godot/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
reduz d3b49c416a Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
2021-04-14 11:37:52 -03:00

232 lines
6.1 KiB
GLSL

#[vertex]
#version 450
#VERSION_DEFINES
#define MAX_CASCADES 8
layout(push_constant, binding = 0, std430) uniform Params {
mat4 projection;
uint band_power;
uint sections_in_band;
uint band_mask;
float section_arc;
vec3 grid_size;
uint cascade;
uint pad;
float y_mult;
uint probe_debug_index;
int probe_axis_size;
}
params;
// http://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm
vec3 get_sphere_vertex(uint p_vertex_id) {
float x_angle = float(p_vertex_id & 1u) + (p_vertex_id >> params.band_power);
float y_angle =
float((p_vertex_id & params.band_mask) >> 1) + ((p_vertex_id >> params.band_power) * params.sections_in_band);
x_angle *= params.section_arc * 0.5f; // remember - 180AA x rot not 360
y_angle *= -params.section_arc;
vec3 point = vec3(sin(x_angle) * sin(y_angle), cos(x_angle), sin(x_angle) * cos(y_angle));
return point;
}
#ifdef MODE_PROBES
layout(location = 0) out vec3 normal_interp;
layout(location = 1) out flat uint probe_index;
#endif
#ifdef MODE_VISIBILITY
layout(location = 0) out float visibility;
#endif
struct CascadeData {
vec3 offset; //offset of (0,0,0) in world coordinates
float to_cell; // 1/bounds * grid_size
ivec3 probe_world_offset;
uint pad;
};
layout(set = 0, binding = 1, std140) uniform Cascades {
CascadeData data[MAX_CASCADES];
}
cascades;
layout(set = 0, binding = 4) uniform texture3D occlusion_texture;
layout(set = 0, binding = 3) uniform sampler linear_sampler;
void main() {
#ifdef MODE_PROBES
probe_index = gl_InstanceIndex;
normal_interp = get_sphere_vertex(gl_VertexIndex);
vec3 vertex = normal_interp * 0.2;
float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
ivec3 probe_cell;
probe_cell.x = int(probe_index % params.probe_axis_size);
probe_cell.y = int(probe_index / (params.probe_axis_size * params.probe_axis_size));
probe_cell.z = int((probe_index / params.probe_axis_size) % params.probe_axis_size);
vertex += (cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size) / vec3(1.0, params.y_mult, 1.0);
gl_Position = params.projection * vec4(vertex, 1.0);
#endif
#ifdef MODE_VISIBILITY
int probe_index = int(params.probe_debug_index);
vec3 vertex = get_sphere_vertex(gl_VertexIndex) * 0.01;
float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
ivec3 probe_cell;
probe_cell.x = int(probe_index % params.probe_axis_size);
probe_cell.y = int((probe_index % (params.probe_axis_size * params.probe_axis_size)) / params.probe_axis_size);
probe_cell.z = int(probe_index / (params.probe_axis_size * params.probe_axis_size));
vertex += (cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size) / vec3(1.0, params.y_mult, 1.0);
int probe_voxels = int(params.grid_size.x) / int(params.probe_axis_size - 1);
int occluder_index = int(gl_InstanceIndex);
int diameter = probe_voxels * 2;
ivec3 occluder_pos;
occluder_pos.x = int(occluder_index % diameter);
occluder_pos.y = int(occluder_index / (diameter * diameter));
occluder_pos.z = int((occluder_index / diameter) % diameter);
float cell_size = 1.0 / cascades.data[params.cascade].to_cell;
ivec3 occluder_offset = occluder_pos - ivec3(diameter / 2);
vertex += ((vec3(occluder_offset) + vec3(0.5)) * cell_size) / vec3(1.0, params.y_mult, 1.0);
ivec3 global_cell = probe_cell + cascades.data[params.cascade].probe_world_offset;
uint occlusion_layer = 0;
if ((global_cell.x & 1) != 0) {
occlusion_layer |= 1;
}
if ((global_cell.y & 1) != 0) {
occlusion_layer |= 2;
}
if ((global_cell.z & 1) != 0) {
occlusion_layer |= 4;
}
ivec3 tex_pos = probe_cell * probe_voxels + occluder_offset;
const vec4 layer_axis[4] = vec4[](
vec4(1, 0, 0, 0),
vec4(0, 1, 0, 0),
vec4(0, 0, 1, 0),
vec4(0, 0, 0, 1));
tex_pos.z += int(params.cascade) * int(params.grid_size);
if (occlusion_layer >= 4) {
tex_pos.x += int(params.grid_size.x);
occlusion_layer &= 3;
}
visibility = dot(texelFetch(sampler3D(occlusion_texture, linear_sampler), tex_pos, 0), layer_axis[occlusion_layer]);
gl_Position = params.projection * vec4(vertex, 1.0);
#endif
}
#[fragment]
#version 450
#VERSION_DEFINES
layout(location = 0) out vec4 frag_color;
layout(set = 0, binding = 2) uniform texture2DArray lightprobe_texture;
layout(set = 0, binding = 3) uniform sampler linear_sampler;
layout(push_constant, binding = 0, std430) uniform Params {
mat4 projection;
uint band_power;
uint sections_in_band;
uint band_mask;
float section_arc;
vec3 grid_size;
uint cascade;
uint pad;
float y_mult;
uint probe_debug_index;
int probe_axis_size;
}
params;
#ifdef MODE_PROBES
layout(location = 0) in vec3 normal_interp;
layout(location = 1) in flat uint probe_index;
#endif
#ifdef MODE_VISIBILITY
layout(location = 0) in float visibility;
#endif
vec2 octahedron_wrap(vec2 v) {
vec2 signVal;
signVal.x = v.x >= 0.0 ? 1.0 : -1.0;
signVal.y = v.y >= 0.0 ? 1.0 : -1.0;
return (1.0 - abs(v.yx)) * signVal;
}
vec2 octahedron_encode(vec3 n) {
// https://twitter.com/Stubbesaurus/status/937994790553227264
n /= (abs(n.x) + abs(n.y) + abs(n.z));
n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);
n.xy = n.xy * 0.5 + 0.5;
return n.xy;
}
void main() {
#ifdef MODE_PROBES
ivec3 tex_pos;
tex_pos.x = int(probe_index) % params.probe_axis_size; //x
tex_pos.y = int(probe_index) / (params.probe_axis_size * params.probe_axis_size);
tex_pos.x += params.probe_axis_size * ((int(probe_index) / params.probe_axis_size) % params.probe_axis_size); //z
tex_pos.z = int(params.cascade);
vec3 tex_pos_ofs = vec3(octahedron_encode(normal_interp) * float(OCT_SIZE), 0.0);
vec3 tex_posf = vec3(vec2(tex_pos.xy * (OCT_SIZE + 2) + ivec2(1)), float(tex_pos.z)) + tex_pos_ofs;
tex_posf.xy /= vec2(ivec2(params.probe_axis_size * params.probe_axis_size * (OCT_SIZE + 2), params.probe_axis_size * (OCT_SIZE + 2)));
vec4 indirect_light = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), tex_posf, 0.0);
frag_color = indirect_light;
#endif
#ifdef MODE_VISIBILITY
frag_color = vec4(vec3(1, visibility, visibility), 1.0);
#endif
}