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265bae824f
This property was intended to provide a way to have SSAO or VoxelGI ambient occlusion with a color other than black. However, it was dropped during the Vulkan renderer development due to the performance overhead it caused when the feature wasn't used.
655 lines
20 KiB
GLSL
655 lines
20 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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uint pad0;
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uint pad1;
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uint pad2;
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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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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;
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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);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|