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.
792 lines
26 KiB
GLSL
792 lines
26 KiB
GLSL
#[compute]
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#version 450
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#VERSION_DEFINES
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/* Do not use subgroups here, seems there is not much advantage and causes glitches
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#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)
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#extension GL_KHR_shader_subgroup_ballot: enable
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#extension GL_KHR_shader_subgroup_arithmetic: enable
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#define USE_SUBGROUPS
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#endif
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*/
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#ifdef MODE_DENSITY
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layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
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#else
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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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#include "../cluster_data_inc.glsl"
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#include "../light_data_inc.glsl"
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#define M_PI 3.14159265359
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#define DENSITY_SCALE 1024.0
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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 OmniLights {
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LightData data[];
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}
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omni_lights;
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layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
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LightData data[];
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}
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spot_lights;
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layout(set = 0, binding = 5, 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 = 6, std430) buffer restrict readonly ClusterBuffer {
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uint data[];
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}
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cluster_buffer;
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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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#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_COPY
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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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#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_VOXEL_GI_INSTANCES 8
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struct VoxelGIData {
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mat4 xform; // 64 - 64
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vec3 bounds; // 12 - 76
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float dynamic_range; // 4 - 80
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float bias; // 4 - 84
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float normal_bias; // 4 - 88
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bool blend_ambient; // 4 - 92
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uint mipmaps; // 4 - 96
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vec3 pad; // 12 - 108
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float exposure_normalization; // 4 - 112
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};
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layout(set = 0, binding = 11, 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 = 12) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
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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 SDFVoxelGICascadeData {
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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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vec3 pad;
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float exposure_normalization;
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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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SDFVoxelGICascadeData 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(set = 0, binding = 14, std140) 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 ambient_inject;
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float z_far;
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int filter_axis;
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vec3 ambient_color;
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float sky_contribution;
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ivec3 fog_volume_size;
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uint directional_light_count;
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vec3 base_emission;
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float base_density;
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vec3 base_scattering;
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float phase_g;
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float detail_spread;
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float gi_inject;
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uint max_voxel_gi_instances;
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uint cluster_type_size;
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vec2 screen_size;
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uint cluster_shift;
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uint cluster_width;
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uint max_cluster_element_count_div_32;
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bool use_temporal_reprojection;
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uint temporal_frame;
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float temporal_blend;
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mat3x4 cam_rotation;
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mat4 to_prev_view;
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mat3 radiance_inverse_xform;
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}
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params;
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#ifndef MODE_COPY
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layout(set = 0, binding = 15) uniform texture3D prev_density_texture;
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#ifdef MOLTENVK_USED
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layout(set = 0, binding = 16) buffer density_only_map_buffer {
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uint density_only_map[];
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};
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layout(set = 0, binding = 17) buffer light_only_map_buffer {
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uint light_only_map[];
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};
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layout(set = 0, binding = 18) buffer emissive_only_map_buffer {
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uint emissive_only_map[];
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};
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#else
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layout(r32ui, set = 0, binding = 16) uniform uimage3D density_only_map;
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layout(r32ui, set = 0, binding = 17) uniform uimage3D light_only_map;
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layout(r32ui, set = 0, binding = 18) uniform uimage3D emissive_only_map;
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#endif
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#ifdef USE_RADIANCE_CUBEMAP_ARRAY
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layout(set = 0, binding = 19) uniform textureCubeArray sky_texture;
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#else
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layout(set = 0, binding = 19) uniform textureCube sky_texture;
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#endif
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#endif // MODE_COPY
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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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float get_omni_attenuation(float dist, float inv_range, float decay) {
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float nd = dist * inv_range;
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nd *= nd;
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nd *= nd; // nd^4
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nd = max(1.0 - nd, 0.0);
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nd *= nd; // nd^2
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return nd * pow(max(dist, 0.0001), -decay);
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}
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void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) {
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uint item_min_max = cluster_buffer.data[p_offset];
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item_min = item_min_max & 0xFFFF;
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item_max = item_min_max >> 16;
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item_from = item_min >> 5;
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item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
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}
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uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
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int local_min = clamp(int(z_min) - int(i) * 32, 0, 31);
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int mask_width = min(int(z_max) - int(z_min), 32 - local_min);
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return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width);
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}
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float henyey_greenstein(float cos_theta, float g) {
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const float k = 0.0795774715459; // 1 / (4 * PI)
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return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));
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}
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#define TEMPORAL_FRAMES 16
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const vec3 halton_map[TEMPORAL_FRAMES] = vec3[](
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vec3(0.5, 0.33333333, 0.2),
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vec3(0.25, 0.66666667, 0.4),
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vec3(0.75, 0.11111111, 0.6),
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vec3(0.125, 0.44444444, 0.8),
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vec3(0.625, 0.77777778, 0.04),
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vec3(0.375, 0.22222222, 0.24),
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vec3(0.875, 0.55555556, 0.44),
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vec3(0.0625, 0.88888889, 0.64),
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vec3(0.5625, 0.03703704, 0.84),
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vec3(0.3125, 0.37037037, 0.08),
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vec3(0.8125, 0.7037037, 0.28),
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vec3(0.1875, 0.14814815, 0.48),
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vec3(0.6875, 0.48148148, 0.68),
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vec3(0.4375, 0.81481481, 0.88),
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vec3(0.9375, 0.25925926, 0.12),
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vec3(0.03125, 0.59259259, 0.32));
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// Higher values will make light in volumetric fog fade out sooner when it's occluded by shadow.
