diff options
author | Juan Linietsky <reduzio@gmail.com> | 2020-06-25 10:33:28 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2020-06-26 11:06:48 -0300 |
commit | 201d606b3d348c3287f3d57d25e6eced298c2df5 (patch) | |
tree | 1bbd204d9375dfb3b0fe07fb66b787a5aa2e79e4 /servers/rendering/rasterizer_rd/shaders/gi.glsl | |
parent | b92477d77e9a6f46e4276a20a451dfac9d485f47 (diff) |
Addition of SDFGI for open world global illumination
Move GI to a deferred pass
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/gi.glsl')
-rw-r--r-- | servers/rendering/rasterizer_rd/shaders/gi.glsl | 663 |
1 files changed, 663 insertions, 0 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/gi.glsl b/servers/rendering/rasterizer_rd/shaders/gi.glsl new file mode 100644 index 0000000000..a1939f75ad --- /dev/null +++ b/servers/rendering/rasterizer_rd/shaders/gi.glsl @@ -0,0 +1,663 @@ +#[compute] + +#version 450 + +VERSION_DEFINES + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +#define M_PI 3.141592 + +#define SDFGI_MAX_CASCADES 8 + +//set 0 for SDFGI and render buffers + +layout(set = 0, binding = 1) uniform texture3D sdf_cascades[SDFGI_MAX_CASCADES]; +layout(set = 0, binding = 2) uniform texture3D light_cascades[SDFGI_MAX_CASCADES]; +layout(set = 0, binding = 3) uniform texture3D aniso0_cascades[SDFGI_MAX_CASCADES]; +layout(set = 0, binding = 4) uniform texture3D aniso1_cascades[SDFGI_MAX_CASCADES]; +layout(set = 0, binding = 5) uniform texture3D occlusion_texture; + +layout(set = 0, binding = 6) uniform sampler linear_sampler; +layout(set = 0, binding = 7) uniform sampler linear_sampler_with_mipmaps; + +struct ProbeCascadeData { + vec3 position; + float to_probe; + ivec3 probe_world_offset; + float to_cell; // 1/bounds * grid_size +}; + +layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image2D ambient_buffer; +layout(rgba16f, set = 0, binding = 10) uniform restrict writeonly image2D reflection_buffer; + +layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture; + +layout(set = 0, binding = 12) uniform texture2D depth_buffer; +layout(set = 0, binding = 13) uniform texture2D normal_roughness_buffer; +layout(set = 0, binding = 14) uniform utexture2D giprobe_buffer; + +layout(set = 0, binding = 15, std140) uniform SDFGI { + vec3 grid_size; + uint max_cascades; + + bool use_occlusion; + int probe_axis_size; + float probe_to_uvw; + float normal_bias; + + vec3 lightprobe_tex_pixel_size; + float energy; + + vec3 lightprobe_uv_offset; + float y_mult; + + vec3 occlusion_clamp; + uint pad3; + + vec3 occlusion_renormalize; + uint pad4; + + vec3 cascade_probe_size; + uint pad5; + + ProbeCascadeData cascades[SDFGI_MAX_CASCADES]; +} +sdfgi; + +#define MAX_GI_PROBES 8 + +struct GIProbeData { + mat4 xform; + vec3 bounds; + float dynamic_range; + + float bias; + float normal_bias; + bool blend_ambient; + uint texture_slot; + + float anisotropy_strength; + float ambient_occlusion; + float ambient_occlusion_size; + uint pad2; +}; + +layout(set = 0, binding = 16, std140) uniform GIProbes { + GIProbeData data[MAX_GI_PROBES]; +} +gi_probes; + +layout(set = 0, binding = 17) uniform texture3D gi_probe_textures[MAX_GI_PROBES]; + +layout(push_constant, binding = 0, std430) uniform Params { + ivec2 screen_size; + float z_near; + float z_far; + + vec4 proj_info; + + uint max_giprobes; + bool high_quality_vct; + bool use_sdfgi; + bool orthogonal; + + vec3 ao_color; + uint pad; + + mat3x4 cam_rotation; +} +params; + +vec2 octahedron_wrap(vec2 v) { + vec2 signVal; + signVal.x = v.x >= 0.0 ? 1.0 : -1.0; + signVal.y = v.y >= 0.0 ? 