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authorreduz <reduzio@gmail.com>2020-12-04 15:26:24 -0300
committerreduz <reduzio@gmail.com>2020-12-04 18:39:46 -0300
commit2787ad65be12a8ac84b7cc8536749686e9fe80dc (patch)
tree2f2cfbc02bddd77ba217797a5206767881184913 /servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl
parent3dc8aaaccc642cddbd8d5c1841fef079db5c7edf (diff)
RenderingServer reorganization
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl')
-rw-r--r--servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl321
1 files changed, 0 insertions, 321 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl b/servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl
deleted file mode 100644
index 9c794f1bcc..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl
+++ /dev/null
@@ -1,321 +0,0 @@
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
-
-#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;
-
-#define LIGHT_TYPE_DIRECTIONAL 0
-#define LIGHT_TYPE_OMNI 1
-#define LIGHT_TYPE_SPOT 2
-
-#ifdef MODE_COMPUTE_LIGHT
-
-struct Light {
- uint type;
- float energy;
- float radius;
- float attenuation;
-
- vec3 color;
- float spot_angle_radians;
-
- vec3 position;
- float spot_attenuation;
-
- vec3 direction;
- bool has_shadow;
-};
-
-layout(set = 0, binding = 3, std140) uniform Lights {
- Light data[MAX_LIGHTS];
-}
-lights;
-
-#endif
-
-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;
- uint pad[2];
-}
-params;
-
-layout(set = 0, binding = 4, std140) uniform Outputs {
- vec4 data[];
-}
-output;
-
-#ifdef MODE_COMPUTE_LIGHT
-
-uint raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
- uint result = NO_CHILDREN;
-
- ivec3 size = ivec3(max(max(params.limits.x, params.limits.y), params.limits.z));
-
- while (distance > -distance_adv) { //use this to avoid precision errors
- uint cell = 0;
-
- ivec3 pos = ivec3(from);
-
- if (all(greaterThanEqual(pos, ivec3(0))) && all(lessThan(pos, size))) {
- ivec3 ofs = ivec3(0);
- ivec3 half_size = size / 2;
-
- for (int i = 0; i < params.stack_size - 1; i++) {
- bvec3 greater = greaterThanEqual(pos, ofs + half_size);
-
- ofs += mix(ivec3(0), half_size, greater);
-
- uint child = 0; //wonder if this can be done faster
- if (greater.x) {
- child |= 1;
- }
- if (greater.y) {
- child |= 2;
- }
- if (greater.z) {
- child |= 4;
- }
-
- cell = cell_children.data[cell].children[child];
- if (cell == NO_CHILDREN) {
- break;
- }
-
- half_size >>= ivec3(1);
- }
-
- if (cell != NO_CHILDREN) {
- return cell; //found cell!
- }
- }
-
- from += direction * distance_adv;
- distance -= distance_adv;
- }
-
- return NO_CHILDREN;
-}
-
-bool compute_light_vector(uint light, uint cell, 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 = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation);
-
- if (lights.data[light].type == LIGHT_TYPE_SPOT) {
- vec3 rel = normalize(pos - light_pos);
- float angle = acos(dot(rel, lights.data[light].direction));
- if (angle > lights.data[light].spot_angle_radians) {
- return false;
- }
-
- float d = clamp(angle / lights.data[light].spot_angle_radians, 0, 1);
- attenuation *= pow(1.0 - d, lights.data[light].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);
-}
-
-#endif
-
-void main() {
- 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);
-
-#ifdef MODE_COMPUTE_LIGHT
-
- vec3 pos = vec3(posu) + vec3(0.5);
-
- vec3 emission = vec3(ivec3(cell_data.data[cell_index].emission & 0x3FF, (cell_data.data[cell_index].emission >> 10) & 0x7FF, cell_data.data[cell_index].emission >> 21)) * params.emission_scale;
- vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
-
-#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++) {
- float attenuation;
- vec3 light_pos;
-
- if (!compute_light_vector(i, cell_index, pos, attenuation, light_pos)) {
- continue;
- }
-
- vec3 light_dir = pos - light_pos;
- float distance = length(light_dir);
- light_dir = normalize(light_dir);
-
- if (length(normal.xyz) > 0.2 && dot(normal.xyz, light_dir) >= 0) {
- continue; //not facing the light
- }
-
- if (lights.data[i].has_shadow) {
- float distance_adv = get_normal_advance(light_dir);
-
- distance += distance_adv - mod(distance, distance_adv); //make it reach the center of the box always
-
- vec3 from = pos - light_dir * distance; //approximate
- from -= sign(light_dir) * 0.45; //go near the edge towards the light direction to avoid self occlusion
-
- uint result = raymarch(distance, distance_adv, from, light_dir);
-
- if (result != cell_index) {
- continue; //was occluded
- }
- }
-
- vec3 light = lights.data[i].color * albedo.rgb * attenuation * lights.data[i].energy;
-
-#ifdef MODE_ANISOTROPIC
- for (uint j = 0; j < 6; j++) {
- accum[j] += max(0.0, dot(accum_dir, -light_dir)) * light + emission;
- }
-#else
- if (length(normal.xyz) > 0.2) {
- accum += max(0.0, dot(normal.xyz, -light_dir)) * light + emission;
- } else {
- //all directions
- accum += light + emission;
- }
-#endif
- }
-
-#ifdef MODE_ANISOTROPIC
-
- output.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
- output.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
- output.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
- output.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
- output.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
- output.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
-#else
- output.data[cell_index] = vec4(accum, 0.0);
-
-#endif
-
-#endif //MODE_COMPUTE_LIGHT
-
-#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[1] += output.data[child_index * 6 + 0].rgb;
- light_accum[2] += output.data[child_index * 6 + 1].rgb;
- light_accum[3] += output.data[child_index * 6 + 2].rgb;
- light_accum[4] += output.data[child_index * 6 + 3].rgb;
- light_accum[5] += output.data[child_index * 6 + 4].rgb;
- light_accum[6] += output.data[child_index * 6 + 5].rgb;
-
-#else
- light_accum += output.data[child_index].rgb;
-
-#endif
-
- count += 1.0;
- }
-
- float divisor = mix(8.0, count, params.propagation);
-#ifdef MODE_ANISOTROPIC
- output.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
- output.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
- output.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
- output.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
- output.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
- output.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
-
-#else
- output.data[cell_index] = vec4(light_accum / divisor, 0.0);
-#endif
- }
-#endif
-
-#ifdef MODE_WRITE_TEXTURE
- {
- }
-#endif
-}