32625145c8
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
678 lines
21 KiB
GLSL
678 lines
21 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 M_PI 3.141592
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#define SDFGI_MAX_CASCADES 8
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//set 0 for SDFGI and render buffers
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layout(set = 0, binding = 1) uniform texture3D sdf_cascades[SDFGI_MAX_CASCADES];
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layout(set = 0, binding = 2) uniform texture3D light_cascades[SDFGI_MAX_CASCADES];
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layout(set = 0, binding = 3) uniform texture3D aniso0_cascades[SDFGI_MAX_CASCADES];
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layout(set = 0, binding = 4) uniform texture3D aniso1_cascades[SDFGI_MAX_CASCADES];
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layout(set = 0, binding = 5) uniform texture3D occlusion_texture;
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layout(set = 0, binding = 6) uniform sampler linear_sampler;
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layout(set = 0, binding = 7) uniform sampler linear_sampler_with_mipmaps;
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struct ProbeCascadeData {
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vec3 position;
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float to_probe;
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ivec3 probe_world_offset;
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float to_cell; // 1/bounds * grid_size
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};
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layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image2D ambient_buffer;
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layout(rgba16f, set = 0, binding = 10) uniform restrict writeonly image2D reflection_buffer;
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layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture;
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layout(set = 0, binding = 12) uniform texture2D depth_buffer;
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layout(set = 0, binding = 13) uniform texture2D normal_roughness_buffer;
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layout(set = 0, binding = 14) uniform utexture2D voxel_gi_buffer;
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layout(set = 0, binding = 15, std140) uniform SDFGI {
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vec3 grid_size;
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uint max_cascades;
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bool use_occlusion;
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int probe_axis_size;
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float probe_to_uvw;
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float normal_bias;
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vec3 lightprobe_tex_pixel_size;
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float energy;
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vec3 lightprobe_uv_offset;
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float y_mult;
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vec3 occlusion_clamp;
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uint pad3;
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vec3 occlusion_renormalize;
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uint pad4;
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vec3 cascade_probe_size;
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uint pad5;
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ProbeCascadeData cascades[SDFGI_MAX_CASCADES];
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}
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sdfgi;
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#define MAX_VOXEL_GI_INSTANCES 8
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struct VoxelGIData {
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mat4 xform;
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vec3 bounds;
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float dynamic_range;
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float bias;
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float normal_bias;
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bool blend_ambient;
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uint texture_slot;
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float anisotropy_strength;
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float ambient_occlusion;
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float ambient_occlusion_size;
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uint mipmaps;
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};
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layout(set = 0, binding = 16, std140) uniform VoxelGIs {
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VoxelGIData data[MAX_VOXEL_GI_INSTANCES];
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}
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voxel_gi_instances;
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layout(set = 0, binding = 17) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
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layout(push_constant, binding = 0, std430) uniform Params {
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ivec2 screen_size;
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float z_near;
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float z_far;
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vec4 proj_info;
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vec3 ao_color;
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uint max_voxel_gi_instances;
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bool high_quality_vct;
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bool orthogonal;
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uint pad[2];
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mat3x4 cam_rotation;
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}
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params;
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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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vec4 blend_color(vec4 src, vec4 dst) {
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vec4 res;
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float sa = 1.0 - src.a;
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res.a = dst.a * sa + src.a;
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if (res.a == 0.0) {
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res.rgb = vec3(0);
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} else {
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res.rgb = (dst.rgb * dst.a * sa + src.rgb * src.a) / res.a;
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}
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return res;
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}
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vec3 reconstruct_position(ivec2 screen_pos) {
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vec3 pos;
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pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r;