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const float INV_FOG_FADE = 10.0;
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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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#ifdef MOLTENVK_USED
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uint lpos = pos.z * params.fog_volume_size.x * params.fog_volume_size.y + pos.y * params.fog_volume_size.x + pos.x;
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#endif
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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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uvec2 screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
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uvec2 cluster_pos = screen_pos >> params.cluster_shift;
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uint cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
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//positions in screen are too spread apart, no hopes for optimizing with subgroups
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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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vec4 reprojected_density = vec4(0.0);
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float reproject_amount = 0.0;
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if (params.use_temporal_reprojection) {
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vec3 prev_view = (params.to_prev_view * vec4(view_pos, 1.0)).xyz;
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//undo transform into prev view
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prev_view.y = -prev_view.y;
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//z back to unit size
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prev_view.z /= -params.fog_frustum_end;
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//xy back to unit size
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prev_view.xy /= mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(prev_view.z));
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prev_view.xy = prev_view.xy * 0.5 + 0.5;
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//z back to unspread value
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prev_view.z = pow(prev_view.z, 1.0 / params.detail_spread);
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if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) {
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//reprojectinon fits
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reprojected_density = textureLod(sampler3D(prev_density_texture, linear_sampler), prev_view, 0.0);
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reproject_amount = params.temporal_blend;
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// Since we can reproject, now we must jitter the current view pos.
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// This is done here because cells that can't reproject should not jitter.
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fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[params.temporal_frame]; //center of voxels, offset by halton table
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screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
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cluster_pos = screen_pos >> params.cluster_shift;
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cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
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//positions in screen are too spread apart, no hopes for optimizing with subgroups
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fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
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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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}
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}
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uint cluster_z = uint(clamp((abs(view_pos.z) / params.z_far) * 32.0, 0.0, 31.0));
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vec3 total_light = vec3(0.0);
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float total_density = params.base_density;
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#ifdef MOLTENVK_USED
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uint local_density = density_only_map[lpos];
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#else
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uint local_density = imageLoad(density_only_map, pos).x;
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#endif
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total_density += float(int(local_density)) / DENSITY_SCALE;
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total_density = max(0.0, total_density);
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#ifdef MOLTENVK_USED
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uint scattering_u = light_only_map[lpos];
