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-rw-r--r--modules/lightmapper_rd/lm_compute.glsl657
1 files changed, 657 insertions, 0 deletions
diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl
new file mode 100644
index 0000000000..a178bd9b2e
--- /dev/null
+++ b/modules/lightmapper_rd/lm_compute.glsl
@@ -0,0 +1,657 @@
+/* clang-format off */
+[versions]
+
+primary = "#define MODE_DIRECT_LIGHT"
+secondary = "#define MODE_BOUNCE_LIGHT"
+dilate = "#define MODE_DILATE"
+unocclude = "#define MODE_UNOCCLUDE"
+light_probes = "#define MODE_LIGHT_PROBES"
+
+[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+// One 2D local group focusing in one layer at a time, though all
+// in parallel (no barriers) makes more sense than a 3D local group
+// as this can take more advantage of the cache for each group.
+
+#ifdef MODE_LIGHT_PROBES
+
+layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+
+#else
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#endif
+
+#include "lm_common_inc.glsl"
+
+/* clang-format on */
+
+#ifdef MODE_LIGHT_PROBES
+
+layout(set = 1, binding = 0, std430) restrict buffer LightProbeData {
+ vec4 data[];
+}
+light_probes;
+
+layout(set = 1, binding = 1) uniform texture2DArray source_light;
+layout(set = 1, binding = 2) uniform texture2DArray source_direct_light; //also need the direct light, which was omitted
+layout(set = 1, binding = 3) uniform texture2D environment;
+#endif
+
+#ifdef MODE_UNOCCLUDE
+
+layout(rgba32f, set = 1, binding = 0) uniform restrict image2DArray position;
+layout(rgba32f, set = 1, binding = 1) uniform restrict readonly image2DArray unocclude;
+
+#endif
+
+#if defined(MODE_DIRECT_LIGHT) || defined(MODE_BOUNCE_LIGHT)
+
+layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_light;
+layout(set = 1, binding = 1) uniform texture2DArray source_light;
+layout(set = 1, binding = 2) uniform texture2DArray source_position;
+layout(set = 1, binding = 3) uniform texture2DArray source_normal;
+layout(rgba16f, set = 1, binding = 4) uniform restrict image2DArray accum_light;
+
+#endif
+
+#ifdef MODE_BOUNCE_LIGHT
+layout(rgba32f, set = 1, binding = 5) uniform restrict image2DArray bounce_accum;
+layout(set = 1, binding = 6) uniform texture2D environment;
+#endif
+#ifdef MODE_DIRECT_LIGHT
+layout(rgba32f, set = 1, binding = 5) uniform restrict writeonly image2DArray primary_dynamic;
+#endif
+
+#ifdef MODE_DILATE
+layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_light;
+layout(set = 1, binding = 1) uniform texture2DArray source_light;
+#endif
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ ivec2 atlas_size; // x used for light probe mode total probes
+ uint ray_count;
+ uint ray_to;
+
+ vec3 world_size;
+ float bias;
+
+ vec3 to_cell_offset;
+ uint ray_from;
+
+ vec3 to_cell_size;
+ uint light_count;
+
+ int grid_size;
+ int atlas_slice;
+ ivec2 region_ofs;
+
+ mat3x4 env_transform;
+}
+params;
+
+//check it, but also return distance and barycentric coords (for uv lookup)
+bool ray_hits_triangle(vec3 from, vec3 dir, float max_dist, vec3 p0, vec3 p1, vec3 p2, out float r_distance, out vec3 r_barycentric) {
+
+ const vec3 e0 = p1 - p0;
+ const vec3 e1 = p0 - p2;
+ vec3 triangleNormal = cross(e1, e0);
+
+ const vec3 e2 = (1.0 / dot(triangleNormal, dir)) * (p0 - from);
+ const vec3 i = cross(dir, e2);
+
+ r_barycentric.y = dot(i, e1);
+ r_barycentric.z = dot(i, e0);
+ r_barycentric.x = 1.0 - (r_barycentric.z + r_barycentric.y);
+ r_distance = dot(triangleNormal, e2);
+ return (r_distance > params.bias) && (r_distance < max_dist) && all(greaterThanEqual(r_barycentric, vec3(0.0)));
+}
+
+bool trace_ray(vec3 p_from, vec3 p_to
+#if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
+ ,
+ out uint r_triangle, out vec3 r_barycentric
+#endif
+#if defined(MODE_UNOCCLUDE)
+ ,