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pos.z = pos.z * 2.0 - 1.0;
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if (params.orthogonal) {
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pos.z = ((pos.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
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} else {
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pos.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - pos.z * (params.z_far - params.z_near));
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}
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pos.z = -pos.z;
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pos.xy = vec2(screen_pos) * params.proj_info.xy + params.proj_info.zw;
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if (!params.orthogonal) {
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pos.xy *= pos.z;
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}
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return pos;
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}
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void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, float roughness, out vec3 diffuse_light, out vec3 specular_light) {
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cascade_pos += cam_normal * sdfgi.normal_bias;
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vec3 base_pos = floor(cascade_pos);
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//cascade_pos += mix(vec3(0.0),vec3(0.01),lessThan(abs(cascade_pos-base_pos),vec3(0.01))) * cam_normal;
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ivec3 probe_base_pos = ivec3(base_pos);
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vec4 diffuse_accum = vec4(0.0);
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vec3 specular_accum;
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ivec3 tex_pos = ivec3(probe_base_pos.xy, int(cascade));
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tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
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tex_pos.xy = tex_pos.xy * (SDFGI_OCT_SIZE + 2) + ivec2(1);
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vec3 diffuse_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;
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vec3 specular_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_specular_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;
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specular_accum = vec3(0.0);
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vec4 light_accum = vec4(0.0);
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float weight_accum = 0.0;
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for (uint j = 0; j < 8; j++) {
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ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
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ivec3 probe_posi = probe_base_pos;
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probe_posi += offset;
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// Compute weight
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vec3 probe_pos = vec3(probe_posi);
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vec3 probe_to_pos = cascade_pos - probe_pos;
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vec3 probe_dir = normalize(-probe_to_pos);
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vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
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float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(cam_normal, probe_dir));
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// Compute lightprobe occlusion
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if (sdfgi.use_occlusion) {
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ivec3 occ_indexv = abs((sdfgi.cascades[cascade].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
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vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
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vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
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occ_pos.z += float(cascade);
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if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
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occ_pos.x += 1.0;
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}
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occ_pos *= sdfgi.occlusion_renormalize;
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float occlusion = dot(textureLod(sampler3D(occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask);
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weight *= max(occlusion, 0.01);
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}
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// Compute lightprobe texture position
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vec3 diffuse;
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vec3 pos_uvw = diffuse_posf;
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pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
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pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
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diffuse = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb;
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diffuse_accum += vec4(diffuse * weight, weight);
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{
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vec3 specular = vec3(0.0);
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vec3 pos_uvw = specular_posf;
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pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
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pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
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if (roughness < 0.99) {
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specular = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb;
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}
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if (roughness > 0.2) {
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specular = mix(specular, textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb, (roughness - 0.2) * 1.25);
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}
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specular_accum += specular * weight;
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}
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}
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if (diffuse_accum.a > 0.0) {
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diffuse_accum.rgb /= diffuse_accum.a;
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}
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diffuse_light = diffuse_accum.rgb;
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if (diffuse_accum.a > 0.0) {
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specular_accum /= diffuse_accum.a;
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}
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specular_light = specular_accum;
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}
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void sdfgi_process(vec3 vertex, vec3 normal, vec3 reflection, float roughness, out vec4 ambient_light, out vec4 reflection_light) {
