530 lines
15 KiB
GLSL
530 lines
15 KiB
GLSL
#[compute]
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#version 450
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VERSION_DEFINES
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#if defined(MODE_FOG) || defined(MODE_FILTER)
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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#endif
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#if defined(MODE_DENSITY)
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layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
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#endif
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#include "cluster_data_inc.glsl"
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#define M_PI 3.14159265359
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layout(set = 0, binding = 1) uniform texture2D shadow_atlas;
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layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas;
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layout(set = 0, binding = 3, std430) restrict readonly buffer Lights {
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LightData data[];
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}
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lights;
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layout(set = 0, binding = 4, std140) uniform DirectionalLights {
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DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
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}
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directional_lights;
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layout(set = 0, binding = 5) uniform utexture3D cluster_texture;
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layout(set = 0, binding = 6, std430) restrict readonly buffer ClusterData {
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uint indices[];
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}
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cluster_data;
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layout(set = 0, binding = 7) uniform sampler linear_sampler;
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#ifdef MODE_DENSITY
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layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map;
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layout(rgba16f, set = 0, binding = 9) uniform restrict readonly image3D fog_map; //unused
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#endif
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#ifdef MODE_FOG
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layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map;
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layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map;
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#endif
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#ifdef MODE_FILTER
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layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map;
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layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map;
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#endif
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layout(set = 0, binding = 10) uniform sampler shadow_sampler;
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#define MAX_GI_PROBES 8
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struct GIProbeData {
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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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float anisotropy_strength;
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float ambient_occlusion;
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float ambient_occlusion_size;
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uint mipmaps;
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};
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layout(set = 0, binding = 11, std140) uniform GIProbes {
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GIProbeData data[MAX_GI_PROBES];
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}
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gi_probes;
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layout(set = 0, binding = 12) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
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layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps;
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#ifdef ENABLE_SDFGI
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// SDFGI Integration on set 1
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#define SDFGI_MAX_CASCADES 8
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struct SDFGIProbeCascadeData {
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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(set = 1, binding = 0, 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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SDFGIProbeCascadeData cascades[SDFGI_MAX_CASCADES];
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}
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sdfgi;
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layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture;
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layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture;
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#endif //SDFGI
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layout(push_constant, binding = 0, std430) uniform Params {
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vec2 fog_frustum_size_begin;
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vec2 fog_frustum_size_end;
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float fog_frustum_end;
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float z_near;
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float z_far;
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int filter_axis;
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ivec3 fog_volume_size;
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uint directional_light_count;
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vec3 light_color;
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float base_density;
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float detail_spread;
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float gi_inject;
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uint max_gi_probes;
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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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float get_depth_at_pos(float cell_depth_size, int z) {
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float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
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d = pow(d, params.detail_spread);
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return params.fog_frustum_end * d;
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}
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vec3 hash3f(uvec3 x) {
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x = ((x >> 16) ^ x) * 0x45d9f3b;
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x = ((x >> 16) ^ x) * 0x45d9f3b;
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x = (x >> 16) ^ x;
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return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF));
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}
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void main() {
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vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
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#ifdef MODE_DENSITY
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ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
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if (any(greaterThanEqual(pos, params.fog_volume_size))) {
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return; //do not compute
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}
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vec3 posf = vec3(pos);
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//posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0;
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vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
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fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
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vec3 view_pos;
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view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
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view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
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view_pos.y = -view_pos.y;
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vec3 total_light = params.light_color;
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float total_density = params.base_density;
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float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
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//compute directional lights
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for (uint i = 0; i < params.directional_light_count; i++) {
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vec3 shadow_attenuation = vec3(1.0);
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if (directional_lights.data[i].shadow_enabled) {
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float depth_z = -view_pos.z;
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vec4 pssm_coord;
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vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb;
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vec3 light_dir = directional_lights.data[i].direction;
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vec4 v = vec4(view_pos, 1.0);
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float z_range;
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if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
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pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
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pssm_coord /= pssm_coord.w;
