mirror of
https://github.com/godotengine/godot.git
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354 lines
7.9 KiB
GLSL
354 lines
7.9 KiB
GLSL
[compute]
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#version 450
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VERSION_DEFINES
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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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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} 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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} cell_data;
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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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#ifdef MODE_COMPUTE_LIGHT
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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 spot_angle_radians;
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vec3 position;
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float 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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} lights;
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#endif
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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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uint pad[2];
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} params;
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layout(set=0,binding=4,std140) uniform Outputs {
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vec4 data[];
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} output;
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#ifdef MODE_COMPUTE_LIGHT
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uint raymarch(float distance,float distance_adv,vec3 from,vec3 direction) {
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uint result = NO_CHILDREN;
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ivec3 size = ivec3(max(max(params.limits.x,params.limits.y),params.limits.z));
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while (distance > -distance_adv) { //use this to avoid precision errors
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uint cell = 0;
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ivec3 pos = ivec3(from);
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if (all(greaterThanEqual(pos,ivec3(0))) && all(lessThan(pos,size))) {
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ivec3 ofs = ivec3(0);
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ivec3 half_size = size / 2;
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for (int i = 0; i < params.stack_size - 1; i++) {
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bvec3 greater = greaterThanEqual(pos,ofs+half_size);
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ofs += mix(ivec3(0),half_size,greater);
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uint child = 0; //wonder if this can be done faster
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if (greater.x) {
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child|=1;
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}
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if (greater.y) {
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child|=2;
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}
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if (greater.z) {
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child|=4;
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}
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cell = cell_children.data[cell].children[child];
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if (cell == NO_CHILDREN)
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break;
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half_size >>= ivec3(1);
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}
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if ( cell != NO_CHILDREN) {
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return cell; //found cell!
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}
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}
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from += direction * distance_adv;
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distance -= distance_adv;
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}
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return NO_CHILDREN;
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}
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bool compute_light_vector(uint light,uint cell, 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 = pow( clamp( 1.0 - distance / lights.data[light].radius, 0.0001, 1.0), 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 angle = acos(dot(rel,lights.data[light].direction));
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if (angle > lights.data[light].spot_angle_radians) {
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return false;
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}
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float d = clamp(angle / lights.data[light].spot_angle_radians, 0, 1);
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attenuation *= pow(1.0 - d, lights.data[light].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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#endif
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void main() {
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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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#ifdef MODE_COMPUTE_LIGHT
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vec3 pos = vec3(posu) + vec3(0.5);
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vec3 emission = vec3(ivec3(cell_data.data[cell_index].emission&0x3FF,(cell_data.data[cell_index].emission>>10)&0x7FF,cell_data.data[cell_index].emission>>21)) * params.emission_scale;
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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]=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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float attenuation;
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vec3 light_pos;
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if (!compute_light_vector(i,cell_index,pos,attenuation,light_pos)) {
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continue;
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}
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vec3 light_dir = pos - light_pos;
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float distance = length(light_dir);
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light_dir=normalize(light_dir);
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if (length(normal.xyz) > 0.2 && dot(normal.xyz,light_dir)>=0) {
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continue; //not facing the light
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}
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if (lights.data[i].has_shadow) {
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float distance_adv = get_normal_advance(light_dir);
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distance += distance_adv - mod(distance, distance_adv); //make it reach the center of the box always
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vec3 from = pos - light_dir * distance; //approximate
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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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uint result = raymarch(distance,distance_adv,from,light_dir);
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if (result != cell_index) {
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continue; //was occluded
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}
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}
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vec3 light = lights.data[i].color * albedo.rgb * attenuation * lights.data[i].energy;
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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_dir,-light_dir))*light+emission;
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}
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#else
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if (length(normal.xyz) > 0.2) {
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accum+=max(0.0,dot(normal.xyz,-light_dir))*light+emission;
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} else {
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//all directions
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accum+=light+emission;
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}
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#endif
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}
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#ifdef MODE_ANISOTROPIC
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output.data[cell_index*6+0]=vec4(accum[0],0.0);
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output.data[cell_index*6+1]=vec4(accum[1],0.0);
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output.data[cell_index*6+2]=vec4(accum[2],0.0);
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output.data[cell_index*6+3]=vec4(accum[3],0.0);
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output.data[cell_index*6+4]=vec4(accum[4],0.0);
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output.data[cell_index*6+5]=vec4(accum[5],0.0);
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#else
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output.data[cell_index]=vec4(accum,0.0);
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#endif
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#endif //MODE_COMPUTE_LIGHT
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#ifdef MODE_UPDATE_MIPMAPS
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{
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#ifdef MODE_ANISOTROPIC
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vec3 light_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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#else
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vec3 light_accum = vec3(0.0);
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#endif
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float count = 0.0;
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for(uint i=0;i<8;i++) {
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uint child_index = cell_children.data[cell_index].children[i];
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if (child_index==NO_CHILDREN) {
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continue;
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}
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#ifdef MODE_ANISOTROPIC
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light_accum[1] += output.data[child_index*6+0].rgb;
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light_accum[2] += output.data[child_index*6+1].rgb;
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light_accum[3] += output.data[child_index*6+2].rgb;
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light_accum[4] += output.data[child_index*6+3].rgb;
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light_accum[5] += output.data[child_index*6+4].rgb;
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light_accum[6] += output.data[child_index*6+5].rgb;
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#else
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light_accum += output.data[child_index].rgb;
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#endif
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count+=1.0;
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}
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float divisor = mix(8.0,count,params.propagation);
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#ifdef MODE_ANISOTROPIC
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output.data[cell_index*6+0]=vec4(light_accum[0] / divisor,0.0);
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output.data[cell_index*6+1]=vec4(light_accum[1] / divisor,0.0);
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output.data[cell_index*6+2]=vec4(light_accum[2] / divisor,0.0);
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output.data[cell_index*6+3]=vec4(light_accum[3] / divisor,0.0);
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output.data[cell_index*6+4]=vec4(light_accum[4] / divisor,0.0);
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output.data[cell_index*6+5]=vec4(light_accum[5] / divisor,0.0);
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#else
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output.data[cell_index]=vec4(light_accum / divisor,0.0);
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#endif
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}
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#endif
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#ifdef MODE_WRITE_TEXTURE
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{
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}
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#endif
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}
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