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//make vertex orientation the world one, but still align to camera
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vertex.y *= sdfgi.y_mult;
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normal.y *= sdfgi.y_mult;
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reflection.y *= sdfgi.y_mult;
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//renormalize
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normal = normalize(normal);
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reflection = normalize(reflection);
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vec3 cam_pos = vertex;
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vec3 cam_normal = normal;
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vec4 light_accum = vec4(0.0);
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float weight_accum = 0.0;
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vec4 light_blend_accum = vec4(0.0);
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float weight_blend_accum = 0.0;
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float blend = -1.0;
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// helper constants, compute once
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uint cascade = 0xFFFFFFFF;
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vec3 cascade_pos;
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vec3 cascade_normal;
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for (uint i = 0; i < sdfgi.max_cascades; i++) {
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cascade_pos = (cam_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe;
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if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) {
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continue; //skip cascade
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}
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cascade = i;
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break;
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}
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if (cascade < SDFGI_MAX_CASCADES) {
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ambient_light = vec4(0, 0, 0, 1);
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reflection_light = vec4(0, 0, 0, 1);
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float blend;
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vec3 diffuse, specular;
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sdfvoxel_gi_process(cascade, cascade_pos, cam_pos, cam_normal, reflection, roughness, diffuse, specular);
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{
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//process blend
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float blend_from = (float(sdfgi.probe_axis_size - 1) / 2.0) - 2.5;
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float blend_to = blend_from + 2.0;
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vec3 inner_pos = cam_pos * sdfgi.cascades[cascade].to_probe;
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float len = length(inner_pos);
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inner_pos = abs(normalize(inner_pos));
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len *= max(inner_pos.x, max(inner_pos.y, inner_pos.z));
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if (len >= blend_from) {
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blend = smoothstep(blend_from, blend_to, len);
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} else {
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blend = 0.0;
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}
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}
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if (blend > 0.0) {
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//blend
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if (cascade == sdfgi.max_cascades - 1) {
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ambient_light.a = 1.0 - blend;
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reflection_light.a = 1.0 - blend;
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} else {
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vec3 diffuse2, specular2;
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cascade_pos = (cam_pos - sdfgi.cascades[cascade + 1].position) * sdfgi.cascades[cascade + 1].to_probe;
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sdfvoxel_gi_process(cascade + 1, cascade_pos, cam_pos, cam_normal, reflection, roughness, diffuse2, specular2);
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diffuse = mix(diffuse, diffuse2, blend);
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specular = mix(specular, specular2, blend);
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}
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}
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ambient_light.rgb = diffuse;
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if (roughness < 0.2) {
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vec3 pos_to_uvw = 1.0 / sdfgi.grid_size;
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vec4 light_accum = vec4(0.0);
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float blend_size = (sdfgi.grid_size.x / float(sdfgi.probe_axis_size - 1)) * 0.5;
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float radius_sizes[SDFGI_MAX_CASCADES];
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cascade = 0xFFFF;
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float base_distance = length(cam_pos);
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for (uint i = 0; i < sdfgi.max_cascades; i++) {
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radius_sizes[i] = (1.0 / sdfgi.cascades[i].to_cell) * (sdfgi.grid_size.x * 0.5 - blend_size);
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if (cascade == 0xFFFF && base_distance < radius_sizes[i]) {
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cascade = i;
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}
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}
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cascade = min(cascade, sdfgi.max_cascades - 1);
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float max_distance = radius_sizes[sdfgi.max_cascades - 1];
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vec3 ray_pos = cam_pos;
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vec3 ray_dir = reflection;
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{
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float prev_radius = cascade > 0 ? radius_sizes[cascade - 1] : 0.0;
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float base_blend = (base_distance - prev_radius) / (radius_sizes[cascade] - prev_radius);
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float bias = (1.0 + base_blend) * 1.1;
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vec3 abs_ray_dir = abs(ray_dir);
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//ray_pos += ray_dir * (bias / sdfgi.cascades[cascade].to_cell); //bias to avoid self occlusion
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ray_pos += (ray_dir * 1.0 / max(abs_ray_dir.x, max(abs_ray_dir.y, abs_ray_dir.z)) + cam_normal * 1.4) * bias / sdfgi.cascades[cascade].to_cell;
