virtualx-engine/servers/rendering/renderer_rd/shaders/giprobe.glsl
jfons 99e1ce0690 Invert spotlight angle attenuation
Inverted the spotlight angle attenuation so a higher value results in
a dimmer light, this makes it more consistent with the distance
attenuation.

Also changed the way spotlighs are computed in SDFGI
and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering
code.
2021-02-07 20:10:33 +01:00

779 lines
22 KiB
GLSL

#[compute]
#version 450
VERSION_DEFINES
#ifdef MODE_DYNAMIC
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#else
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
#endif
#ifndef MODE_DYNAMIC
#define NO_CHILDREN 0xFFFFFFFF
#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
};
layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
CellChildren data[];
}
cell_children;
struct CellData {
uint position; // xyz 10 bits
uint albedo; //rgb albedo
uint emission; //rgb normalized with e as multiplier
uint normal; //RGB normal encoded
};
layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
CellData data[];
}
cell_data;
#endif // MODE DYNAMIC
#define LIGHT_TYPE_DIRECTIONAL 0
#define LIGHT_TYPE_OMNI 1
#define LIGHT_TYPE_SPOT 2
#if defined(MODE_COMPUTE_LIGHT) || defined(MODE_DYNAMIC_LIGHTING)
struct Light {
uint type;
float energy;
float radius;
float attenuation;
vec3 color;
float cos_spot_angle;
vec3 position;
float inv_spot_attenuation;
vec3 direction;
bool has_shadow;
};
layout(set = 0, binding = 3, std140) uniform Lights {
Light data[MAX_LIGHTS];
}
lights;
#endif // MODE COMPUTE LIGHT
#ifdef MODE_SECOND_BOUNCE
layout(set = 0, binding = 5) uniform texture3D color_texture;
#ifdef MODE_ANISOTROPIC
layout(set = 0, binding = 7) uniform texture3D aniso_pos_texture;
layout(set = 0, binding = 8) uniform texture3D aniso_neg_texture;
#endif // MODE ANISOTROPIC
#endif // MODE_SECOND_BOUNCE
#ifndef MODE_DYNAMIC
layout(push_constant, binding = 0, std430) uniform Params {
ivec3 limits;
uint stack_size;
float emission_scale;
float propagation;
float dynamic_range;
uint light_count;
uint cell_offset;
uint cell_count;
float aniso_strength;
uint pad;
}
params;
layout(set = 0, binding = 4, std430) buffer Outputs {
vec4 data[];
}
outputs;
#endif // MODE DYNAMIC
layout(set = 0, binding = 9) uniform texture3D texture_sdf;
layout(set = 0, binding = 10) uniform sampler texture_sampler;
#ifdef MODE_WRITE_TEXTURE
layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex;
#ifdef MODE_ANISOTROPIC
layout(r16ui, set = 0, binding = 6) uniform restrict writeonly uimage3D aniso_pos_tex;
layout(r16ui, set = 0, binding = 7) uniform restrict writeonly uimage3D aniso_neg_tex;
#endif
#endif
#ifdef MODE_DYNAMIC
layout(push_constant, binding = 0, std430) uniform Params {
ivec3 limits;
uint light_count; //when not lighting
ivec3 x_dir;
float z_base;
ivec3 y_dir;
float z_sign;
ivec3 z_dir;
float pos_multiplier;
ivec2 rect_pos;
ivec2 rect_size;
ivec2 prev_rect_ofs;
ivec2 prev_rect_size;
bool flip_x;
bool flip_y;
float dynamic_range;
bool on_mipmap;
float propagation;
float pad[3];
}
params;
#ifdef MODE_DYNAMIC_LIGHTING
layout(rgba8, set = 0, binding = 5) uniform restrict readonly image2D source_albedo;
layout(rgba8, set = 0, binding = 6) uniform restrict readonly image2D source_normal;
layout(rgba8, set = 0, binding = 7) uniform restrict readonly image2D source_orm;
//layout (set=0,binding=8) uniform texture2D source_depth;