+ out float r_distance, out vec3 r_normal
+#endif
+) {
+
+ /* world coords */
+
+ vec3 rel = p_to - p_from;
+ float rel_len = length(rel);
+ vec3 dir = normalize(rel);
+ vec3 inv_dir = 1.0 / dir;
+
+ /* cell coords */
+
+ vec3 from_cell = (p_from - params.to_cell_offset) * params.to_cell_size;
+ vec3 to_cell = (p_to - params.to_cell_offset) * params.to_cell_size;
+
+ //prepare DDA
+ vec3 rel_cell = to_cell - from_cell;
+ ivec3 icell = ivec3(from_cell);
+ ivec3 iendcell = ivec3(to_cell);
+ vec3 dir_cell = normalize(rel_cell);
+ vec3 delta = abs(1.0 / dir_cell); //vec3(length(rel_cell)) / rel_cell);
+ ivec3 step = ivec3(sign(rel_cell));
+ vec3 side = (sign(rel_cell) * (vec3(icell) - from_cell) + (sign(rel_cell) * 0.5) + 0.5) * delta;
+
+ uint iters = 0;
+ while (all(greaterThanEqual(icell, ivec3(0))) && all(lessThan(icell, ivec3(params.grid_size))) && iters < 1000) {
+
+ uvec2 cell_data = texelFetch(usampler3D(grid, linear_sampler), icell, 0).xy;
+ if (cell_data.x > 0) { //triangles here
+
+ bool hit = false;
+#if defined(MODE_UNOCCLUDE)
+ bool hit_backface = false;
+#endif
+ float best_distance = 1e20;
+
+ for (uint i = 0; i < cell_data.x; i++) {
+ uint tidx = grid_indices.data[cell_data.y + i];
+
+ //Ray-Box test
+ vec3 t0 = (boxes.data[tidx].min_bounds - p_from) * inv_dir;
+ vec3 t1 = (boxes.data[tidx].max_bounds - p_from) * inv_dir;
+ vec3 tmin = min(t0, t1), tmax = max(t0, t1);
+
+ if (max(tmin.x, max(tmin.y, tmin.z)) <= min(tmax.x, min(tmax.y, tmax.z))) {
+ continue; //ray box failed
+ }
+
+ //prepare triangle vertices
+ vec3 vtx0 = vertices.data[triangles.data[tidx].indices.x].position;
+ vec3 vtx1 = vertices.data[triangles.data[tidx].indices.y].position;
+ vec3 vtx2 = vertices.data[triangles.data[tidx].indices.z].position;
+#if defined(MODE_UNOCCLUDE)
+ vec3 normal = -normalize(cross((vtx0 - vtx1), (vtx0 - vtx2)));
+
+ bool backface = dot(normal, dir) >= 0.0;
+#endif
+ float distance;
+ vec3 barycentric;
+
+ if (ray_hits_triangle(p_from, dir, rel_len, vtx0, vtx1, vtx2, distance, barycentric)) {
+#ifdef MODE_DIRECT_LIGHT
+ return true; //any hit good
+#endif
+
+#if defined(MODE_UNOCCLUDE)
+ if (!backface) {
+ // the case of meshes having both a front and back face in the same plane is more common than
+ // expected, so if this is a front-face, bias it closer to the ray origin, so it always wins over the back-face
+ distance = max(params.bias, distance - params.bias);
+ }
+
+ hit = true;
+
+ if (distance < best_distance) {
+ hit_backface = backface;
+ best_distance = distance;
+ r_distance = distance;
+ r_normal = normal;
+ }
+
+#endif
+
+#if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
+
+ hit = true;
+ if (distance < best_distance) {
+ best_distance = distance;
+ r_triangle = tidx;
+ r_barycentric = barycentric;
+ }
+
+#endif
+ }
+ }
+#if defined(MODE_UNOCCLUDE)
+
+ if (hit) {
+ return hit_backface;
+ }
+#endif
+#if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
+ if (hit) {
+ return true;
+ }
+#endif
+ }
+
+ if (icell == iendcell) {
+ break;
+ }
+
+ bvec3 mask = lessThanEqual(side.xyz, min(side.yzx, side.zxy));
+ side += vec3(mask) * delta;
+ icell += ivec3(vec3(mask)) * step;
+
+ iters++;
+ }
+
+ return false;
+}
+
+const float PI = 3.14159265f;
+const float GOLDEN_ANGLE = PI * (3.0 - sqrt(5.0));
+
+vec3 vogel_hemisphere(uint p_index, uint p_count, float p_offset) {
+ float r = sqrt(float(p_index) + 0.5f) / sqrt(float(p_count));
+ float theta = float(p_index) * GOLDEN_ANGLE + p_offset;
+ float y = cos(r * PI * 0.5);
+ float l = sin(r * PI * 0.5);
+ return vec3(l * cos(theta), l * sin(theta), y);
+}
+
+float quick_hash(vec2 pos) {
+ return fract(sin(dot(pos * 19.19, vec2(49.5791, 97.413))) * 49831.189237);
+}
+
+void main() {
+
+#ifdef MODE_LIGHT_PROBES
+ int probe_index = int(gl_GlobalInvocationID.x);