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}
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float softness = 0.2 + min(1.0, roughness * 5.0) * 4.0; //approximation to roughness so it does not seem like a hard fade
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uint i = 0;
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bool found = false;
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while (true) {
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if (length(ray_pos) >= max_distance || light_accum.a > 0.99) {
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break;
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}
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if (!found && i >= cascade && length(ray_pos) < radius_sizes[i]) {
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uint next_i = min(i + 1, sdfgi.max_cascades - 1);
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cascade = max(i, cascade); //never go down
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vec3 pos = ray_pos - sdfgi.cascades[i].position;
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pos *= sdfgi.cascades[i].to_cell * pos_to_uvw;
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float fdistance = textureLod(sampler3D(sdf_cascades[i], linear_sampler), pos, 0.0).r * 255.0 - 1.1;
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vec4 hit_light = vec4(0.0);
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if (fdistance < softness) {
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hit_light.rgb = textureLod(sampler3D(light_cascades[i], linear_sampler), pos, 0.0).rgb;
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hit_light.rgb *= 0.5; //approximation given value read is actually meant for anisotropy
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hit_light.a = clamp(1.0 - (fdistance / softness), 0.0, 1.0);
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hit_light.rgb *= hit_light.a;
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}
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fdistance /= sdfgi.cascades[i].to_cell;
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if (i < (sdfgi.max_cascades - 1)) {
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pos = ray_pos - sdfgi.cascades[next_i].position;
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pos *= sdfgi.cascades[next_i].to_cell * pos_to_uvw;
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float fdistance2 = textureLod(sampler3D(sdf_cascades[next_i], linear_sampler), pos, 0.0).r * 255.0 - 1.1;
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vec4 hit_light2 = vec4(0.0);
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if (fdistance2 < softness) {
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hit_light2.rgb = textureLod(sampler3D(light_cascades[next_i], linear_sampler), pos, 0.0).rgb;
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hit_light2.rgb *= 0.5; //approximation given value read is actually meant for anisotropy
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hit_light2.a = clamp(1.0 - (fdistance2 / softness), 0.0, 1.0);
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hit_light2.rgb *= hit_light2.a;
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}
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float prev_radius = i == 0 ? 0.0 : radius_sizes[max(0, i - 1)];
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float blend = clamp((length(ray_pos) - prev_radius) / (radius_sizes[i] - prev_radius), 0.0, 1.0);
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fdistance2 /= sdfgi.cascades[next_i].to_cell;
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hit_light = mix(hit_light, hit_light2, blend);
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fdistance = mix(fdistance, fdistance2, blend);
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}
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light_accum += hit_light;
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ray_pos += ray_dir * fdistance;
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found = true;
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}
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i++;
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if (i == sdfgi.max_cascades) {
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i = 0;
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found = false;
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}
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}
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vec3 light = light_accum.rgb / max(light_accum.a, 0.00001);
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float alpha = min(1.0, light_accum.a);
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float b = min(1.0, roughness * 5.0);
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float sa = 1.0 - b;
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reflection_light.a = alpha * sa + b;
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if (reflection_light.a == 0) {
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specular = vec3(0.0);
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} else {
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specular = (light * alpha * sa + specular * b) / reflection_light.a;
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}
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}
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reflection_light.rgb = specular;
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ambient_light.rgb *= sdfgi.energy;
|
|
reflection_light.rgb *= sdfgi.energy;
|
|
} else {
|
|
ambient_light = vec4(0);
|
|
reflection_light = vec4(0);
|
|
}
|
|
}
|
|
|
|
//standard voxel cone trace
|
|
vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
|
|
float dist = p_bias;
|
|
vec4 color = vec4(0.0);
|
|
|
|
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;
|
|
}
|
|
vec4 scolor = textureLod(sampler3D(probe, linear_sampler_with_mipmaps), uvw_pos, log2(diameter));
|
|
float a = (1.0 - color.a);
|
|
color += a * scolor;
|
|
dist += half_diameter;
|
|
}
|
|
|
|
return color;
|
|
}
|
|
|
|
vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float max_distance, float p_bias) {
|
|
float dist = p_bias;
|
|
vec4 color = vec4(0.0);
|
|
float radius = max(0.5, dist);
|
|
float lod_level = log2(radius * 2.0);
|
|
|
|
while (dist < max_distance && color.a < 0.95) {
|
|
vec3 uvw_pos = (pos + dist * direction) * cell_size;
|
|
|
|
//check if outside, then break
|
|
if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + radius * cell_size)))) {
|
|
break;
|
|
}
|
|
vec4 scolor = textureLod(sampler3D(probe, linear_sampler_with_mipmaps), uvw_pos, lod_level);
|
|
lod_level += 1.0;
|
|
|
|
float a = (1.0 - color.a);
|
|
scolor *= a;
|
|
color += scolor;
|
|
dist += radius;
|
|
radius = max(0.5, dist);
|
|
}
|
|
return color;
|
|
}
|
|
|
|
void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, inout vec4 out_spec, inout vec4 out_diff, inout float out_blend) {
|
|
position = (voxel_gi_instances.data[index].xform * vec4(position, 1.0)).xyz;
|
|
ref_vec = normalize((voxel_gi_instances.data[index].xform * vec4(ref_vec, 0.0)).xyz);
|
|
normal = normalize((voxel_gi_instances.data[index].xform * vec4(normal, 0.0)).xyz);
|
|
|
|
position += normal * voxel_gi_instances.data[index].normal_bias;
|
|
|
|
//this causes corrupted pixels, i have no idea why..