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#else
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uint scattering_u = imageLoad(light_only_map, pos).x;
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#endif
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vec3 scattering = vec3(scattering_u >> 21, (scattering_u << 11) >> 21, scattering_u % 1024) / vec3(2047.0, 2047.0, 1023.0);
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scattering += params.base_scattering * params.base_density;
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#ifdef MOLTENVK_USED
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uint emission_u = emissive_only_map[lpos];
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#else
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uint emission_u = imageLoad(emissive_only_map, pos).x;
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#endif
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vec3 emission = vec3(emission_u >> 21, (emission_u << 11) >> 21, emission_u % 1024) / vec3(511.0, 511.0, 255.0);
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emission += params.base_emission * 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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if (total_density > 0.001) {
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for (uint i = 0; i < params.directional_light_count; i++) {
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if (directional_lights.data[i].volumetric_fog_energy > 0.001) {
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vec3 shadow_attenuation = vec3(1.0);
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if (directional_lights.data[i].shadow_opacity > 0.001) {
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float depth_z = -view_pos.z;
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vec4 pssm_coord;
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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 * INV_FOG_FADE);
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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(vec3(1.0 - directional_lights.data[i].shadow_opacity), 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 * henyey_greenstein(dot(normalize(view_pos), normalize(directional_lights.data[i].direction)), params.phase_g) * directional_lights.data[i].volumetric_fog_energy;
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}
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}
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// Compute light from sky
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if (params.ambient_inject > 0.0) {
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vec3 isotropic = vec3(0.0);
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vec3 anisotropic = vec3(0.0);
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if (params.sky_contribution > 0.0) {
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float mip_bias = 2.0 + total_density * (MAX_SKY_LOD - 2.0); // Not physically based, but looks nice
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vec3 scatter_direction = (params.radiance_inverse_xform * normalize(view_pos)) * sign(params.phase_g);
|
|
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
|
isotropic = texture(samplerCubeArray(sky_texture, linear_sampler_with_mipmaps), vec4(0.0, 1.0, 0.0, mip_bias)).rgb;
|
|
anisotropic = texture(samplerCubeArray(sky_texture, linear_sampler_with_mipmaps), vec4(scatter_direction, mip_bias)).rgb;
|
|
#else
|
|
isotropic = textureLod(samplerCube(sky_texture, linear_sampler_with_mipmaps), vec3(0.0, 1.0, 0.0), mip_bias).rgb;
|
|
anisotropic = textureLod(samplerCube(sky_texture, linear_sampler_with_mipmaps), vec3(scatter_direction), mip_bias).rgb;
|
|
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
|
}
|
|
|
|
total_light += mix(params.ambient_color, mix(isotropic, anisotropic, abs(params.phase_g)), params.sky_contribution) * params.ambient_inject;
|
|
}
|
|
|
|
//compute lights from cluster
|
|
|
|
{ //omni lights
|
|
|
|
uint cluster_omni_offset = cluster_offset;
|
|
|
|
uint item_min;
|
|
uint item_max;
|
|
uint item_from;
|
|
uint item_to;
|
|
|
|
cluster_get_item_range(cluster_omni_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
|
|
|
|
#ifdef USE_SUBGROUPS
|
|
item_from = subgroupBroadcastFirst(subgroupMin(item_from));
|
|
item_to = subgroupBroadcastFirst(subgroupMax(item_to));
|
|
#endif
|
|
|
|
for (uint i = item_from; i < item_to; i++) {
|
|
uint mask = cluster_buffer.data[cluster_omni_offset + i];
|
|
mask &= cluster_get_range_clip_mask(i, item_min, item_max);
|
|
#ifdef USE_SUBGROUPS
|
|
uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
|
|
#else
|
|
uint merged_mask = mask;
|
|
#endif
|
|
|
|
while (merged_mask != 0) {
|
|
uint bit = findMSB(merged_mask);
|
|
merged_mask &= ~(1 << bit);
|
|
#ifdef USE_SUBGROUPS
|
|
if (((1 << bit) & mask) == 0) { //do not process if not originally here
|
|
continue;
|
|
}
|
|
#endif
|
|
uint light_index = 32 * i + bit;
|
|
|
|
//if (!bool(omni_omni_lights.data[light_index].mask & draw_call.layer_mask)) {