1.0 : -1.0; + return (1.0 - abs(v.yx)) * signVal; +} + +vec2 octahedron_encode(vec3 n) { + // https://twitter.com/Stubbesaurus/status/937994790553227264 + n /= (abs(n.x) + abs(n.y) + abs(n.z)); + n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy); + n.xy = n.xy * 0.5 + 0.5; + return n.xy; +} + +vec4 blend_color(vec4 src, vec4 dst) { + vec4 res; + float sa = 1.0 - src.a; + res.a = dst.a * sa + src.a; + if (res.a == 0.0) { + res.rgb = vec3(0); + } else { + res.rgb = (dst.rgb * dst.a * sa + src.rgb * src.a) / res.a; + } + return res; +} + +vec3 reconstruct_position(ivec2 screen_pos) { + vec3 pos; + pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r; + + pos.z = pos.z * 2.0 - 1.0; + if (params.orthogonal) { + pos.z = ((pos.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0; + } else { + pos.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - pos.z * (params.z_far - params.z_near)); + } + pos.z = -pos.z; + + pos.xy = vec2(screen_pos) * params.proj_info.xy + params.proj_info.zw; + if (!params.orthogonal) { + pos.xy *= pos.z; + } + + return pos; +} + +void sdfgi_probe_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, float roughness, out vec3 diffuse_light, out vec3 specular_light) { + cascade_pos += cam_normal * sdfgi.normal_bias; + + vec3 base_pos = floor(cascade_pos); + //cascade_pos += mix(vec3(0.0),vec3(0.01),lessThan(abs(cascade_pos-base_pos),vec3(0.01))) * cam_normal; + ivec3 probe_base_pos = ivec3(base_pos); + + vec4 diffuse_accum = vec4(0.0); + vec3 specular_accum; + + ivec3 tex_pos = ivec3(probe_base_pos.xy, int(cascade)); + tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size; + tex_pos.xy = tex_pos.xy * (SDFGI_OCT_SIZE + 2) + ivec2(1); + + vec3 diffuse_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size; + + vec3 specular_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_specular_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size; + + specular_accum = vec3(0.0); + + vec4 light_accum = vec4(0.0); + float weight_accum = 0.0; + + 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 probe_dir = normalize(-probe_to_pos); + + vec3 trilinear = vec3(1.0) - abs(probe_to_pos); + float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(cam_normal, probe_dir)); + + // Compute lightprobe occlusion + + if (sdfgi.use_occlusion) { + ivec3 occ_indexv = abs((sdfgi.cascades[cascade].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(cascade); + 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(occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask); + + weight *= max(occlusion, 0.01); + } + + // Compute lightprobe texture position + + vec3 diffuse; + vec3 pos_uvw = diffuse_posf; + pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy; + pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; + diffuse = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb; + + diffuse_accum += vec4(diffuse * weight, weight); + + { + vec3 specular = vec3(0.0); + vec3 pos_uvw = specular_posf; + pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy; + pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; + if (roughness < 0.99) { + specular = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb; + } + if (roughness > 0.2) { + specular = mix(specular, textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb, (roughness - 0.2) * 1.25); + } + + specular_accum += specular * weight; + } + } + + if (diffuse_accum.a > 0.0) { + diffuse_accum.rgb /= diffuse_accum.a; + } + + diffuse_light = diffuse_accum.rgb; + + if (diffuse_accum.a > 0.0) { + specular_accum /= diffuse_accum.a; + } + + specular_light = specular_accum; +} + +void sdfgi_process(vec3 vertex, vec3 normal, vec3 reflection, float roughness, out vec4 ambient_light, out vec4 reflection_light) { + //make vertex orientation the world one, but still align to camera + vertex.y *= sdfgi.y_mult; + normal.y *= sdfgi.y_mult; + reflection.y *= sdfgi.y_mult; + + //renormalize + normal = normalize(normal); + reflection = normalize(reflection); + + vec3 cam_pos = vertex; + vec3 cam_normal = normal; + + vec4 light_accum = vec4(0.0); + float weight_accum = 0.0; + + vec4 light_blend_accum = vec4(0.0); + float weight_blend_accum = 0.0; + + float blend = -1.0; + + // helper constants, compute