179 lines
5.0 KiB
GLSL
179 lines
5.0 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 = 5) uniform texture3D occlusion_texture;
|
|
|
|
layout(set = 0, binding = 8) 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 = 9, std140) uniform Cascades {
|
|
CascadeData data[MAX_CASCADES];
|
|
}
|
|
cascades;
|
|
|
|
layout(rgba16f, set = 0, binding = 10) uniform restrict writeonly image2D screen_buffer;
|
|
|
|
layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture;
|
|
|
|
layout(push_constant, std430) uniform Params {
|
|
vec3 grid_size;
|
|
uint max_cascades;
|
|
|
|
ivec2 screen_size;
|
|
bool use_occlusion;
|
|
float y_mult;
|
|
|
|
int probe_axis_size;
|
|
float z_near;
|
|
float reserved1;
|
|
float reserved2;
|
|
|
|
mat4 cam_transform;
|
|
mat4 inv_projection;
|
|
}
|
|
params;
|
|
|
|
vec3 linear_to_srgb(vec3 color) {
|
|
//if going to srgb, clamp from 0 to 1.
|
|
color = clamp(color, vec3(0.0), vec3(1.0));
|
|
const vec3 a = vec3(0.055f);
|
|
return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
|
|
}
|
|
|
|
vec2 octahedron_wrap(vec2 v) {
|
|
vec2 signVal;
|
|
signVal.x = v.x >= 0.0 ? 1.0 : -1.0;
|
|
signVal.y = v.y >= 0.0 ? 1.0 : -1.0;
|
|
return (1.0 - abs(v.yx)) * signVal;
|
|
}
|
|
|
|
vec2 octahedron_encode(vec3 n) {
|
|
// https://twitter.com/Stubbesaurus/status/937994790553227264
|
|
n /= (abs(n.x) + abs(n.y) + abs(n.z));
|
|
n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);
|
|
n.xy = n.xy * 0.5 + 0.5;
|
|
return n.xy;
|
|
}
|
|
|
|
void main() {
|
|
// Pixel being shaded
|
|
ivec2 screen_pos = ivec2(gl_GlobalInvocationID.xy);
|
|
if (any(greaterThanEqual(screen_pos, params.screen_size))) { //too large, do nothing
|
|
return;
|
|
}
|
|
|
|
vec3 ray_pos;
|
|
vec3 ray_dir;
|
|
{
|
|
ray_pos = params.cam_transform[3].xyz;
|
|
|
|
ray_dir.xy = ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0);
|
|
ray_dir.z = params.z_near;
|
|
ray_dir = (params.inv_projection * vec4(ray_dir, 1.0)).xyz;
|
|
|
|
ray_dir = normalize(mat3(params.cam_transform) * ray_dir);
|
|
}
|
|
|
|
ray_pos.y *= params.y_mult;
|
|
ray_dir.y *= params.y_mult;
|
|
ray_dir = normalize(ray_dir);
|
|
|
|
vec3 pos_to_uvw = 1.0 / params.grid_size;
|
|
|
|
vec3 light = vec3(0.0);
|
|
float blend = 0.0;
|
|
|
|
#if 1
|
|
// No interpolation
|
|
|
|
vec3 inv_dir = 1.0 / ray_dir;
|
|
|
|
float rough = 0.5;
|
|
bool hit = false;
|
|
|
|
for (uint i = 0; i < params.max_cascades; i++) {
|
|
//convert to local bounds
|
|
vec3 pos = ray_pos - cascades.data[i].offset;
|
|
pos *= cascades.data[i].to_cell;
|
|
|
|
// Should never happen for debug, since we start mostly at the bounds center,
|
|
// but add anyway.
|
|
//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;
|
|
vec3 uvw;
|
|
hit = false;
|
|
|
|
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[i], linear_sampler), uvw).r * 255.0 - 1.7;
|
|
|
|
if (distance < 0.001) {
|
|
//consider hit
|
|
hit = true;
|
|
break;
|
|
}
|
|
|
|
advance += distance;
|
|
}
|
|
|
|
if (!hit) {
|
|
pos += ray_dir * min(advance, max_advance);
|
|
pos /= cascades.data[i].to_cell;
|
|
pos += cascades.data[i].offset;
|
|
ray_pos = pos;
|
|
continue;
|
|
}
|
|
|
|
//compute albedo, emission and normal at hit point
|
|
|
|
const float EPSILON = 0.001;
|
|
vec3 hit_normal = normalize(vec3(
|
|
texture(sampler3D(sdf_cascades[i], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[i], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
|
|
texture(sampler3D(sdf_cascades[i], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[i], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
|
|
texture(sampler3D(sdf_cascades[i], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[i], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
|
|
|
|
vec3 hit_light = texture(sampler3D(light_cascades[i], linear_sampler), uvw).rgb;
|
|
vec4 aniso0 = texture(sampler3D(aniso0_cascades[i], linear_sampler), uvw);
|
|
vec3 hit_aniso0 = aniso0.rgb;
|
|
vec3 hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[i], linear_sampler), uvw).rg);
|
|
|
|
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 = hit_light;
|
|
|
|
break;
|
|
}
|
|
|
|
#endif
|
|
|
|
imageStore(screen_buffer, screen_pos, vec4(linear_to_srgb(light), 1.0));
|
|
}
|