|
|
// continue; //not masked
|
|
//}
|
|
|
|
vec3 light_pos = omni_lights.data[light_index].position;
|
|
float d = distance(omni_lights.data[light_index].position, view_pos);
|
|
float shadow_attenuation = 1.0;
|
|
|
|
if (omni_lights.data[light_index].volumetric_fog_energy > 0.001 && d * omni_lights.data[light_index].inv_radius < 1.0) {
|
|
float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation);
|
|
|
|
vec3 light = omni_lights.data[light_index].color;
|
|
|
|
if (omni_lights.data[light_index].shadow_opacity > 0.001) {
|
|
//has shadow
|
|
vec4 uv_rect = omni_lights.data[light_index].atlas_rect;
|
|
vec2 flip_offset = omni_lights.data[light_index].direction.xy;
|
|
|
|
vec3 local_vert = (omni_lights.data[light_index].shadow_matrix * vec4(view_pos, 1.0)).xyz;
|
|
|
|
float shadow_len = length(local_vert); //need to remember shadow len from here
|
|
vec3 shadow_sample = normalize(local_vert);
|
|
|
|
if (shadow_sample.z >= 0.0) {
|
|
uv_rect.xy += flip_offset;
|
|
}
|
|
|
|
shadow_sample.z = 1.0 + abs(shadow_sample.z);
|
|
vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - omni_lights.data[light_index].shadow_bias);
|
|
pos.z *= omni_lights.data[light_index].inv_radius;
|
|
|
|
pos.xy = pos.xy * 0.5 + 0.5;
|
|
pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
|
|
|
|
float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r;
|
|
|
|
shadow_attenuation = mix(1.0 - omni_lights.data[light_index].shadow_opacity, 1.0, exp(min(0.0, (depth - pos.z)) / omni_lights.data[light_index].inv_radius * INV_FOG_FADE));
|
|
}
|
|
total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g) * omni_lights.data[light_index].volumetric_fog_energy;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
{ //spot lights
|
|
|
|
uint cluster_spot_offset = cluster_offset + params.cluster_type_size;
|
|
|
|
uint item_min;
|
|
uint item_max;
|
|
uint item_from;
|
|
uint item_to;
|
|
|
|
cluster_get_item_range(cluster_spot_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
|
|
|
|
#ifdef USE_SUBGROUPS
|
|
item_from = subgroupBroadcastFirst(subgroupMin(item_from));
|
|
item_to = subgroupBroadcastFirst(subgroupMax(item_to));
|
|
#endif
|
|
|
|
for (uint i = item_from; i < item_to; i++) {
|
|
uint mask = cluster_buffer.data[cluster_spot_offset + i];
|
|
mask &= cluster_get_range_clip_mask(i, item_min, item_max);
|
|
#ifdef USE_SUBGROUPS
|
|
uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
|
|
#else
|
|
uint merged_mask = mask;
|
|
#endif
|
|
|
|
while (merged_mask != 0) {
|
|
uint bit = findMSB(merged_mask);
|
|
merged_mask &= ~(1 << bit);
|
|
#ifdef USE_SUBGROUPS
|
|
if (((1 << bit) & mask) == 0) { //do not process if not originally here
|
|
continue;
|
|
}
|
|
#endif
|
|
|
|
//if (!bool(omni_lights.data[light_index].mask & draw_call.layer_mask)) {
|
|
// continue; //not masked
|
|
//}
|
|
|
|
uint light_index = 32 * i + bit;
|
|
|
|
vec3 light_pos = spot_lights.data[light_index].position;
|
|
vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos;
|
|
float d = length(light_rel_vec);
|
|
float shadow_attenuation = 1.0;
|
|
|
|
if (spot_lights.data[light_index].volumetric_fog_energy > 0.001 && d * spot_lights.data[light_index].inv_radius < 1.0) {
|
|
float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation);
|
|
|
|
vec3 spot_dir = spot_lights.data[light_index].direction;
|
|
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle);
|
|
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle));
|
|
attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation);
|
|
|
|
vec3 light = spot_lights.data[light_index].color;
|
|
|
|
if (spot_lights.data[light_index].shadow_opacity > 0.001) {
|
|
//has shadow
|
|
vec4 uv_rect = spot_lights.data[light_index].atlas_rect;
|
|
vec2 flip_offset = spot_lights.data[light_index].direction.xy;
|
|
|
|
vec3 local_vert = (spot_lights.data[light_index].shadow_matrix * vec4(view_pos, 1.0)).xyz;
|
|
|
|
float shadow_len = length(local_vert); //need to remember shadow len from here
|
|
vec3 shadow_sample = normalize(local_vert);
|
|
|
|
if (shadow_sample.z >= 0.0) {
|
|
uv_rect.xy += flip_offset;
|
|
}
|
|
|
|
shadow_sample.z = 1.0 + abs(shadow_sample.z);
|
|
vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - spot_lights.data[light_index].shadow_bias);
|
|
pos.z *= spot_lights.data[light_index].inv_radius;
|
|
|
|
pos.xy = pos.xy * 0.5 + 0.5;
|
|
pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
|
|
|
|
float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r;
|
|
|
|
shadow_attenuation = mix(1.0 - spot_lights.data[light_index].shadow_opacity, 1.0, exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * INV_FOG_FADE));
|
|
}
|
|
total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g) * spot_lights.data[light_index].volumetric_fog_energy;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
vec3 world_pos = mat3(params.cam_rotation) * view_pos;
|
|
|
|
for (uint i = 0; i < params.max_voxel_gi_instances; i++) {
|
|
vec3 position = (voxel_gi_instances.data[i].xform * vec4(world_pos, 1.0)).xyz;
|
|
|
|
//this causes corrupted pixels, i have no idea why..
