186 lines
5.4 KiB
GLSL
186 lines
5.4 KiB
GLSL
#[compute]
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#version 450
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#VERSION_DEFINES
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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#define MAX_CASCADES 8
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layout(set = 0, binding = 1) uniform texture3D sdf_cascades[MAX_CASCADES];
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layout(set = 0, binding = 2) uniform texture3D light_cascades[MAX_CASCADES];
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layout(set = 0, binding = 3) uniform texture3D aniso0_cascades[MAX_CASCADES];
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layout(set = 0, binding = 4) uniform texture3D aniso1_cascades[MAX_CASCADES];
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layout(set = 0, binding = 5) uniform texture3D occlusion_texture;
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layout(set = 0, binding = 8) uniform sampler linear_sampler;
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struct CascadeData {
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vec3 offset; //offset of (0,0,0) in world coordinates
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float to_cell; // 1/bounds * grid_size
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ivec3 probe_world_offset;
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uint pad;
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vec4 pad2;
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};
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layout(set = 0, binding = 9, std140) uniform Cascades {
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CascadeData data[MAX_CASCADES];
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}
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cascades;
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layout(rgba16f, set = 0, binding = 10) uniform restrict writeonly image2D screen_buffer;
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layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture;
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layout(push_constant, std430) uniform Params {
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vec3 grid_size;
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uint max_cascades;
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ivec2 screen_size;
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float y_mult;
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float z_near;
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mat3x4 inv_projection;
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// We pack these more tightly than mat3 and vec3, which will require some reconstruction trickery.
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float cam_basis[3][3];
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float cam_origin[3];
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}
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params;
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vec3 linear_to_srgb(vec3 color) {
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//if going to srgb, clamp from 0 to 1.
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color = clamp(color, vec3(0.0), vec3(1.0));
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const vec3 a = vec3(0.055f);
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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)));
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}
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vec2 octahedron_wrap(vec2 v) {
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vec2 signVal;
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signVal.x = v.x >= 0.0 ? 1.0 : -1.0;
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signVal.y = v.y >= 0.0 ? 1.0 : -1.0;
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return (1.0 - abs(v.yx)) * signVal;
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}
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vec2 octahedron_encode(vec3 n) {
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// https://twitter.com/Stubbesaurus/status/937994790553227264
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n /= (abs(n.x) + abs(n.y) + abs(n.z));
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n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);
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n.xy = n.xy * 0.5 + 0.5;
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return n.xy;
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}
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void main() {
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// Pixel being shaded
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ivec2 screen_pos = ivec2(gl_GlobalInvocationID.xy);
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if (any(greaterThanEqual(screen_pos, params.screen_size))) { //too large, do nothing
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return;
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}
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vec3 ray_pos;
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vec3 ray_dir;
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{
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ray_pos = vec3(params.cam_origin[0], params.cam_origin[1], params.cam_origin[2]);
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ray_dir.xy = ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0);
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ray_dir.z = params.z_near;
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ray_dir = (vec4(ray_dir, 1.0) * mat4(params.inv_projection)).xyz;
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mat3 cam_basis;
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{
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vec3 c0 = vec3(params.cam_basis[0][0], params.cam_basis[0][1], params.cam_basis[0][2]);
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vec3 c1 = vec3(params.cam_basis[1][0], params.cam_basis[1][1], params.cam_basis[1][2]);
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vec3 c2 = vec3(params.cam_basis[2][0], params.cam_basis[2][1], params.cam_basis[2][2]);
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cam_basis = mat3(c0, c1, c2);
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}
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ray_dir = normalize(cam_basis * ray_dir);
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}
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ray_pos.y *= params.y_mult;
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ray_dir.y *= params.y_mult;
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ray_dir = normalize(ray_dir);
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vec3 pos_to_uvw = 1.0 / params.grid_size;
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vec3 light = vec3(0.0);
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float blend = 0.0;
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#if 1
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// No interpolation
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vec3 inv_dir = 1.0 / ray_dir;
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float rough = 0.5;
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bool hit = false;
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for (uint i = 0; i < params.max_cascades; i++) {
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//convert to local bounds
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vec3 pos = ray_pos - cascades.data[i].offset;
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pos *= cascades.data[i].to_cell;
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// Should never happen for debug, since we start mostly at the bounds center,
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// but add anyway.
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//if (any(lessThan(pos,vec3(0.0))) || any(greaterThanEqual(pos,params.grid_size))) {
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// continue; //already past bounds for this cascade, goto next
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//}
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//find maximum advance distance (until reaching bounds)
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vec3 t0 = -pos * inv_dir;
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vec3 t1 = (params.grid_size - pos) * inv_dir;
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vec3 tmax = max(t0, t1);
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float max_advance = min(tmax.x, min(tmax.y, tmax.z));
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float advance = 0.0;
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vec3 uvw;
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hit = false;
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while (advance < max_advance) {
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//read how much to advance from SDF
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uvw = (pos + ray_dir * advance) * pos_to_uvw;
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float distance = texture(sampler3D(sdf_cascades[i], linear_sampler), uvw).r * 255.0 - 1.7;
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if (distance < 0.001) {
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//consider hit
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hit = true;
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break;
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}
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advance += distance;
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}
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if (!hit) {
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pos += ray_dir * min(advance, max_advance);
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pos /= cascades.data[i].to_cell;
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pos += cascades.data[i].offset;
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ray_pos = pos;
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continue;
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}
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//compute albedo, emission and normal at hit point
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const float EPSILON = 0.001;
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vec3 hit_normal = normalize(vec3(
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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,
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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,
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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));
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vec3 hit_light = texture(sampler3D(light_cascades[i], linear_sampler), uvw).rgb;
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vec4 aniso0 = texture(sampler3D(aniso0_cascades[i], linear_sampler), uvw);
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vec3 hit_aniso0 = aniso0.rgb;
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vec3 hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[i], linear_sampler), uvw).rg);
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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)));
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light = hit_light;
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break;
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}
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#endif
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imageStore(screen_buffer, screen_pos, vec4(linear_to_srgb(light), 1.0));
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}
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