99e1ce0690
Inverted the spotlight angle attenuation so a higher value results in a dimmer light, this makes it more consistent with the distance attenuation. Also changed the way spotlighs are computed in SDFGI and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering code.
780 lines
22 KiB
GLSL
780 lines
22 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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#ifdef MODE_ANISOTROPIC
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layout(set = 0, binding = 7) uniform texture3D aniso_pos_texture;
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layout(set = 0, binding = 8) uniform texture3D aniso_neg_texture;
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#endif // MODE ANISOTROPIC
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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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#ifdef MODE_ANISOTROPIC
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layout(r16ui, set = 0, binding = 6) uniform restrict writeonly uimage3D aniso_pos_tex;
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layout(r16ui, set = 0, binding = 7) uniform restrict writeonly uimage3D aniso_neg_tex;
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#endif
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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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#ifdef MODE_ANISOTROPIC
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layout(r16ui, set = 0, binding = 12) uniform restrict writeonly uimage3D aniso_pos_texture;
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layout(r16ui, set = 0, binding = 13) uniform restrict writeonly uimage3D aniso_neg_texture;
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#endif // MODE ANISOTROPIC
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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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#ifdef MODE_ANISOTROPIC
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vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
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const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 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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vec3 accum = vec3(0.0);
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#endif
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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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#ifdef MODE_ANISOTROPIC
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for (uint j = 0; j < 6; j++) {
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accum[j] += max(0.0, dot(accum_dirs[j], -light_dir)) * light;
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}
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#else
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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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#endif
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}
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#ifdef MODE_ANISOTROPIC
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for (uint i = 0; i < 6; i++) {
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vec3 light = accum[i];
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if (length(normal) > 0.2) {
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light += max(0.0, dot(accum_dirs[i], -normal)) * emission;
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} else {
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light += emission;
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}
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outputs.data[cell_index * 6 + i] = vec4(light, 0.0);
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}
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#else
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outputs.data[cell_index] = vec4(accum + emission, 0.0);
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#endif
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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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#ifdef MODE_ANISOTROPIC
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vec3 accum[6];