once + + uint cascade = 0xFFFFFFFF; + vec3 cascade_pos; + vec3 cascade_normal; + + for (uint i = 0; i < sdfgi.max_cascades; i++) { + cascade_pos = (cam_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 + } + + cascade = i; + break; + } + + if (cascade < SDFGI_MAX_CASCADES) { + ambient_light = vec4(0, 0, 0, 1); + reflection_light = vec4(0, 0, 0, 1); + + float blend; + vec3 diffuse, specular; + sdfgi_probe_process(cascade, cascade_pos, cam_pos, cam_normal, reflection, roughness, diffuse, specular); + + { + //process blend + float blend_from = (float(sdfgi.probe_axis_size - 1) / 2.0) - 2.5; + float blend_to = blend_from + 2.0; + + vec3 inner_pos = cam_pos * sdfgi.cascades[cascade].to_probe; + + float len = length(inner_pos); + + inner_pos = abs(normalize(inner_pos)); + len *= max(inner_pos.x, max(inner_pos.y, inner_pos.z)); + + if (len >= blend_from) { + blend = smoothstep(blend_from, blend_to, len); + } else { + blend = 0.0; + } + } + + if (blend > 0.0) { + //blend + if (cascade == sdfgi.max_cascades - 1) { + ambient_light.a = 1.0 - blend; + reflection_light.a = 1.0 - blend; + + } else { + vec3 diffuse2, specular2; + cascade_pos = (cam_pos - sdfgi.cascades[cascade + 1].position) * sdfgi.cascades[cascade + 1].to_probe; + sdfgi_probe_process(cascade + 1, cascade_pos, cam_pos, cam_normal, reflection, roughness, diffuse2, specular2); + diffuse = mix(diffuse, diffuse2, blend); + specular = mix(specular, specular2, blend); + } + } + + ambient_light.rgb = diffuse; +#if 1 + if (roughness < 0.2) { + vec3 pos_to_uvw = 1.0 / sdfgi.grid_size; + vec4 light_accum = vec4(0.0); + + float blend_size = (sdfgi.grid_size.x / float(sdfgi.probe_axis_size - 1)) * 0.5; + + float radius_sizes[SDFGI_MAX_CASCADES]; + cascade = 0xFFFF; + + float base_distance = length(cam_pos); + for (uint i = 0; i < sdfgi.max_cascades; i++) { + radius_sizes[i] = (1.0 / sdfgi.cascades[i].to_cell) * (sdfgi.grid_size.x * 0.5 - blend_size); + if (cascade == 0xFFFF && base_distance < radius_sizes[i]) { + cascade = i; + } + } + + cascade = min(cascade, sdfgi.max_cascades - 1); + + float max_distance = radius_sizes[sdfgi.max_cascades - 1]; + vec3 ray_pos = cam_pos; + vec3 ray_dir = reflection; + + { + float prev_radius = cascade > 0 ? radius_sizes[cascade - 1] : 0.0; + float base_blend = (base_distance - prev_radius) / (radius_sizes[cascade] - prev_radius); + float bias = (1.0 + base_blend) * 1.1; + vec3 abs_ray_dir = abs(ray_dir); + //ray_pos += ray_dir * (bias / sdfgi.cascades[cascade].to_cell); //bias to avoid self occlusion + ray_pos += (ray_dir * 1.0 / max(abs_ray_dir.x, max(abs_ray_dir.y, abs_ray_dir.z)) + cam_normal * 1.4) * bias / sdfgi.cascades[cascade].to_cell; + } + + float softness = 0.2 + min(1.0, roughness * 5.0) * 4.0; //approximation to roughness so it does not seem like a hard fade + while (length(ray_pos) < max_distance) { + for (uint i = 0; i < sdfgi.max_cascades; i++) { + if (i >= cascade && length(ray_pos) < radius_sizes[i]) { + cascade = max(i, cascade); //never go down + + vec3 pos = ray_pos - sdfgi.cascades[i].position; + pos *= sdfgi.cascades[i].to_cell * pos_to_uvw; + + float distance = texture(sampler3D(sdf_cascades[i], linear_sampler), pos).r * 255.0 - 1.1; + + vec4 hit_light = vec4(0.0); + if (distance < softness) { + hit_light.rgb = texture(sampler3D(light_cascades[i], linear_sampler), pos).rgb; + hit_light.rgb *= 0.5; //approximation given value read is actually meant for anisotropy + hit_light.a = clamp(1.0 - (distance / softness), 0.0, 1.0); + hit_light.rgb *= hit_light.a; + } + + distance /= sdfgi.cascades[i].to_cell; + + if (i < (sdfgi.max_cascades - 1)) { + pos = ray_pos - sdfgi.cascades[i + 1].position; + pos *= sdfgi.cascades[i + 1].to_cell * pos_to_uvw; + + float distance2 = texture(sampler3D(sdf_cascades[i + 1], linear_sampler), pos).r * 255.0 - 1.1; + + vec4 hit_light2 = vec4(0.0); + if (distance2 < softness) { + hit_light2.rgb = texture(sampler3D(light_cascades[i + 1], linear_sampler), pos).rgb; + hit_light2.rgb *= 0.5; //approximation given value read is actually meant for anisotropy + hit_light2.a = clamp(1.0 - (distance2 / softness), 0.0, 1.0); + hit_light2.rgb *= hit_light2.a; + } + + float prev_radius = i == 0 ? 