layout(rgba16f, set = 0, binding = 11) uniform restrict image2D emission;
layout(r32f, set = 0, binding = 12) uniform restrict image2D depth;
#endif
#ifdef MODE_DYNAMIC_SHRINK
layout(rgba16f, set = 0, binding = 5) uniform restrict readonly image2D source_light;
layout(r32f, set = 0, binding = 6) uniform restrict readonly image2D source_depth;
#ifdef MODE_DYNAMIC_SHRINK_WRITE
layout(rgba16f, set = 0, binding = 7) uniform restrict writeonly image2D light;
layout(r32f, set = 0, binding = 8) uniform restrict writeonly image2D depth;
#endif // MODE_DYNAMIC_SHRINK_WRITE
#ifdef MODE_DYNAMIC_SHRINK_PLOT
layout(rgba8, set = 0, binding = 11) uniform restrict image3D color_texture;
#ifdef MODE_ANISOTROPIC
layout(r16ui, set = 0, binding = 12) uniform restrict writeonly uimage3D aniso_pos_texture;
layout(r16ui, set = 0, binding = 13) uniform restrict writeonly uimage3D aniso_neg_texture;
#endif // MODE ANISOTROPIC
#endif //MODE_DYNAMIC_SHRINK_PLOT
#endif // MODE_DYNAMIC_SHRINK
//layout (rgba8,set=0,binding=5) uniform restrict writeonly image3D color_tex;
#endif // MODE DYNAMIC
#if defined(MODE_COMPUTE_LIGHT) || defined(MODE_DYNAMIC_LIGHTING)
float raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
vec3 cell_size = 1.0 / vec3(params.limits);
float occlusion = 1.0;
while (distance > 0.5) { //use this to avoid precision errors
float advance = texture(sampler3D(texture_sdf, texture_sampler), from * cell_size).r * 255.0 - 1.0;
if (advance < 0.0) {
occlusion = 0.0;
break;
}
occlusion = min(advance, occlusion);
advance = max(distance_adv, advance - mod(advance, distance_adv)); //should always advance in multiples of distance_adv
from += direction * advance;
distance -= advance;
}
return occlusion; //max(0.0,distance);
}
float get_omni_attenuation(float distance, float inv_range, float decay) {
float nd = distance * inv_range;
nd *= nd;
nd *= nd; // nd^4
nd = max(1.0 - nd, 0.0);
nd *= nd; // nd^2
return nd * pow(max(distance, 0.0001), -decay);
}
bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3 light_pos) {
if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
attenuation = 1.0;
} else {
light_pos = lights.data[light].position;
float distance = length(pos - light_pos);
if (distance >= lights.data[light].radius) {
return false;
}
attenuation = get_omni_attenuation(distance, 1.0 / lights.data[light].radius, lights.data[light].attenuation);
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(pos - light_pos);
float cos_spot_angle = lights.data[light].cos_spot_angle;
float cos_angle = dot(rel, lights.data[light].direction);
if (cos_angle < cos_spot_angle) {
return false;
}
float scos = max(cos_angle, cos_spot_angle);
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle));
attenuation *= 1.0 - pow(spot_rim, lights.data[light].inv_spot_attenuation);
}
}
return true;
}
float get_normal_advance(vec3 p_normal) {
vec3 normal = p_normal;
vec3 unorm = abs(normal);
if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
// x code
unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
// y code
unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
// z code
unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
} else {
// oh-no we messed up code
// has to be
unorm = vec3(1.0, 0.0, 0.0);
}
return 1.0 / dot(normal, unorm);
}
void clip_segment(vec4 plane, vec3 begin, inout vec3 end) {
vec3 segment = begin - end;