|
|
if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, voxel_gi_instances.data[index].bounds))))) {
|
|
return;
|
|
}
|
|
|
|
mat3 dir_xform = mat3(voxel_gi_instances.data[index].xform) * normal_xform;
|
|
|
|
vec3 blendv = abs(position / voxel_gi_instances.data[index].bounds * 2.0 - 1.0);
|
|
float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0);
|
|
//float blend=1.0;
|
|
|
|
float max_distance = length(voxel_gi_instances.data[index].bounds);
|
|
vec3 cell_size = 1.0 / voxel_gi_instances.data[index].bounds;
|
|
|
|
//irradiance
|
|
|
|
vec4 light = vec4(0.0);
|
|
|
|
if (params.high_quality_vct) {
|
|
const uint cone_dir_count = 6;
|
|
vec3 cone_dirs[cone_dir_count] = vec3[](
|
|
vec3(0.0, 0.0, 1.0),
|
|
vec3(0.866025, 0.0, 0.5),
|
|
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[cone_dir_count] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15);
|
|
float cone_angle_tan = 0.577;
|
|
|
|
for (uint i = 0; i < cone_dir_count; i++) {
|
|
vec3 dir = normalize(dir_xform * cone_dirs[i]);
|
|
light += cone_weights[i] * voxel_cone_trace(voxel_gi_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, voxel_gi_instances.data[index].bias);
|
|
}
|
|
} else {
|
|
const uint cone_dir_count = 4;
|
|
vec3 cone_dirs[cone_dir_count] = vec3[](
|
|
vec3(0.707107, 0.0, 0.707107),
|
|
vec3(0.0, 0.707107, 0.707107),
|
|
vec3(-0.707107, 0.0, 0.707107),
|
|
vec3(0.0, -0.707107, 0.707107));
|
|
|
|
float cone_weights[cone_dir_count] = float[](0.25, 0.25, 0.25, 0.25);
|
|
for (int i = 0; i < cone_dir_count; i++) {
|
|
vec3 dir = normalize(dir_xform * cone_dirs[i]);
|
|
light += cone_weights[i] * voxel_cone_trace_45_degrees(voxel_gi_textures[index], cell_size, position, dir, max_distance, voxel_gi_instances.data[index].bias);
|
|
}
|
|
}
|
|
|
|
if (voxel_gi_instances.data[index].ambient_occlusion > 0.001) {
|
|
float size = 1.0 + voxel_gi_instances.data[index].ambient_occlusion_size * 7.0;
|
|
|
|
float taps, blend;
|
|
blend = modf(size, taps);
|
|
float ao = 0.0;
|
|
for (float i = 1.0; i <= taps; i++) {
|
|
vec3 ofs = (position + normal * (i * 0.5 + 1.0)) * cell_size;
|
|
ao += textureLod(sampler3D(voxel_gi_textures[index], linear_sampler_with_mipmaps), ofs, i - 1.0).a * i;
|
|
}
|
|
|
|
if (blend > 0.001) {
|
|
vec3 ofs = (position + normal * ((taps + 1.0) * 0.5 + 1.0)) * cell_size;
|
|
ao += textureLod(sampler3D(voxel_gi_textures[index], linear_sampler_with_mipmaps), ofs, taps).a * (taps + 1.0) * blend;
|
|
}
|
|
|
|
ao = 1.0 - min(1.0, ao);
|
|
|
|
light.rgb = mix(params.ao_color, light.rgb, mix(1.0, ao, voxel_gi_instances.data[index].ambient_occlusion));
|
|
}
|
|
|
|
light.rgb *= voxel_gi_instances.data[index].dynamic_range;
|
|
if (!voxel_gi_instances.data[index].blend_ambient) {
|
|
light.a = 1.0;
|
|
}
|
|
|
|
out_diff += light * blend;
|
|
|
|
//radiance
|
|
vec4 irr_light = voxel_cone_trace(voxel_gi_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, voxel_gi_instances.data[index].bias);