+ if (probe_index >= params.atlas_size.x) { //too large, do nothing
+ return;
+ }
+
+#else
+ ivec2 atlas_pos = ivec2(gl_GlobalInvocationID.xy) + params.region_ofs;
+ if (any(greaterThanEqual(atlas_pos, params.atlas_size))) { //too large, do nothing
+ return;
+ }
+#endif
+
+#ifdef MODE_DIRECT_LIGHT
+
+ vec3 normal = texelFetch(sampler2DArray(source_normal, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz;
+ if (length(normal) < 0.5) {
+ return; //empty texel, no process
+ }
+ vec3 position = texelFetch(sampler2DArray(source_position, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz;
+
+ //go through all lights
+ //start by own light (emissive)
+ vec3 static_light = vec3(0.0);
+ vec3 dynamic_light = vec3(0.0);
+
+#ifdef USE_SH_LIGHTMAPS
+ vec4 sh_accum[4] = vec4[](
+ vec4(0.0, 0.0, 0.0, 1.0),
+ vec4(0.0, 0.0, 0.0, 1.0),
+ vec4(0.0, 0.0, 0.0, 1.0),
+ vec4(0.0, 0.0, 0.0, 1.0));
+#endif
+
+ for (uint i = 0; i < params.light_count; i++) {
+
+ vec3 light_pos;
+ float attenuation;
+ if (lights.data[i].type == LIGHT_TYPE_DIRECTIONAL) {
+ vec3 light_vec = lights.data[i].direction;
+ light_pos = position - light_vec * length(params.world_size);
+ attenuation = 1.0;
+ } else {
+ light_pos = lights.data[i].position;
+ float d = distance(position, light_pos);
+ if (d > lights.data[i].range) {
+ continue;
+ }
+
+ d /= lights.data[i].range;
+
+ attenuation = pow(max(1.0 - d, 0.0), lights.data[i].attenuation);
+
+ if (lights.data[i].type == LIGHT_TYPE_SPOT) {
+
+ vec3 rel = normalize(position - light_pos);
+ float angle = acos(dot(rel, lights.data[i].direction));
+ if (angle > lights.data[i].spot_angle) {
+ continue; //invisible, dont try
+ }
+
+ float d = clamp(angle / lights.data[i].spot_angle, 0, 1);
+ attenuation *= pow(1.0 - d, lights.data[i].spot_attenuation);
+ }
+ }
+
+ vec3 light_dir = normalize(light_pos - position);
+ attenuation *= max(0.0, dot(normal, light_dir));
+
+ if (attenuation <= 0.0001) {
+ continue; //no need to do anything
+ }
+
+ if (!trace_ray(position + light_dir * params.bias, light_pos)) {
+ vec3 light = lights.data[i].color * lights.data[i].energy * attenuation;
+ if (lights.data[i].static_bake) {
+ static_light += light;
+#ifdef USE_SH_LIGHTMAPS
+
+ float c[4] = float[](
+ 0.282095, //l0
+ 0.488603 * light_dir.y, //l1n1
+ 0.488603 * light_dir.z, //l1n0
+ 0.488603 * light_dir.x //l1p1
+ );
+
+ for (uint j = 0; j < 4; j++) {
+ sh_accum[j].rgb += light * c[j] * (1.0 / 3.0);
+ }
+#endif
+
+ } else {
+ dynamic_light += light;
+ }
+ }
+ }
+
+ vec3 albedo = texelFetch(sampler2DArray(albedo_tex, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).rgb;
+ vec3 emissive = texelFetch(sampler2DArray(emission_tex, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).rgb;
+
+ dynamic_light *= albedo; //if it will bounce, must multiply by albedo
+ dynamic_light += emissive;
+
+ //keep for lightprobes
+ imageStore(primary_dynamic, ivec3(atlas_pos, params.atlas_slice), vec4(dynamic_light, 1.0));
+
+ dynamic_light += static_light * albedo; //send for bounces
+ imageStore(dest_light, ivec3(atlas_pos, params.atlas_slice), vec4(dynamic_light, 1.0));
+
+#ifdef USE_SH_LIGHTMAPS
+ //keep for adding at the end
+ imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + 0), sh_accum[0]);
+ imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + 1), sh_accum[1]);
+ imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + 2), sh_accum[2]);
+ imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + 3), sh_accum[3]);
+
+#else
+ imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice), vec4(static_light, 1.0));
+#endif
+
+#endif
+
+#ifdef MODE_BOUNCE_LIGHT
+
+ vec3 normal = texelFetch(sampler2DArray(source_normal, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz;
+ if (length(normal) < 0.5) {
+ return; //empty texel, no process
+ }
+