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const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
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/*vec3 src_color = texelFetch(sampler3D(color_texture,texture_sampler),ipos,0).rgb * params.dynamic_range;
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vec3 src_aniso_pos = texelFetch(sampler3D(aniso_pos_texture,texture_sampler),ipos,0).rgb;
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vec3 src_anisp_neg = texelFetch(sampler3D(anisp_neg_texture,texture_sampler),ipos,0).rgb;
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accum[0]=src_col * src_aniso_pos.x;
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accum[1]=src_col * src_aniso_neg.x;
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accum[2]=src_col * src_aniso_pos.y;
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accum[3]=src_col * src_aniso_neg.y;
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accum[4]=src_col * src_aniso_pos.z;
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accum[5]=src_col * src_aniso_neg.z;*/
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accum[0] = outputs.data[cell_index * 6 + 0].rgb;
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accum[1] = outputs.data[cell_index * 6 + 1].rgb;
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accum[2] = outputs.data[cell_index * 6 + 2].rgb;
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accum[3] = outputs.data[cell_index * 6 + 3].rgb;
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accum[4] = outputs.data[cell_index * 6 + 4].rgb;
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accum[5] = outputs.data[cell_index * 6 + 5].rgb;
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#else
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vec3 accum = outputs.data[cell_index].rgb;
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#endif
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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),
|
|
vec3(-0.700629, 0.509037, 0.5),
|
|
vec3(-0.700629, -0.509037, 0.5),
|
|
vec3(0.267617, -0.823639, 0.5));
|
|
|
|
float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15);
|
|
float tan_half_angle = 0.577;
|
|
|
|
for (int i = 0; i < MAX_CONE_DIRS; i++) {
|
|
vec3 direction = normal_mat * cone_dirs[i];
|
|
vec4 color = vec4(0.0);
|
|
{
|
|
float dist = 1.5;
|
|
float max_distance = length(vec3(params.limits));
|
|
vec3 cell_size = 1.0 / vec3(params.limits);
|
|
|
|
#ifdef MODE_ANISOTROPIC
|
|
vec3 aniso_normal = mix(direction, normal.xyz, params.aniso_strength);
|
|
#endif
|
|
while (dist < max_distance && color.a < 0.95) {
|
|
float diameter = max(1.0, 2.0 * tan_half_angle * dist);
|
|
vec3 uvw_pos = (pos + dist * direction) * cell_size;
|
|
float half_diameter = diameter * 0.5;
|
|
//check if outside, then break
|
|
//if ( any(greaterThan(abs(uvw_pos - 0.5),vec3(0.5f + half_diameter * cell_size)) ) ) {
|
|
// break;
|
|
//}
|
|
|
|
float log2_diameter = log2(diameter);
|
|
vec4 scolor = textureLod(sampler3D(color_texture, texture_sampler), uvw_pos, log2_diameter);
|
|
#ifdef MODE_ANISOTROPIC
|
|
|
|
vec3 aniso_neg = textureLod(sampler3D(aniso_neg_texture, texture_sampler), uvw_pos, log2_diameter).rgb;
|
|
vec3 aniso_pos = textureLod(sampler3D(aniso_pos_texture, texture_sampler), uvw_pos, log2_diameter).rgb;
|
|
|
|
scolor.rgb *= dot(max(vec3(0.0), (aniso_normal * aniso_pos)), vec3(1.0)) + dot(max(vec3(0.0), (-aniso_normal * aniso_neg)), vec3(1.0));
|
|
#endif
|
|
float a = (1.0 - color.a);
|
|
color += a * scolor;
|
|
dist += half_diameter;
|
|
}
|
|
}
|
|
color *= cone_weights[i] * vec4(albedo.rgb, 1.0) * params.dynamic_range; //restore range
|
|
#ifdef MODE_ANISOTROPIC
|
|
for (uint j = 0; j < 6; j++) {
|
|
accum[j] += max(0.0, dot(accum_dirs[j], direction)) * color.rgb;
|
|
}
|
|
#else
|
|
accum += color.rgb;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#ifdef MODE_ANISOTROPIC
|
|
|
|
outputs.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
|
|
outputs.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
|
|
outputs.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
|
|
outputs.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
|
|
outputs.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
|
|
outputs.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
|
|
#else
|
|
outputs.data[cell_index] = vec4(accum, 0.0);
|
|
|
|
#endif
|
|
|
|
#endif // MODE_SECOND_BOUNCE
