}
for (uint i = 0; i < SH_SIZE; i++) {
// store in history texture
ivec3 prev_pos = ivec3(pos.x, pos.y * SH_SIZE + i, int(params.history_index));
ivec2 average_pos = prev_pos.xy;
vec4 value = vec4(sh_accum[probe_index].c[i * 3 + 0], sh_accum[probe_index].c[i * 3 + 1], sh_accum[probe_index].c[i * 3 + 2], 1.0) * 4.0 / float(params.ray_count);
ivec4 ivalue = clamp(ivec4(value * float(1 << HISTORY_BITS)), -32768, 32767); //clamp to 16 bits, so higher values don't break average
ivec4 prev_value = imageLoad(lightprobe_history_texture, prev_pos);
ivec4 average = imageLoad(lightprobe_average_texture, average_pos);
average -= prev_value;
average += ivalue;
imageStore(lightprobe_history_texture, prev_pos, ivalue);
imageStore(lightprobe_average_texture, average_pos, average);
if (params.store_ambient_texture && i == 0) {
ivec3 ambient_pos = ivec3(pos, int(params.cascade));
vec4 ambient_light = (vec4(average) / float(params.history_size)) / float(1 << HISTORY_BITS);
ambient_light *= 0.88622; // SHL0
imageStore(lightprobe_ambient_texture, ambient_pos, ambient_light);
}
}
#endif // MODE PROCESS
#ifdef MODE_STORE
// converting to octahedral in this step is required because
// octahedral is much faster to read from the screen than spherical harmonics,
// despite the very slight quality loss
ivec2 sh_pos = (pos / OCT_SIZE) * ivec2(1, SH_SIZE);
ivec2 oct_pos = (pos / OCT_SIZE) * (OCT_SIZE + 2) + ivec2(1);
ivec2 local_pos = pos % OCT_SIZE;
//compute the octahedral normal for this texel
vec3 normal = octahedron_encode(vec2(local_pos) / float(OCT_SIZE));
// read the spherical harmonic
vec3 normal2 = normal * normal;
float c[SH_SIZE] = float[](
0.282095, //l0
0.488603 * normal.y, //l1n1
0.488603 * normal.z, //l1n0
0.488603 * normal.x, //l1p1
1.092548 * normal.x * normal.y, //l2n2
1.092548 * normal.y * normal.z, //l2n1
0.315392 * (3.0 * normal2.z - 1.0), //l20
1.092548 * normal.x * normal.z, //l2p1
0.546274 * (normal2.x - normal2.y) //l2p2
#if (SH_SIZE == 16)
,
0.590043 * normal.y * (3.0f * normal2.x - normal2.y),
2.890611 * normal.y * normal.x * normal.z,
0.646360 * normal.y * (-1.0f + 5.0f * normal2.z),
0.373176 * (5.0f * normal2.z * normal.z - 3.0f * normal.z),
0.457045 * normal.x * (-1.0f + 5.0f * normal2.z),
1.445305 * (normal2.x - normal2.y) * normal.z,
0.590043 * normal.x * (normal2.x - 3.0f * normal2.y)
#endif
);
const float l_mult[SH_SIZE] = float[](
1.0,
2.0 / 3.0,
2.0 / 3.0,
2.0 / 3.0,
1.0 / 4.0,
1.0 / 4.0,
1.0 / 4.0,
1.0 / 4.0,
1.0 / 4.0
#if (SH_SIZE == 16)
, // l4 does not contribute to irradiance
0.0,
0.0,
0.0,
0.0,
0.0,
0.0,
0.0
#endif
);
vec3 irradiance = vec3(0.0);
vec3 radiance = vec3(0.0);
for (uint i = 0; i < SH_SIZE; i++) {
// store in history texture
ivec2 average_pos = sh_pos + ivec2(0, i);
ivec4 average = imageLoad(lightprobe_average_texture, average_pos);
vec4 sh = (vec4(average) / float(params.history_size)) / float(1 << HISTORY_BITS);
vec3 m = sh.rgb * c[i] * 4.0;
irradiance += m * l_mult[i];
radiance += m;
}
//encode RGBE9995 for the final texture
uint irradiance_rgbe = rgbe_encode(irradiance);
uint radiance_rgbe = rgbe_encode(radiance);
//store in octahedral map
ivec3 texture_pos = ivec3(oct_pos, int(params.cascade));
ivec3 copy_to[4] = ivec3[](ivec3(-2, -2, -2), ivec3(-2, -2, -2), ivec3(-2, -2, -2), ivec3(-2, -2, -2));