float den = dot(plane.xyz, segment);
//printf("den is %i\n",den);
if (den < 0.0001) {
return;
}
float dist = (dot(plane.xyz, begin) - plane.w) / den;
if (dist < 0.0001 || dist > 1.0001) {
return;
}
end = begin + segment * -dist;
}
bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, inout vec3 light_dir) {
float attenuation;
vec3 light_pos;
if (!compute_light_vector(index, pos, attenuation, light_pos)) {
return false;
}
light_dir = normalize(pos - light_pos);
if (attenuation < 0.01 || (length(normal) > 0.2 && dot(normal, light_dir) >= 0)) {
return false; //not facing the light, or attenuation is near zero
}
if (lights.data[index].has_shadow) {
float distance_adv = get_normal_advance(light_dir);
vec3 to = pos;
if (length(normal) > 0.2) {
to += normal * distance_adv * 0.51;
} else {
to -= sign(light_dir) * 0.45; //go near the edge towards the light direction to avoid self occlusion
}
//clip
clip_segment(mix(vec4(-1.0, 0.0, 0.0, 0.0), vec4(1.0, 0.0, 0.0, float(params.limits.x - 1)), bvec4(light_dir.x < 0.0)), to, light_pos);
clip_segment(mix(vec4(0.0, -1.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, float(params.limits.y - 1)), bvec4(light_dir.y < 0.0)), to, light_pos);
clip_segment(mix(vec4(0.0, 0.0, -1.0, 0.0), vec4(0.0, 0.0, 1.0, float(params.limits.z - 1)), bvec4(light_dir.z < 0.0)), to, light_pos);
float distance = length(to - light_pos);
if (distance < 0.1) {
return false; // hit
}
distance += distance_adv - mod(distance, distance_adv); //make it reach the center of the box always
light_pos = to - light_dir * distance;
//from -= sign(light_dir)*0.45; //go near the edge towards the light direction to avoid self occlusion
/*float dist = raymarch(distance,distance_adv,light_pos,light_dir);
if (dist > distance_adv) {
return false;
}
attenuation *= 1.0 - smoothstep(0.1*distance_adv,distance_adv,dist);
*/
float occlusion = raymarch(distance, distance_adv, light_pos, light_dir);
if (occlusion == 0.0) {
return false;
}
attenuation *= occlusion; //1.0 - smoothstep(0.1*distance_adv,distance_adv,dist);
}
light = lights.data[index].color * attenuation * lights.data[index].energy;
return true;
}
#endif // MODE COMPUTE LIGHT
void main() {
#ifndef MODE_DYNAMIC
uint cell_index = gl_GlobalInvocationID.x;
if (cell_index >= params.cell_count) {
return;
}
cell_index += params.cell_offset;
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);
vec4 albedo = unpackUnorm4x8(cell_data.data[cell_index].albedo);
#endif
/////////////////COMPUTE LIGHT///////////////////////////////
#ifdef MODE_COMPUTE_LIGHT
vec3 pos = vec3(posu) + vec3(0.5);
vec3 emission = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0);
vec3 normal = unpackSnorm4x8(cell_data.data[cell_index].normal).xyz;
#ifdef MODE_ANISOTROPIC
vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
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));
#else
vec3 accum = vec3(0.0);
#endif
for (uint i = 0; i < params.light_count; i++) {
vec3 light;
vec3 light_dir;
if (!compute_light_at_pos(i, pos, normal.xyz, light, light_dir)) {
continue;
}
light *= albedo.rgb;
#ifdef MODE_ANISOTROPIC
for (uint j = 0; j < 6; j++) {
accum[j] += max(0.0, dot(accum_dirs[j], -light_dir)) * light;
}
#else
if (length(normal) > 0.2) {
accum += max(0.0, dot(normal, -light_dir)) * light;
} else {
//all directions
accum += light;
}
#endif
}
#ifdef MODE_ANISOTROPIC
for (uint i = 0; i < 6; i++) {
