#[vertex] #version 450 #if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) #extension GL_EXT_multiview : enable #endif #ifdef USE_MULTIVIEW #ifdef has_VK_KHR_multiview #define ViewIndex gl_ViewIndex #else // has_VK_KHR_multiview // !BAS! This needs to become an input once we implement our fallback! #define ViewIndex 0 #endif // has_VK_KHR_multiview #else // USE_MULTIVIEW // Set to zero, not supported in non stereo #define ViewIndex 0 #endif //USE_MULTIVIEW #VERSION_DEFINES #define MAX_CASCADES 8 #define MAX_VIEWS 2 layout(push_constant, std430) uniform Params { 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; // https://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; layout(set = 0, binding = 5, std140) uniform SceneData { mat4 projection[MAX_VIEWS]; } scene_data; 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 = scene_data.projection[ViewIndex] * 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 = scene_data.projection[ViewIndex] * vec4(vertex, 1.0); #endif } #[fragment] #version 450 #if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) #extension GL_EXT_multiview : enable #endif #ifdef USE_MULTIVIEW #ifdef has_VK_KHR_multiview #define ViewIndex gl_ViewIndex #else // has_VK_KHR_multiview // !BAS! This needs to become an input once we implement our fallback! #define ViewIndex 0 #endif // has_VK_KHR_multiview #else // USE_MULTIVIEW // Set to zero, not supported in non stereo #define ViewIndex 0 #endif //USE_MULTIVIEW #VERSION_DEFINES #define MAX_VIEWS 2 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, std430) uniform Params { 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 }