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z_range = directional_lights.data[i].shadow_z_range.x;
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} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
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pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
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pssm_coord /= pssm_coord.w;
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z_range = directional_lights.data[i].shadow_z_range.y;
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} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
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pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
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pssm_coord /= pssm_coord.w;
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z_range = directional_lights.data[i].shadow_z_range.z;
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} else {
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pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
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pssm_coord /= pssm_coord.w;
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z_range = directional_lights.data[i].shadow_z_range.w;
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}
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float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
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float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade);
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/*
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//float shadow = textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord);
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float shadow = 0.0;
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for(float xi=-1;xi<=1;xi++) {
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for(float yi=-1;yi<=1;yi++) {
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vec2 ofs = vec2(xi,yi) * 1.5 * params.directional_shadow_pixel_size;
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shadow += textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord + vec4(ofs,0.0,0.0));
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}
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}
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shadow /= 3.0 * 3.0;
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*/
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shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance
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shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
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}
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total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy / M_PI;
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}
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//compute lights from cluster
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vec3 cluster_pos;
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cluster_pos.xy = fog_unit_pos.xy;
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cluster_pos.z = clamp((abs(view_pos.z) - params.z_near) / (params.z_far - params.z_near), 0.0, 1.0);
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uvec4 cluster_cell = texture(usampler3D(cluster_texture, linear_sampler), cluster_pos);
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uint omni_light_count = cluster_cell.x >> CLUSTER_COUNTER_SHIFT;
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uint omni_light_pointer = cluster_cell.x & CLUSTER_POINTER_MASK;
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for (uint i = 0; i < omni_light_count; i++) {
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uint light_index = cluster_data.indices[omni_light_pointer + i];
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vec3 light_pos = lights.data[i].position;
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float d = distance(lights.data[i].position, view_pos) * lights.data[i].inv_radius;
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vec3 shadow_attenuation = vec3(1.0);
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if (d < 1.0) {
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vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
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vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
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float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x);
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vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
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vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[i].shadow_color_enabled);
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if (shadow_color_enabled.a > 0.5) {
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//has shadow
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vec4 v = vec4(view_pos, 1.0);
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vec4 splane = (lights.data[i].shadow_matrix * v);
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float shadow_len = length(splane.xyz); //need to remember shadow len from here
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splane.xyz = normalize(splane.xyz);
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vec4 clamp_rect = lights.data[i].atlas_rect;
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if (splane.z >= 0.0) {
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splane.z += 1.0;
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clamp_rect.y += clamp_rect.w;
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} else {
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splane.z = 1.0 - splane.z;
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}
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splane.xy /= splane.z;
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splane.xy = splane.xy * 0.5 + 0.5;
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splane.z = shadow_len * lights.data[i].inv_radius;
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splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
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splane.w = 1.0; //needed? i think it should be 1 already
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float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
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float shadow = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade);
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shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
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}
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total_light += light * attenuation * shadow_attenuation;
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}
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}
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uint spot_light_count = cluster_cell.y >> CLUSTER_COUNTER_SHIFT;
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uint spot_light_pointer = cluster_cell.y & CLUSTER_POINTER_MASK;
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for (uint i = 0; i < spot_light_count; i++) {
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uint light_index = cluster_data.indices[spot_light_pointer + i];
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vec3 light_pos = lights.data[i].position;
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vec3 light_rel_vec = lights.data[i].position - view_pos;
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float d = length(light_rel_vec) * lights.data[i].inv_radius;
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vec3 shadow_attenuation = vec3(1.0);
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if (d < 1.0) {
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vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
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vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
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float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x);
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vec3 spot_dir = lights.data[i].direction;
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vec2 spot_att_angle = unpackHalf2x16(lights.data[i].cone_attenuation_angle);
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float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
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float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_att_angle.y));
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attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x);
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vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
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vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[i].shadow_color_enabled);
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if (shadow_color_enabled.a > 0.5) {
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//has shadow
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vec4 v = vec4(view_pos, 1.0);
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vec4 splane = (lights.data[i].shadow_matrix * v);
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splane /= splane.w;
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float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
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float shadow = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade);
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shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
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}
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total_light += light * attenuation * shadow_attenuation;
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}
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}
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vec3 world_pos = mat3(params.cam_rotation) * view_pos;
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for (uint i = 0; i < params.max_gi_probes; i++) {
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vec3 position = (gi_probes.data[i].xform * vec4(world_pos, 1.0)).xyz;
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//this causes corrupted pixels, i have no idea why..