vec3 light = accum[i];
if (length(normal) > 0.2) {
light += max(0.0, dot(accum_dirs[i], -normal)) * emission;
} else {
light += emission;
}
outputs.data[cell_index * 6 + i] = vec4(light, 0.0);
}
#else
outputs.data[cell_index] = vec4(accum + emission, 0.0);
#endif
#endif //MODE_COMPUTE_LIGHT
/////////////////SECOND BOUNCE///////////////////////////////
#ifdef MODE_SECOND_BOUNCE
vec3 pos = vec3(posu) + vec3(0.5);
ivec3 ipos = ivec3(posu);
vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
#ifdef MODE_ANISOTROPIC
vec3 accum[6];
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));
/*vec3 src_color = texelFetch(sampler3D(color_texture,texture_sampler),ipos,0).rgb * params.dynamic_range;
vec3 src_aniso_pos = texelFetch(sampler3D(aniso_pos_texture,texture_sampler),ipos,0).rgb;
vec3 src_anisp_neg = texelFetch(sampler3D(anisp_neg_texture,texture_sampler),ipos,0).rgb;
accum[0]=src_col * src_aniso_pos.x;
accum[1]=src_col * src_aniso_neg.x;
accum[2]=src_col * src_aniso_pos.y;
accum[3]=src_col * src_aniso_neg.y;
accum[4]=src_col * src_aniso_pos.z;
accum[5]=src_col * src_aniso_neg.z;*/
accum[0] = outputs.data[cell_index * 6 + 0].rgb;
accum[1] = outputs.data[cell_index * 6 + 1].rgb;
accum[2] = outputs.data[cell_index * 6 + 2].rgb;
accum[3] = outputs.data[cell_index * 6 + 3].rgb;
accum[4] = outputs.data[cell_index * 6 + 4].rgb;
accum[5] = outputs.data[cell_index * 6 + 5].rgb;
#else
vec3 accum = outputs.data[cell_index].rgb;
#endif
if (length(normal.xyz) > 0.2) {
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.xyz));
vec3 bitangent = normalize(cross(tangent, normal.xyz));
mat3 normal_mat = mat3(tangent, bitangent, normal.xyz);
#define MAX_CONE_DIRS 6
vec3 cone_dirs[MAX_CONE_DIRS] = 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[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15);
float tan_half_angle = 0.577;
for (int i = 0; i < MAX_CONE_DIRS; i++) {
vec3 direction = normal_mat * cone_dirs[i];
vec4 color = vec4(0.0);
{
float dist = 1.5;
float max_distance = length(vec3(params.limits));
vec3 cell_size = 1.0 / vec3(params.limits);
#ifdef MODE_ANISOTROPIC
vec3 aniso_normal = mix(direction, normal.xyz, params.aniso_strength);
#endif
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;
//}
float log2_diameter = log2(diameter);
vec4 scolor = textureLod(sampler3D(color_texture, texture_sampler), uvw_pos, log2_diameter);
#ifdef MODE_ANISOTROPIC
vec3 aniso_neg = textureLod(sampler3D(aniso_neg_texture, texture_sampler), uvw_pos, log2_diameter).rgb;
vec3 aniso_pos = textureLod(sampler3D(aniso_pos_texture, texture_sampler), uvw_pos, log2_diameter).rgb;
scolor.rgb *= dot(max(vec3(0.0), (aniso_normal * aniso_pos)), vec3(1.0)) + dot(max(vec3(0.0), (-aniso_normal * aniso_neg)), vec3(1.0));
#endif
float a = (1.0 - color.a);
color += a * scolor;
dist += half_diameter;
}
}
color *= cone_weights[i] * vec4(albedo.rgb, 1.0) * params.dynamic_range; //restore range
#ifdef MODE_ANISOTROPIC
for (uint j = 0; j < 6; j++) {
accum[j] += max(0.0, dot(accum_dirs[j], direction)) * color.rgb;
}
#else
accum += color.rgb;
#endif
}
}
#ifdef MODE_ANISOTROPIC
outputs.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
outputs.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
outputs.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
outputs.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