0.0 : radius_sizes[i - 1]; + float blend = clamp((length(ray_pos) - prev_radius) / (radius_sizes[i] - prev_radius), 0.0, 1.0); + + distance2 /= sdfgi.cascades[i + 1].to_cell; + + hit_light = mix(hit_light, hit_light2, blend); + distance = mix(distance, distance2, blend); + } + + light_accum += hit_light; + ray_pos += ray_dir * distance; + break; + } + } + + if (light_accum.a > 0.99) { + break; + } + } + + vec3 light = light_accum.rgb / max(light_accum.a, 0.00001); + float alpha = min(1.0, light_accum.a); + + float b = min(1.0, roughness * 5.0); + + float sa = 1.0 - b; + + reflection_light.a = alpha * sa + b; + if (reflection_light.a == 0) { + specular = vec3(0.0); + } else { + specular = (light * alpha * sa + specular * b) / reflection_light.a; + } + } + +#endif + + reflection_light.rgb = specular; + + ambient_light.rgb *= sdfgi.energy; + reflection_light.rgb *= sdfgi.energy; + } else { + ambient_light = vec4(0); + reflection_light = vec4(0); + } +} + +//standard voxel cone trace +vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) { + float dist = p_bias; + vec4 color = vec4(0.0); + + 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; + } + vec4 scolor = textureLod(sampler3D(probe, linear_sampler_with_mipmaps), uvw_pos, log2(diameter)); + float a = (1.0 - color.a); + color += a * scolor; + dist += half_diameter; + } + + return color; +} + +vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float max_distance, float p_bias) { + float dist = p_bias; + vec4 color = vec4(0.0); + float radius = max(0.5, dist); + float lod_level = log2(radius * 2.0); + + while (dist < max_distance && color.a < 0.95) { + vec3 uvw_pos = (pos + dist * direction) * cell_size; + + //check if outside, then break + if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + radius * cell_size)))) { + break; + } + vec4 scolor = textureLod(sampler3D(probe, linear_sampler_with_mipmaps), uvw_pos, lod_level); + lod_level += 1.0; + + float a = (1.0 - color.a); + scolor *= a; + color += scolor; + dist += radius; + radius = max(0.5, dist); + } + return color; +} + +void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, inout vec4 out_spec, inout vec4 out_diff, inout float out_blend) { + position = (gi_probes.data[index].xform * vec4(position, 1.0)).xyz; + ref_vec = normalize((gi_probes.data[index].xform * vec4(ref_vec, 0.0)).xyz); + normal = normalize((gi_probes.data[index].xform * vec4(normal, 0.0)).xyz); + + position += normal * gi_probes.data[index].normal_bias; + + //this causes corrupted pixels, i have no idea why.. + if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, gi_probes.data[index].bounds))))) { + return; + } + + mat3 dir_xform = mat3(gi_probes.data[index].xform) * normal_xform; + + vec3 blendv = abs(position / gi_probes.data[index].bounds * 2.0 - 1.0); + float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0); + //float blend=1.0; + + float max_distance = length(gi_probes.data[index].bounds); + vec3 cell_size = 1.0 / gi_probes.data[index].bounds; + + //irradiance + + vec4 light = vec4(0.0); + + if (params.high_quality_vct) { + const uint cone_dir_count = 6; + vec3 cone_dirs[cone_dir_count] = 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[cone_dir_count] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15); + float cone_angle_tan = 0.577; + + for (uint i = 0; i < cone_dir_count; i++) { + vec3 dir = normalize(dir_xform * cone_dirs[i]); + light += cone_weights[i] * voxel_cone_trace(gi_probe_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, gi_probes.data[index].bias); + } + } else { + const uint cone_dir_count = 4; + vec3 