godot/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl

169 lines
4.0 KiB
GLSL

#[vertex]
#version 450
#VERSION_DEFINES
struct CellData {
uint position; // xyz 10 bits
uint albedo; //rgb albedo
uint emission; //rgb normalized with e as multiplier
uint normal; //RGB normal encoded
};
layout(set = 0, binding = 1, std140) buffer CellDataBuffer {
CellData data[];
}
cell_data;
layout(set = 0, binding = 2) uniform texture3D color_tex;
layout(set = 0, binding = 3) uniform sampler tex_sampler;
layout(push_constant, std430) uniform Params {
mat4 projection;
uint cell_offset;
float dynamic_range;
float alpha;
uint level;
ivec3 bounds;
uint pad;
}
params;
layout(location = 0) out vec4 color_interp;
void main() {
const vec3 cube_triangles[36] = vec3[](
vec3(-1.0f, -1.0f, -1.0f),
vec3(-1.0f, -1.0f, 1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(1.0f, 1.0f, -1.0f),
vec3(-1.0f, -1.0f, -1.0f),
vec3(-1.0f, 1.0f, -1.0f),
vec3(1.0f, -1.0f, 1.0f),
vec3(-1.0f, -1.0f, -1.0f),
vec3(1.0f, -1.0f, -1.0f),
vec3(1.0f, 1.0f, -1.0f),
vec3(1.0f, -1.0f, -1.0f),
vec3(-1.0f, -1.0f, -1.0f),
vec3(-1.0f, -1.0f, -1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(-1.0f, 1.0f, -1.0f),
vec3(1.0f, -1.0f, 1.0f),
vec3(-1.0f, -1.0f, 1.0f),
vec3(-1.0f, -1.0f, -1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(-1.0f, -1.0f, 1.0f),
vec3(1.0f, -1.0f, 1.0f),
vec3(1.0f, 1.0f, 1.0f),
vec3(1.0f, -1.0f, -1.0f),
vec3(1.0f, 1.0f, -1.0f),
vec3(1.0f, -1.0f, -1.0f),
vec3(1.0f, 1.0f, 1.0f),
vec3(1.0f, -1.0f, 1.0f),
vec3(1.0f, 1.0f, 1.0f),
vec3(1.0f, 1.0f, -1.0f),
vec3(-1.0f, 1.0f, -1.0f),
vec3(1.0f, 1.0f, 1.0f),
vec3(-1.0f, 1.0f, -1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(1.0f, 1.0f, 1.0f),
vec3(-1.0f, 1.0f, 1.0f),
vec3(1.0f, -1.0f, 1.0f));
vec3 vertex = cube_triangles[gl_VertexIndex] * 0.5 + 0.5;
#ifdef MODE_DEBUG_LIGHT_FULL
uvec3 posu = uvec3(gl_InstanceIndex % params.bounds.x, (gl_InstanceIndex / params.bounds.x) % params.bounds.y, gl_InstanceIndex / (params.bounds.y * params.bounds.x));
#else
uint cell_index = gl_InstanceIndex + params.cell_offset;
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);
#endif
#ifdef MODE_DEBUG_EMISSION
color_interp.xyz = 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);
#endif
#ifdef MODE_DEBUG_COLOR
color_interp.xyz = unpackUnorm4x8(cell_data.data[cell_index].albedo).xyz;
#endif
#ifdef MODE_DEBUG_LIGHT
color_interp = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level));
color_interp.xyz *params.dynamic_range;
#endif
float scale = (1 << params.level);
gl_Position = params.projection * vec4((vec3(posu) + vertex) * scale, 1.0);
#ifdef MODE_DEBUG_LIGHT_FULL
if (color_interp.a == 0.0) {
gl_Position = vec4(0.0); //force clip and not draw
}
#else
color_interp.a = params.alpha;
#endif
}
#[fragment]
#version 450
#VERSION_DEFINES
layout(location = 0) in vec4 color_interp;
layout(location = 0) out vec4 frag_color;
void main() {
frag_color = color_interp;
#ifdef MODE_DEBUG_LIGHT_FULL
//there really is no alpha, so use dither
int x = int(gl_FragCoord.x) % 4;
int y = int(gl_FragCoord.y) % 4;
int index = x + y * 4;
float limit = 0.0;
if (x < 8) {
if (index == 0)
limit = 0.0625;
if (index == 1)
limit = 0.5625;
if (index == 2)
limit = 0.1875;
if (index == 3)
limit = 0.6875;
if (index == 4)
limit = 0.8125;
if (index == 5)
limit = 0.3125;
if (index == 6)
limit = 0.9375;
if (index == 7)
limit = 0.4375;
if (index == 8)
limit = 0.25;
if (index == 9)
limit = 0.75;
if (index == 10)
limit = 0.125;
if (index == 11)
limit = 0.625;
if (index == 12)
limit = 1.0;
if (index == 13)
limit = 0.5;
if (index == 14)
limit = 0.875;
if (index == 15)
limit = 0.375;
}
if (frag_color.a < limit) {
discard;
}
#endif
}