|
|
if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, voxel_gi_instances.data[i].bounds))))) {
|
|
position /= voxel_gi_instances.data[i].bounds;
|
|
|
|
vec4 light = vec4(0.0);
|
|
for (uint j = 0; j < voxel_gi_instances.data[i].mipmaps; j++) {
|
|
vec4 slight = textureLod(sampler3D(voxel_gi_textures[i], linear_sampler_with_mipmaps), position, float(j));
|
|
float a = (1.0 - light.a);
|
|
light += a * slight;
|
|
}
|
|
|
|
light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject * voxel_gi_instances.data[i].exposure_normalization;
|
|
|
|
total_light += light.rgb;
|
|
}
|
|
}
|
|
|
|
//sdfgi
|
|
#ifdef ENABLE_SDFGI
|
|
|
|
{
|
|
float blend = -1.0;
|
|
vec3 ambient_total = vec3(0.0);
|
|
|
|
for (uint i = 0; i < sdfgi.max_cascades; i++) {
|
|
vec3 cascade_pos = (world_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe;
|
|
|
|
if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) {
|
|
continue; //skip cascade
|
|
}
|
|
|
|
vec3 base_pos = floor(cascade_pos);
|
|
ivec3 probe_base_pos = ivec3(base_pos);
|
|
|
|
vec4 ambient_accum = vec4(0.0);
|
|
|
|
ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i));
|
|
tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
|
|
|
|
for (uint j = 0; j < 8; j++) {
|
|
ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
|
|
ivec3 probe_posi = probe_base_pos;
|
|
probe_posi += offset;
|
|
|
|
// Compute weight
|
|
|
|
vec3 probe_pos = vec3(probe_posi);
|
|
vec3 probe_to_pos = cascade_pos - probe_pos;
|
|
|
|
vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
|
|
float weight = trilinear.x * trilinear.y * trilinear.z;
|
|
|
|
// Compute lightprobe occlusion
|
|
|
|
if (sdfgi.use_occlusion) {
|
|
ivec3 occ_indexv = abs((sdfgi.cascades[i].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
|
|
vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
|
|
|
|
vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
|
|
occ_pos.z += float(i);
|
|
if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
|
|
occ_pos.x += 1.0;
|
|
}
|
|
|
|
occ_pos *= sdfgi.occlusion_renormalize;
|
|
float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask);
|
|
|
|
weight *= max(occlusion, 0.01);
|
|
}
|
|
|
|
// Compute ambient texture position
|
|
|
|
ivec3 uvw = tex_pos;
|
|
uvw.xy += offset.xy;
|
|
uvw.x += offset.z * sdfgi.probe_axis_size;
|
|
|
|
vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb;
|
|
|
|
ambient_accum.rgb += ambient * weight * sdfgi.cascades[i].exposure_normalization;
|
|
ambient_accum.a += weight;
|
|
}
|
|
|
|
if (ambient_accum.a > 0) {
|
|
ambient_accum.rgb /= ambient_accum.a;
|
|
}
|
|
ambient_total = ambient_accum.rgb;
|
|
break;
|
|
}
|
|
|
|
total_light += ambient_total * params.gi_inject;
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|
|
vec4 final_density = vec4(total_light * scattering + emission, total_density);
|
|
|
|
final_density = mix(final_density, reprojected_density, reproject_amount);
|
|
|
|
imageStore(density_map, pos, final_density);
|
|
#ifdef MOLTENVK_USED
|
|
density_only_map[lpos] = 0;
|
|
light_only_map[lpos] = 0;
|
|
emissive_only_map[lpos] = 0;
|
|
#else
|
|
imageStore(density_only_map, pos, uvec4(0));
|
|
imageStore(light_only_map, pos, uvec4(0));
|
|
imageStore(emissive_only_map, pos, uvec4(0));
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef MODE_FOG
|
|
|
|
ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0);
|
|
|
|
if (any(greaterThanEqual(pos, params.fog_volume_size))) {
|
|
return; //do not compute
|
|
}
|
|
|
|
vec4 fog_accum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
float prev_z = 0.0;
|
|
|
|
for (int i = 0; i < params.fog_volume_size.z; i++) {
|
|
//compute fog position
|
|
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 previous pos
|
|
float d = abs(prev_z - z);
|
|
//compute transmittance using beer's law
|
|
float transmittance = exp(-d * fog.a);
|
|
|
|
fog_accum.rgb += ((fog.rgb - fog.rgb * transmittance) / max(fog.a, 0.00001)) * fog_accum.a;
|
|
fog_accum.a *= transmittance;
|
|
|
|
prev_z = z;
|
|
|
|
imageStore(fog_map, fog_pos, vec4(fog_accum.rgb, 1.0 - fog_accum.a));
|
|
}
|
|
|
|
#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
|
|
#ifdef MODE_COPY
|
|
ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
|
|
if (any(greaterThanEqual(pos, params.fog_volume_size))) {
|
|
return; //do not compute
|
|
}
|
|
|
|
imageStore(dest_map, pos, imageLoad(source_map, pos));
|
|
|
|
#endif
|
|
}
|