copy_to[0] = texture_pos + ivec3(local_pos, 0);
if (local_pos == ivec2(0, 0)) {
copy_to[1] = texture_pos + ivec3(OCT_SIZE - 1, -1, 0);
copy_to[2] = texture_pos + ivec3(-1, OCT_SIZE - 1, 0);
copy_to[3] = texture_pos + ivec3(OCT_SIZE, OCT_SIZE, 0);
} else if (local_pos == ivec2(OCT_SIZE - 1, 0)) {
copy_to[1] = texture_pos + ivec3(0, -1, 0);
copy_to[2] = texture_pos + ivec3(OCT_SIZE, OCT_SIZE - 1, 0);
copy_to[3] = texture_pos + ivec3(-1, OCT_SIZE, 0);
} else if (local_pos == ivec2(0, OCT_SIZE - 1)) {
copy_to[1] = texture_pos + ivec3(-1, 0, 0);
copy_to[2] = texture_pos + ivec3(OCT_SIZE - 1, OCT_SIZE, 0);
copy_to[3] = texture_pos + ivec3(OCT_SIZE, -1, 0);
} else if (local_pos == ivec2(OCT_SIZE - 1, OCT_SIZE - 1)) {
copy_to[1] = texture_pos + ivec3(0, OCT_SIZE, 0);
copy_to[2] = texture_pos + ivec3(OCT_SIZE, 0, 0);
copy_to[3] = texture_pos + ivec3(-1, -1, 0);
} else if (local_pos.y == 0) {
copy_to[1] = texture_pos + ivec3(OCT_SIZE - local_pos.x - 1, local_pos.y - 1, 0);
} else if (local_pos.x == 0) {
copy_to[1] = texture_pos + ivec3(local_pos.x - 1, OCT_SIZE - local_pos.y - 1, 0);
} else if (local_pos.y == OCT_SIZE - 1) {
copy_to[1] = texture_pos + ivec3(OCT_SIZE - local_pos.x - 1, local_pos.y + 1, 0);
} else if (local_pos.x == OCT_SIZE - 1) {
copy_to[1] = texture_pos + ivec3(local_pos.x + 1, OCT_SIZE - local_pos.y - 1, 0);
}
for (int i = 0; i < 4; i++) {
if (copy_to[i] == ivec3(-2, -2, -2)) {
continue;
}
imageStore(lightprobe_texture_data, copy_to[i], uvec4(irradiance_rgbe));
imageStore(lightprobe_texture_data, copy_to[i] + ivec3(0, 0, int(params.max_cascades)), uvec4(radiance_rgbe));
}
#endif
#ifdef MODE_SCROLL
ivec3 probe_cell;
probe_cell.x = pos.x % int(params.probe_axis_size);
probe_cell.y = pos.y;
probe_cell.z = pos.x / int(params.probe_axis_size);
ivec3 read_probe = probe_cell - params.scroll;
if (all(greaterThanEqual(read_probe, ivec3(0))) && all(lessThan(read_probe, ivec3(params.probe_axis_size)))) {
// can scroll
ivec2 tex_pos;
tex_pos = read_probe.xy;
tex_pos.x += read_probe.z * int(params.probe_axis_size);
//scroll
for (uint j = 0; j < params.history_size; j++) {
for (int i = 0; i < SH_SIZE; i++) {
// copy from history texture
ivec3 src_pos = ivec3(tex_pos.x, tex_pos.y * SH_SIZE + i, int(j));
ivec3 dst_pos = ivec3(pos.x, pos.y * SH_SIZE + i, int(j));
ivec4 value = imageLoad(lightprobe_history_texture, src_pos);
imageStore(lightprobe_history_scroll_texture, dst_pos, value);
}
}
for (int i = 0; i < SH_SIZE; i++) {
// copy from average texture
ivec2 src_pos = ivec2(tex_pos.x, tex_pos.y * SH_SIZE + i);
ivec2 dst_pos = ivec2(pos.x, pos.y * SH_SIZE + i);
ivec4 value = imageLoad(lightprobe_average_texture, src_pos);
imageStore(lightprobe_average_scroll_texture, dst_pos, value);
}
} else if (params.cascade < params.max_cascades - 1) {
//can't scroll, must look for position in parent cascade
//to global coords
float cell_to_probe = float(params.grid_size.x / float(params.probe_axis_size - 1));
float probe_cell_size = cell_to_probe / cascades.data[params.cascade].to_cell;
vec3 probe_pos = cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size;
//to parent local coords
float probe_cell_size_next = cell_to_probe / cascades.data[params.cascade + 1].to_cell;