cone_dirs[cone_dir_count] = vec3[]( + vec3(0.707107, 0.0, 0.707107), + vec3(0.0, 0.707107, 0.707107), + vec3(-0.707107, 0.0, 0.707107), + vec3(0.0, -0.707107, 0.707107)); + + float cone_weights[cone_dir_count] = float[](0.25, 0.25, 0.25, 0.25); + for (int i = 0; i < cone_dir_count; i++) { + vec3 dir = normalize(dir_xform * cone_dirs[i]); + light += cone_weights[i] * voxel_cone_trace_45_degrees(gi_probe_textures[index], cell_size, position, dir, max_distance, gi_probes.data[index].bias); + } + } + + if (gi_probes.data[index].ambient_occlusion > 0.001) { + float size = 1.0 + gi_probes.data[index].ambient_occlusion_size * 7.0; + + float taps, blend; + blend = modf(size, taps); + float ao = 0.0; + for (float i = 1.0; i <= taps; i++) { + vec3 ofs = (position + normal * (i * 0.5 + 1.0)) * cell_size; + ao += textureLod(sampler3D(gi_probe_textures[index], linear_sampler_with_mipmaps), ofs, i - 1.0).a * i; + } + + if (blend > 0.001) { + vec3 ofs = (position + normal * ((taps + 1.0) * 0.5 + 1.0)) * cell_size; + ao += textureLod(sampler3D(gi_probe_textures[index], linear_sampler_with_mipmaps), ofs, taps).a * (taps + 1.0) * blend; + } + + ao = 1.0 - min(1.0, ao); + + light.rgb = mix(params.ao_color, light.rgb, mix(1.0, ao, gi_probes.data[index].ambient_occlusion)); + } + + light.rgb *= gi_probes.data[index].dynamic_range; + if (!gi_probes.data[index].blend_ambient) { + light.a = 1.0; + } + + out_diff += light * blend; + + //radiance + vec4 irr_light = voxel_cone_trace(gi_probe_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, gi_probes.data[index].bias); + irr_light.rgb *= gi_probes.data[index].dynamic_range; + if (!gi_probes.data[index].blend_ambient) { + irr_light.a = 1.0; + } + + out_spec += irr_light * blend; + + out_blend += blend; +} + +vec4 fetch_normal_and_roughness(ivec2 pos) { + vec4 normal_roughness = texelFetch(sampler2D(normal_roughness_buffer, linear_sampler), pos, 0); + + normal_roughness.xyz = normalize(normal_roughness.xyz * 2.0 - 1.0); + return normal_roughness; +} + +void main() { + // Pixel being shaded + ivec2 pos = ivec2(gl_GlobalInvocationID.xy); + if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing + return; + } + + vec3 vertex = reconstruct_position(pos); + vertex.y = -vertex.y; + + vec4 normal_roughness = fetch_normal_and_roughness(pos); + vec3 normal = normal_roughness.xyz; + + vec4 ambient_light = vec4(0.0), reflection_light = vec4(0.0); + + if (normal.length() > 0.5) { + //valid normal, can do GI + float roughness = normal_roughness.w; + + vertex = mat3(params.cam_rotation) * vertex; + normal = normalize(mat3(params.cam_rotation) * normal); + + vec3 reflection = normalize(reflect(normalize(vertex), normal)); + + if (params.use_sdfgi) { + sdfgi_process(vertex, normal, reflection, roughness, ambient_light, reflection_light); + } + + if (params.max_giprobes > 0) { + uvec2 giprobe_tex = texelFetch(usampler2D(giprobe_buffer, linear_sampler), pos, 0).rg; + roughness *= roughness; + //find arbitrary tangent and bitangent, then build a matrix + 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)); + vec3 bitangent = normalize(cross(tangent, normal)); + mat3 normal_mat = mat3(tangent, bitangent, normal); + + vec4 amb_accum = vec4(0.0); + vec4 spec_accum = vec4(0.0); + float blend_accum = 0.0; + + for (uint i = 0; i < params.max_giprobes; i++) { + if (any(equal(uvec2(i), giprobe_tex))) { + gi_probe_compute(i, vertex, normal, reflection, normal_mat, roughness, spec_accum, amb_accum, blend_accum); + } + } + if (blend_accum > 0.0) { + amb_accum /= blend_accum; + spec_accum /= blend_accum; + } + + if (params.use_sdfgi) { + reflection_light = blend_color(spec_accum, reflection_light); + ambient_light = blend_color(amb_accum, ambient_light); + } else { + reflection_light = spec_accum; + ambient_light = amb_accum; + } + } + } + + imageStore(ambient_buffer, pos, ambient_light); + imageStore(reflection_buffer, pos, reflection_light); +} |