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if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, gi_probes.data[i].bounds))))) {
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position /= gi_probes.data[i].bounds;
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vec4 light = vec4(0.0);
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for (uint j = 0; j < gi_probes.data[i].mipmaps; j++) {
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vec4 slight = textureLod(sampler3D(gi_probe_textures[i], linear_sampler_with_mipmaps), position, float(j));
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float a = (1.0 - light.a);
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light += a * slight;
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}
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light.rgb *= gi_probes.data[i].dynamic_range * params.gi_inject;
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total_light += light.rgb;
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}
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}
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//sdfgi
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#ifdef ENABLE_SDFGI
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{
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float blend = -1.0;
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vec3 ambient_total = vec3(0.0);
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for (uint i = 0; i < sdfgi.max_cascades; i++) {
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vec3 cascade_pos = (world_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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vec3 base_pos = floor(cascade_pos);
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ivec3 probe_base_pos = ivec3(base_pos);
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vec4 ambient_accum = vec4(0.0);
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ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i));
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tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
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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 trilinear = vec3(1.0) - abs(probe_to_pos);
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float weight = trilinear.x * trilinear.y * trilinear.z;
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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[i].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(i);
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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(sdfgi_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 ambient texture position
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ivec3 uvw = tex_pos;
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uvw.xy += offset.xy;
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uvw.x += offset.z * sdfgi.probe_axis_size;
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vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb;
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ambient_accum.rgb += ambient * weight;
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ambient_accum.a += weight;
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}
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if (ambient_accum.a > 0) {
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ambient_accum.rgb /= ambient_accum.a;
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}
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ambient_total = ambient_accum.rgb;
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break;
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}
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total_light += ambient_total * params.gi_inject;
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}
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#endif
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imageStore(density_map, pos, vec4(total_light, total_density));
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#endif
|
|
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#ifdef MODE_FOG
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|
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ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0);
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|
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if (any(greaterThanEqual(pos, params.fog_volume_size))) {
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return; //do not compute
|
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}
|
|
|
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vec4 fog_accum = vec4(0.0);
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float prev_z = 0.0;
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|
|
|
float t = 1.0;
|
|
|
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for (int i = 0; i < params.fog_volume_size.z; i++) {
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//compute fog position
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|
ivec3 fog_pos = pos + ivec3(0, 0, i);
|
|
//get fog value
|
|
vec4 fog = imageLoad(density_map, fog_pos);
|
|
|
|
//get depth at cell pos
|
|
float z = get_depth_at_pos(fog_cell_size.z, i);
|
|
//get distance from previos pos
|
|
float d = abs(prev_z - z);
|
|
//compute exinction based on beer's
|
|
float extinction = t * exp(-d * fog.a);
|
|
//compute alpha based on different of extinctions
|
|
float alpha = t - extinction;
|
|
//update extinction
|
|
t = extinction;
|
|
|
|
fog_accum += vec4(fog.rgb * alpha, alpha);
|
|
prev_z = z;
|
|
|
|
vec4 fog_value;
|
|
|
|
if (fog_accum.a > 0.0) {
|
|
fog_value = vec4(fog_accum.rgb / fog_accum.a, 1.0 - t);
|
|
} else {
|
|
fog_value = vec4(0.0);
|
|
}
|
|
|
|
imageStore(fog_map, fog_pos, fog_value);
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifdef MODE_FILTER
|
|
|
|
ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
|
|
|
|
const float gauss[7] = float[](0.071303, 0.131514, 0.189879, 0.214607, 0.189879, 0.131514, 0.071303);
|
|
|
|
const ivec3 filter_dir[3] = ivec3[](ivec3(1, 0, 0), ivec3(0, 1, 0), ivec3(0, 0, 1));
|
|
ivec3 offset = filter_dir[params.filter_axis];
|
|
|
|
vec4 accum = vec4(0.0);
|
|
for (int i = -3; i <= 3; i++) {
|
|
accum += imageLoad(source_map, clamp(pos + offset * i, ivec3(0), params.fog_volume_size - ivec3(1))) * gauss[i + 3];
|
|
}
|
|
|
|
imageStore(dest_map, pos, accum);
|
|
|
|
#endif
|
|
}
|