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Slight occlusion improvements.
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@ -2519,11 +2519,15 @@ FRAGMENT_SHADER_CODE
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vec3(0, -1, 0),
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vec3(0, 0, -1));
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vec3 cam_normal = mat3(scene_data.camera_matrix) * normal;
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vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp);
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float closest_dist = -1e20;
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for (uint i = 0; i < 6; i++) {
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if (dot(cam_normal, aniso_dir[i]) > 0.001) {
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facing_bits |= (1 << i);
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float d = dot(cam_normal, aniso_dir[i]);
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if (d > closest_dist) {
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closest_dist = d;
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facing_bits = (1 << i);
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}
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}
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@ -655,105 +655,6 @@ void main() {
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groupMemoryBarrier();
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barrier();
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}
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/*
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for(int s=0;s<8;s++) {
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ivec3 local_pos = pos * 2 + ((ivec3(s) >> ivec3(2,1,0)) & ivec3(1,1,1));
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for(int i=0;i<8;i++) {
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ivec3 offset = local_pos + ((ivec3(i) >> ivec3(2,1,0)) & ivec3(1,1,1)) * OCCLUSION_SIZE;
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ivec3 global_offset = region_offset + offset;
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if (any(lessThan(global_offset,ivec3(0))) || any(greaterThanEqual(global_offset,ivec3(params.grid_size)))) {
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continue; // do not process
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}
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ivec3 proc_pos = offset - ivec3(OCCLUSION_SIZE);
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proc_pos += mix(ivec3(0),ivec3(1),greaterThanEqual(proc_pos,ivec3(0)));
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ivec3 proc_abs = abs(proc_pos);
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ivec3 proc_pass = proc_abs - ivec3(1);
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if (proc_pass.x+proc_pass.y+proc_pass.z != step) {
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continue;
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}
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offset = global_offset;
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float occ;
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uint facing = imageLoad(src_facing,offset).r; //any bit present in facing means this is solid
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if (facing != 0) { //solid
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occ = 0.0;
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} else if (step==0) {
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occ = 1.0; //first step
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} else {
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ivec3 read_dir = -sign(proc_pos);
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ivec3 major_axis;
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if (proc_pass.x < proc_pass.y) {
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if (proc_pass.z < proc_pass.y) {
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major_axis = ivec3(0,1,0);
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} else {
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major_axis = ivec3(0,0,1);
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}
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} else {
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if (proc_pass.z < proc_pass.x) {
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major_axis = ivec3(1,0,0);
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} else {
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major_axis = ivec3(0,0,1);
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}
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}
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float avg = 0.0;
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occ = 0.0;
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ivec3 read_x = offset + ivec3(read_dir.x,0,0) + (proc_pass.x == 0 ? major_axis * read_dir : ivec3(0));
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ivec3 read_y = offset + ivec3(0,read_dir.y,0) + (proc_pass.y == 0 ? major_axis * read_dir : ivec3(0));
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ivec3 read_z = offset + ivec3(0,0,read_dir.z) + (proc_pass.z == 0 ? major_axis * read_dir : ivec3(0));
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if (all(greaterThanEqual(read_x,ivec3(0))) && all(lessThan(read_x,ivec3(params.grid_size)))) {
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uint f = imageLoad(src_facing,read_x).r;
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if (f==0) { //non solid
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occ += imageLoad(dst_occlusion[params.occlusion_index],read_x).r;
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avg+=1.0;
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}
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}
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if (all(greaterThanEqual(read_y,ivec3(0))) && all(lessThan(read_y,ivec3(params.grid_size)))) {
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uint f = imageLoad(src_facing,read_y).r;
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if (f==0) {//non solid
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occ += imageLoad(dst_occlusion[params.occlusion_index],read_y).r;
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avg+=1.0;
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}
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}
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if (all(greaterThanEqual(read_z,ivec3(0))) && all(lessThan(read_z,ivec3(params.grid_size)))) {
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uint f = imageLoad(src_facing,read_z).r;
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if (f==0) {//non solid
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occ += imageLoad(dst_occlusion[params.occlusion_index],read_z).r;
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avg+=1.0;
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}
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}
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if (avg > 0.0) {
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occ/=avg;
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}
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}
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imageStore(dst_occlusion[params.occlusion_index],offset,vec4(occ));
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}
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}
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groupMemoryBarrier();
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barrier();
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}
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*/
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#if 1
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//bias solid voxels away
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