|
|
irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range;
|
|
if (!voxel_gi_instances.data[index].blend_ambient) {
|
|
irr_light.a = 1.0;
|
|
}
|
|
|
|
out_spec += irr_light * blend;
|
|
|
|
out_blend += blend;
|
|
}
|
|
|
|
vec4 fetch_normal_and_roughness(ivec2 pos) {
|
|
vec4 normal_roughness = texelFetch(sampler2D(normal_roughness_buffer, linear_sampler), pos, 0);
|
|
|
|
normal_roughness.xyz = normalize(normal_roughness.xyz * 2.0 - 1.0);
|
|
return normal_roughness;
|
|
}
|
|
|
|
void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 reflection_light) {
|
|
vec4 normal_roughness = fetch_normal_and_roughness(pos);
|
|
|
|
vec3 normal = normal_roughness.xyz;
|
|
|
|
if (normal.length() > 0.5) {
|
|
//valid normal, can do GI
|
|
float roughness = normal_roughness.w;
|
|
vertex = mat3(params.cam_rotation) * vertex;
|
|
normal = normalize(mat3(params.cam_rotation) * normal);
|
|
vec3 reflection = normalize(reflect(normalize(vertex), normal));
|
|
|
|
#ifdef USE_SDFGI
|
|
sdfgi_process(vertex, normal, reflection, roughness, ambient_light, reflection_light);
|
|
#endif
|
|
|
|
#ifdef USE_VOXEL_GI_INSTANCES
|
|
{
|
|
uvec2 voxel_gi_tex = texelFetch(usampler2D(voxel_gi_buffer, linear_sampler), pos, 0).rg;
|
|
roughness *= roughness;
|
|
//find arbitrary tangent and bitangent, then build a matrix
|
|
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
|
|
vec3 tangent = normalize(cross(v0, normal));
|
|
vec3 bitangent = normalize(cross(tangent, normal));
|
|
mat3 normal_mat = mat3(tangent, bitangent, normal);
|
|
|
|
vec4 amb_accum = vec4(0.0);
|
|
vec4 spec_accum = vec4(0.0);
|
|
float blend_accum = 0.0;
|
|
|
|
for (uint i = 0; i < params.max_voxel_gi_instances; i++) {
|
|
if (any(equal(uvec2(i), voxel_gi_tex))) {
|
|
voxel_gi_compute(i, vertex, normal, reflection, normal_mat, roughness, spec_accum, amb_accum, blend_accum);
|
|
}
|
|
}
|
|
if (blend_accum > 0.0) {
|
|
amb_accum /= blend_accum;
|
|
spec_accum /= blend_accum;
|
|
}
|
|
|
|
#ifdef USE_SDFGI
|
|
reflection_light = blend_color(spec_accum, reflection_light);
|
|
ambient_light = blend_color(amb_accum, ambient_light);
|
|
#else
|
|
reflection_light = spec_accum;
|
|
ambient_light = amb_accum;
|
|
#endif
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void main() {
|
|
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
|
|
|
|
#ifdef MODE_HALF_RES
|
|
pos <<= 1;
|
|
#endif
|
|
if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
|
|
return;
|
|
}
|
|
|
|
vec4 ambient_light = vec4(0.0);
|
|
vec4 reflection_light = vec4(0.0);
|
|
|
|
vec3 vertex = reconstruct_position(pos);
|
|
vertex.y = -vertex.y;
|
|
|
|
process_gi(pos, vertex, ambient_light, reflection_light);
|
|
|
|
#ifdef MODE_HALF_RES
|
|
pos >>= 1;
|
|
#endif
|
|
|
|
imageStore(ambient_buffer, pos, ambient_light);
|
|
imageStore(reflection_buffer, pos, reflection_light);
|
|
}
|