outputs.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
outputs.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
#else
outputs.data[cell_index] = vec4(accum, 0.0);
#endif
#endif // MODE_SECOND_BOUNCE
/////////////////UPDATE MIPMAPS///////////////////////////////
#ifdef MODE_UPDATE_MIPMAPS
{
#ifdef MODE_ANISOTROPIC
vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
#else
vec3 light_accum = vec3(0.0);
#endif
float count = 0.0;
for (uint i = 0; i < 8; i++) {
uint child_index = cell_children.data[cell_index].children[i];
if (child_index == NO_CHILDREN) {
continue;
}
#ifdef MODE_ANISOTROPIC
light_accum[0] += outputs.data[child_index * 6 + 0].rgb;
light_accum[1] += outputs.data[child_index * 6 + 1].rgb;
light_accum[2] += outputs.data[child_index * 6 + 2].rgb;
light_accum[3] += outputs.data[child_index * 6 + 3].rgb;
light_accum[4] += outputs.data[child_index * 6 + 4].rgb;
light_accum[5] += outputs.data[child_index * 6 + 5].rgb;
#else
light_accum += outputs.data[child_index].rgb;
#endif
count += 1.0;
}
float divisor = mix(8.0, count, params.propagation);
#ifdef MODE_ANISOTROPIC
outputs.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
outputs.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
outputs.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
outputs.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
outputs.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
outputs.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
#else
outputs.data[cell_index] = vec4(light_accum / divisor, 0.0);
#endif
}
#endif
///////////////////WRITE TEXTURE/////////////////////////////
#ifdef MODE_WRITE_TEXTURE
{
#ifdef MODE_ANISOTROPIC
vec3 accum_total = vec3(0.0);
accum_total += outputs.data[cell_index * 6 + 0].rgb;
accum_total += outputs.data[cell_index * 6 + 1].rgb;
accum_total += outputs.data[cell_index * 6 + 2].rgb;
accum_total += outputs.data[cell_index * 6 + 3].rgb;
accum_total += outputs.data[cell_index * 6 + 4].rgb;
accum_total += outputs.data[cell_index * 6 + 5].rgb;
float accum_total_energy = max(dot(accum_total, GREY_VEC), 0.00001);
vec3 iso_positive = vec3(dot(outputs.data[cell_index * 6 + 0].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 2].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 4].rgb, GREY_VEC)) / vec3(accum_total_energy);
vec3 iso_negative = vec3(dot(outputs.data[cell_index * 6 + 1].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 3].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 5].rgb, GREY_VEC)) / vec3(accum_total_energy);
{
uint aniso_pos = uint(clamp(iso_positive.b * 31.0, 0.0, 31.0));
aniso_pos |= uint(clamp(iso_positive.g * 63.0, 0.0, 63.0)) << 5;
aniso_pos |= uint(clamp(iso_positive.r * 31.0, 0.0, 31.0)) << 11;
imageStore(aniso_pos_tex, ivec3(posu), uvec4(aniso_pos));
}
{
uint aniso_neg = uint(clamp(iso_negative.b * 31.0, 0.0, 31.0));
aniso_neg |= uint(clamp(iso_negative.g * 63.0, 0.0, 63.0)) << 5;
aniso_neg |= uint(clamp(iso_negative.r * 31.0, 0.0, 31.0)) << 11;
imageStore(aniso_neg_tex, ivec3(posu), uvec4(aniso_neg));
}
imageStore(color_tex, ivec3(posu), vec4(accum_total / params.dynamic_range, albedo.a));
#else
imageStore(color_tex, ivec3(posu), vec4(outputs.data[cell_index].rgb / params.dynamic_range, albedo.a));
#endif
}
#endif
///////////////////DYNAMIC LIGHTING/////////////////////////////
#ifdef MODE_DYNAMIC
ivec2 pos_xy = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(pos_xy, params.rect_size))) {
