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385ee5c70b
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
186 lines
5.4 KiB
GLSL
186 lines
5.4 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 MAX_CASCADES 8
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layout(set = 0, binding = 1) uniform texture3D sdf_cascades[MAX_CASCADES];
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layout(set = 0, binding = 2) uniform texture3D light_cascades[MAX_CASCADES];
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layout(set = 0, binding = 3) uniform texture3D aniso0_cascades[MAX_CASCADES];
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layout(set = 0, binding = 4) uniform texture3D aniso1_cascades[MAX_CASCADES];
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layout(set = 0, binding = 5) uniform texture3D occlusion_texture;
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layout(set = 0, binding = 8) uniform sampler linear_sampler;
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struct CascadeData {
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vec3 offset; //offset of (0,0,0) in world coordinates
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float to_cell; // 1/bounds * grid_size
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ivec3 probe_world_offset;
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uint pad;
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vec4 pad2;
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};
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layout(set = 0, binding = 9, std140) uniform Cascades {
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CascadeData data[MAX_CASCADES];
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}
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cascades;
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layout(rgba16f, set = 0, binding = 10) uniform restrict writeonly image2D screen_buffer;
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layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture;
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layout(push_constant, std430) uniform Params {
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vec3 grid_size;
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uint max_cascades;
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ivec2 screen_size;
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float y_mult;
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float z_near;
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mat3x4 inv_projection;
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// We pack these more tightly than mat3 and vec3, which will require some reconstruction trickery.
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float cam_basis[3][3];
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float cam_origin[3];
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}
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params;
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vec3 linear_to_srgb(vec3 color) {
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//if going to srgb, clamp from 0 to 1.
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color = clamp(color, vec3(0.0), vec3(1.0));
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const vec3 a = vec3(0.055f);
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return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
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}
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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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void main() {
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// Pixel being shaded
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ivec2 screen_pos = ivec2(gl_GlobalInvocationID.xy);
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if (any(greaterThanEqual(screen_pos, params.screen_size))) { //too large, do nothing
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return;
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}
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vec3 ray_pos;
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vec3 ray_dir;
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{
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ray_pos = vec3(params.cam_origin[0], params.cam_origin[1], params.cam_origin[2]);
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ray_dir.xy = ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0);
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ray_dir.z = params.z_near;
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ray_dir = (vec4(ray_dir, 1.0) * mat4(params.inv_projection)).xyz;
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mat3 cam_basis;
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{
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vec3 c0 = vec3(params.cam_basis[0][0], params.cam_basis[0][1], params.cam_basis[0][2]);
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vec3 c1 = vec3(params.cam_basis[1][0], params.cam_basis[1][1], params.cam_basis[1][2]);
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vec3 c2 = vec3(params.cam_basis[2][0], params.cam_basis[2][1], params.cam_basis[2][2]);
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cam_basis = mat3(c0, c1, c2);
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}
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ray_dir = normalize(cam_basis * ray_dir);
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}
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ray_pos.y *= params.y_mult;
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ray_dir.y *= params.y_mult;
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ray_dir = normalize(ray_dir);
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vec3 pos_to_uvw = 1.0 / params.grid_size;
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vec3 light = vec3(0.0);
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float blend = 0.0;
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#if 1
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// No interpolation
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vec3 inv_dir = 1.0 / ray_dir;
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float rough = 0.5;
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bool hit = false;
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for (uint i = 0; i < params.max_cascades; i++) {
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//convert to local bounds
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vec3 pos = ray_pos - cascades.data[i].offset;
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pos *= cascades.data[i].to_cell;
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// Should never happen for debug, since we start mostly at the bounds center,
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// but add anyway.
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//if (any(lessThan(pos,vec3(0.0))) || any(greaterThanEqual(pos,params.grid_size))) {
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// continue; //already past bounds for this cascade, goto next
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//}
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//find maximum advance distance (until reaching bounds)
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vec3 t0 = -pos * inv_dir;
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vec3 t1 = (params.grid_size - pos) * inv_dir;
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vec3 tmax = max(t0, t1);
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float max_advance = min(tmax.x, min(tmax.y, tmax.z));
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float advance = 0.0;
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vec3 uvw;
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hit = false;
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while (advance < max_advance) {
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//read how much to advance from SDF
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uvw = (pos + ray_dir * advance) * pos_to_uvw;
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float distance = texture(sampler3D(sdf_cascades[i], linear_sampler), uvw).r * 255.0 - 1.7;
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if (distance < 0.001) {
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//consider hit
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hit = true;
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break;
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}
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advance += distance;
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}
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if (!hit) {
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pos += ray_dir * min(advance, max_advance);
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pos /= cascades.data[i].to_cell;
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pos += cascades.data[i].offset;
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ray_pos = pos;
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continue;
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}
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//compute albedo, emission and normal at hit point
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const float EPSILON = 0.001;
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vec3 hit_normal = normalize(vec3(
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texture(sampler3D(sdf_cascades[i], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[i], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
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texture(sampler3D(sdf_cascades[i], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[i], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
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texture(sampler3D(sdf_cascades[i], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[i], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
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vec3 hit_light = texture(sampler3D(light_cascades[i], linear_sampler), uvw).rgb;
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vec4 aniso0 = texture(sampler3D(aniso0_cascades[i], linear_sampler), uvw);
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vec3 hit_aniso0 = aniso0.rgb;
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vec3 hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[i], linear_sampler), uvw).rg);
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hit_light *= (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
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light = hit_light;
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break;
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}
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#endif
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imageStore(screen_buffer, screen_pos, vec4(linear_to_srgb(light), 1.0));
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}
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