probe_pos -= cascades.data[params.cascade + 1].offset;
probe_pos /= probe_cell_size_next;
ivec3 probe_posi = ivec3(probe_pos);
//add up all light, no need to use occlusion here, since occlusion will do its work afterwards
vec4 average_light[SH_SIZE] = vec4[](vec4(0), vec4(0), vec4(0), vec4(0), vec4(0), vec4(0), vec4(0), vec4(0), vec4(0)
#if (SH_SIZE == 16)
,
vec4(0), vec4(0), vec4(0), vec4(0), vec4(0), vec4(0), vec4(0)
#endif
);
float total_weight = 0.0;
for (int i = 0; i < 8; i++) {
ivec3 offset = probe_posi + ((ivec3(i) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1));
vec3 trilinear = vec3(1.0) - abs(probe_pos - vec3(offset));
float weight = trilinear.x * trilinear.y * trilinear.z;
ivec2 tex_pos;
tex_pos = offset.xy;
tex_pos.x += offset.z * int(params.probe_axis_size);
for (int j = 0; j < SH_SIZE; j++) {
// copy from history texture
ivec2 src_pos = ivec2(tex_pos.x, tex_pos.y * SH_SIZE + j);
ivec4 average = imageLoad(lightprobe_average_parent_texture, src_pos);
vec4 value = (vec4(average) / float(params.history_size)) / float(1 << HISTORY_BITS);
average_light[j] += value * weight;
}
total_weight += weight;
}
if (total_weight > 0.0) {
total_weight = 1.0 / total_weight;
}
//store the averaged values everywhere
for (int i = 0; i < SH_SIZE; i++) {
ivec4 ivalue = clamp(ivec4(average_light[i] * total_weight * float(1 << HISTORY_BITS)), ivec4(-32768), ivec4(32767)); //clamp to 16 bits, so higher values don't break average
// copy from history texture
ivec3 dst_pos = ivec3(pos.x, pos.y * SH_SIZE + i, 0);
for (uint j = 0; j < params.history_size; j++) {
dst_pos.z = int(j);
imageStore(lightprobe_history_scroll_texture, dst_pos, ivalue);
}
ivalue *= int(params.history_size); //average needs to have all history added up
imageStore(lightprobe_average_scroll_texture, dst_pos.xy, ivalue);
}
} else {
//scroll at the edge of the highest cascade, just copy what is there,
//since its the closest we have anyway
for (uint j = 0; j < params.history_size; j++) {
ivec2 tex_pos;
tex_pos = probe_cell.xy;
tex_pos.x += probe_cell.z * int(params.probe_axis_size);
for (int i = 0; i < SH_SIZE; i++) {
// copy from history texture
ivec3 src_pos = ivec3(tex_pos.x, tex_pos.y * SH_SIZE + i, int(j));
ivec3 dst_pos = ivec3(pos.x, pos.y * SH_SIZE + i, int(j));
ivec4 value = imageLoad(lightprobe_history_texture, dst_pos);
imageStore(lightprobe_history_scroll_texture, dst_pos, value);
}
}
for (int i = 0; i < SH_SIZE; i++) {
// copy from average texture
ivec2 spos = ivec2(pos.x, pos.y * SH_SIZE + i);
ivec4 average = imageLoad(lightprobe_average_texture, spos);
imageStore(lightprobe_average_scroll_texture, spos, average);
}
}
#endif
#ifdef MODE_SCROLL_STORE
//do not update probe texture, as these will be updated later
for (uint j = 0; j < params.history_size; j++) {
for (int i = 0; i < SH_SIZE; i++) {
// copy from history texture
ivec3 spos = ivec3(pos.x, pos.y * SH_SIZE + i, int(j));
ivec4 value = imageLoad(lightprobe_history_scroll_texture, spos);
imageStore(lightprobe_history_texture, spos, value);
}
}
for (int i = 0; i < SH_SIZE; i++) {
// copy from average texture
ivec2 spos = ivec2(pos.x, pos.y * SH_SIZE + i);
ivec4 average = imageLoad(lightprobe_average_scroll_texture, spos);
imageStore(lightprobe_average_texture, spos, average);
}
#endif
}