|
|
|
|
/////////////////UPDATE MIPMAPS///////////////////////////////
|
|
|
|
#ifdef MODE_UPDATE_MIPMAPS
|
|
|
|
{
|
|
#ifdef MODE_ANISOTROPIC
|
|
vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
|
|
#else
|
|
vec3 light_accum = vec3(0.0);
|
|
#endif
|
|
float count = 0.0;
|
|
for (uint i = 0; i < 8; i++) {
|
|
uint child_index = cell_children.data[cell_index].children[i];
|
|
if (child_index == NO_CHILDREN) {
|
|
continue;
|
|
}
|
|
#ifdef MODE_ANISOTROPIC
|
|
light_accum[0] += outputs.data[child_index * 6 + 0].rgb;
|
|
light_accum[1] += outputs.data[child_index * 6 + 1].rgb;
|
|
light_accum[2] += outputs.data[child_index * 6 + 2].rgb;
|
|
light_accum[3] += outputs.data[child_index * 6 + 3].rgb;
|
|
light_accum[4] += outputs.data[child_index * 6 + 4].rgb;
|
|
light_accum[5] += outputs.data[child_index * 6 + 5].rgb;
|
|
|
|
#else
|
|
light_accum += outputs.data[child_index].rgb;
|
|
|
|
#endif
|
|
|
|
count += 1.0;
|
|
}
|
|
|
|
float divisor = mix(8.0, count, params.propagation);
|
|
#ifdef MODE_ANISOTROPIC
|
|
outputs.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
|
|
outputs.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
|
|
outputs.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
|
|
outputs.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
|
|
outputs.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
|
|
outputs.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
|
|
|
|
#else
|
|
outputs.data[cell_index] = vec4(light_accum / divisor, 0.0);
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
///////////////////WRITE TEXTURE/////////////////////////////
|
|
|
|
#ifdef MODE_WRITE_TEXTURE
|
|
{
|
|
#ifdef MODE_ANISOTROPIC
|
|
vec3 accum_total = vec3(0.0);
|
|
accum_total += outputs.data[cell_index * 6 + 0].rgb;
|
|
accum_total += outputs.data[cell_index * 6 + 1].rgb;
|
|
accum_total += outputs.data[cell_index * 6 + 2].rgb;
|
|
accum_total += outputs.data[cell_index * 6 + 3].rgb;
|
|
accum_total += outputs.data[cell_index * 6 + 4].rgb;
|
|
accum_total += outputs.data[cell_index * 6 + 5].rgb;
|
|
|
|
float accum_total_energy = max(dot(accum_total, GREY_VEC), 0.00001);
|
|
vec3 iso_positive = vec3(dot(outputs.data[cell_index * 6 + 0].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 2].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 4].rgb, GREY_VEC)) / vec3(accum_total_energy);
|
|
vec3 iso_negative = vec3(dot(outputs.data[cell_index * 6 + 1].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 3].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 5].rgb, GREY_VEC)) / vec3(accum_total_energy);
|
|
|
|
{
|
|
uint aniso_pos = uint(clamp(iso_positive.b * 31.0, 0.0, 31.0));
|
|
aniso_pos |= uint(clamp(iso_positive.g * 63.0, 0.0, 63.0)) << 5;
|
|
aniso_pos |= uint(clamp(iso_positive.r * 31.0, 0.0, 31.0)) << 11;
|
|
imageStore(aniso_pos_tex, ivec3(posu), uvec4(aniso_pos));
|
|
}
|
|
|
|
{
|
|
uint aniso_neg = uint(clamp(iso_negative.b * 31.0, 0.0, 31.0));
|
|
aniso_neg |= uint(clamp(iso_negative.g * 63.0, 0.0, 63.0)) << 5;
|
|
aniso_neg |= uint(clamp(iso_negative.r * 31.0, 0.0, 31.0)) << 11;
|
|
imageStore(aniso_neg_tex, ivec3(posu), uvec4(aniso_neg));
|
|
}
|
|
|
|
imageStore(color_tex, ivec3(posu), vec4(accum_total / params.dynamic_range, albedo.a));
|
|
|
|
#else
|
|
|
|
imageStore(color_tex, ivec3(posu), vec4(outputs.data[cell_index].rgb / params.dynamic_range, albedo.a));
|
|
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
///////////////////DYNAMIC LIGHTING/////////////////////////////
|
|
|
|
#ifdef MODE_DYNAMIC
|
|
|
|
ivec2 pos_xy = ivec2(gl_GlobalInvocationID.xy);
|
|
if (any(greaterThanEqual(pos_xy, params.rect_size))) {
|
|
return; //out of bounds
|
|
}
|
|
|
|
ivec2 uv_xy = pos_xy;
|
|
if (params.flip_x) {
|
|
uv_xy.x = params.rect_size.x - pos_xy.x - 1;
|
|
}
|
|
if (params.flip_y) {
|
|
uv_xy.y = params.rect_size.y - pos_xy.y - 1;
|
|
}
|
|
|
|
#ifdef MODE_DYNAMIC_LIGHTING
|
|
|
|
{
|
|
float z = params.z_base + imageLoad(depth, uv_xy).x * params.z_sign;
|
|
|
|
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));
|
|
|
|
#ifdef MODE_ANISOTROPIC
|
|
//do not care about anisotropy for dynamic objects, just store full lit in all directions
|
|
imageStore(aniso_pos_texture, pos3d, uvec4(0xFFFF));
|
|
imageStore(aniso_neg_texture, pos3d, uvec4(0xFFFF));
|
|
|
|
#endif // ANISOTROPIC
|
|
}
|
|
#endif // MODE_DYNAMIC_SHRINK_PLOT
|
|
}
|
|
#endif
|
|
|
|
#endif // MODE DYNAMIC
|
|
}
|