return; //out of bounds
}
ivec2 uv_xy = pos_xy;
if (params.flip_x) {
uv_xy.x = params.rect_size.x - pos_xy.x - 1;
}
if (params.flip_y) {
uv_xy.y = params.rect_size.y - pos_xy.y - 1;
}
#ifdef MODE_DYNAMIC_LIGHTING
{
float z = params.z_base + imageLoad(depth, uv_xy).x * params.z_sign;
ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(z);
vec3 normal = imageLoad(source_normal, uv_xy).xyz * 2.0 - 1.0;
normal = vec3(params.x_dir) * normal.x * mix(1.0, -1.0, params.flip_x) + vec3(params.y_dir) * normal.y * mix(1.0, -1.0, params.flip_y) - vec3(params.z_dir) * normal.z;
vec4 albedo = imageLoad(source_albedo, uv_xy);
//determine the position in space
vec3 accum = vec3(0.0);
for (uint i = 0; i < params.light_count; i++) {
vec3 light;
vec3 light_dir;
if (!compute_light_at_pos(i, vec3(pos) * params.pos_multiplier, normal, light, light_dir)) {
continue;
}
light *= albedo.rgb;
accum += max(0.0, dot(normal, -light_dir)) * light;
}
accum += imageLoad(emission, uv_xy).xyz;
imageStore(emission, uv_xy, vec4(accum, albedo.a));
imageStore(depth, uv_xy, vec4(z));
}
#endif // MODE DYNAMIC LIGHTING
#ifdef MODE_DYNAMIC_SHRINK
{
vec4 accum = vec4(0.0);
float accum_z = 0.0;
float count = 0.0;
for (int i = 0; i < 4; i++) {
ivec2 ofs = pos_xy * 2 + ivec2(i & 1, i >> 1) - params.prev_rect_ofs;
if (any(lessThan(ofs, ivec2(0))) || any(greaterThanEqual(ofs, params.prev_rect_size))) {
continue;
}
if (params.flip_x) {
ofs.x = params.prev_rect_size.x - ofs.x - 1;
}
if (params.flip_y) {
ofs.y = params.prev_rect_size.y - ofs.y - 1;
}
vec4 light = imageLoad(source_light, ofs);
if (light.a == 0.0) { //ignore empty
continue;
}
accum += light;
float z = imageLoad(source_depth, ofs).x;
accum_z += z * 0.5; //shrink half too
count += 1.0;
}
if (params.on_mipmap) {
accum.rgb /= mix(8.0, count, params.propagation);
accum.a /= 8.0;
} else {
accum /= 4.0;
}
if (count == 0.0) {
accum_z = 0.0; //avoid nan
} else {
accum_z /= count;
}
#ifdef MODE_DYNAMIC_SHRINK_WRITE
imageStore(light, uv_xy, accum);
imageStore(depth, uv_xy, vec4(accum_z));
#endif
#ifdef MODE_DYNAMIC_SHRINK_PLOT
if (accum.a < 0.001) {
return; //do not blit if alpha is too low
}
ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(accum_z);
float z_frac = fract(accum_z);
for (int i = 0; i < 2; i++) {
ivec3 pos3d = pos + abs(params.z_dir) * i;
if (any(lessThan(pos3d, ivec3(0))) || any(greaterThanEqual(pos3d, params.limits))) {
//skip if offlimits
continue;
}
vec4 color_blit = accum * (i == 0 ? 1.0 - z_frac : z_frac);
vec4 color = imageLoad(color_texture, pos3d);
color.rgb *= params.dynamic_range;
#if 0
color.rgb = mix(color.rgb,color_blit.rgb,color_blit.a);
color.a+=color_blit.a;
#else
float sa = 1.0 - color_blit.a;
vec4 result;
result.a = color.a * sa + color_blit.a;
if (result.a == 0.0) {
result = vec4(0.0);
} else {
result.rgb = (color.rgb * color.a * sa + color_blit.rgb * color_blit.a) / result.a;
color = result;
}
#endif
color.rgb /= params.dynamic_range;
imageStore(color_texture, pos3d, color);
//imageStore(color_texture,pos3d,vec4(1,1,1,1));
#ifdef MODE_ANISOTROPIC
//do not care about anisotropy for dynamic objects, just store full lit in all directions
imageStore(aniso_pos_texture, pos3d, uvec4(0xFFFF));
imageStore(aniso_neg_texture, pos3d, uvec4(0xFFFF));
#endif // ANISOTROPIC
}
#endif // MODE_DYNAMIC_SHRINK_PLOT
}
#endif
#endif // MODE DYNAMIC
}