+ vec3 position = texelFetch(sampler2DArray(source_position, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz;
+
+ 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);
+
+#ifdef USE_SH_LIGHTMAPS
+ vec4 sh_accum[4] = vec4[](
+ vec4(0.0, 0.0, 0.0, 1.0),
+ vec4(0.0, 0.0, 0.0, 1.0),
+ vec4(0.0, 0.0, 0.0, 1.0),
+ vec4(0.0, 0.0, 0.0, 1.0));
+#endif
+ vec3 light_average = vec3(0.0);
+ for (uint i = params.ray_from; i < params.ray_to; i++) {
+ vec3 ray_dir = normal_mat * vogel_hemisphere(i, params.ray_count, quick_hash(vec2(atlas_pos)));
+
+ uint tidx;
+ vec3 barycentric;
+
+ vec3 light;
+ if (trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric)) {
+ //hit a triangle
+ vec2 uv0 = vertices.data[triangles.data[tidx].indices.x].uv;
+ vec2 uv1 = vertices.data[triangles.data[tidx].indices.y].uv;
+ vec2 uv2 = vertices.data[triangles.data[tidx].indices.z].uv;
+ vec3 uvw = vec3(barycentric.x * uv0 + barycentric.y * uv1 + barycentric.z * uv2, float(triangles.data[tidx].slice));
+
+ light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb;
+ } else {
+ //did not hit a triangle, reach out for the sky
+ vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir);
+
+ vec2 st = vec2(
+ atan(sky_dir.x, sky_dir.z),
+ acos(sky_dir.y));
+
+ if (st.x < 0.0)
+ st.x += PI * 2.0;
+
+ st /= vec2(PI * 2.0, PI);
+
+ light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb;
+ }
+
+ light_average += light;
+
+#ifdef USE_SH_LIGHTMAPS
+
+ float c[4] = float[](
+ 0.282095, //l0
+ 0.488603 * ray_dir.y, //l1n1
+ 0.488603 * ray_dir.z, //l1n0
+ 0.488603 * ray_dir.x //l1p1
+ );
+
+ for (uint j = 0; j < 4; j++) {
+ sh_accum[j].rgb += light * c[j] * (8.0 / float(params.ray_count));
+ }
+#endif
+ }
+
+ vec3 light_total;
+ if (params.ray_from == 0) {
+ light_total = vec3(0.0);
+ } else {
+ light_total = imageLoad(bounce_accum, ivec3(atlas_pos, params.atlas_slice)).rgb;
+ }
+
+ light_total += light_average;
+
+#ifdef USE_SH_LIGHTMAPS
+
+ for (int i = 0; i < 4; i++) {
+ vec4 accum = imageLoad(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + i));
+ accum.rgb += sh_accum[i].rgb;
+ imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + i), accum);
+ }
+
+#endif
+ if (params.ray_to == params.ray_count) {
+ light_total /= float(params.ray_count);
+ imageStore(dest_light, ivec3(atlas_pos, params.atlas_slice), vec4(light_total, 1.0));
+#ifndef USE_SH_LIGHTMAPS
+ vec4 accum = imageLoad(accum_light, ivec3(atlas_pos, params.atlas_slice));
+ accum.rgb += light_total;
+ imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice), accum);
+#endif
+ } else {
+ imageStore(bounce_accum, ivec3(atlas_pos, params.atlas_slice), vec4(light_total, 1.0));
+ }
+
+#endif
+
+#ifdef MODE_UNOCCLUDE
+
+ //texel_size = 0.5;
+ //compute tangents
+
+ vec4 position_alpha = imageLoad(position, ivec3(atlas_pos, params.atlas_slice));
+ if (position_alpha.a < 0.5) {
+ return;
+ }
+
+ vec3 vertex_pos = position_alpha.xyz;
+ vec4 normal_tsize = imageLoad(unocclude, ivec3(atlas_pos, params.atlas_slice));
+
+ vec3 face_normal = normal_tsize.xyz;
+ float texel_size = normal_tsize.w;
+
+ vec3 v0 = abs(face_normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
+ vec3 tangent = normalize(cross(v0, face_normal));
+ vec3 bitangent = normalize(cross(tangent, face_normal));
+ vec3 base_pos = vertex_pos + face_normal * params.bias; //raise a bit
+
+ vec3 rays[4] = vec3[](tangent, bitangent, -tangent, -bitangent);
+ float min_d = 1e20;
+ for (int i = 0; i < 4; i++) {
+ vec3 ray_to = base_pos + rays[i] * texel_size;
+ float d;
+ vec3 norm;
+
+ if (trace_ray(base_pos, ray_to, d, norm)) {
+
+ if (d < min_d) {
+ vertex_pos = base_pos + rays[i] * d + norm * params.bias * 10.0; //this bias needs to be greater than the regular bias, because otherwise later, rays will go the other side when pointing back.
+ min_d = d;
+ }
+ }
+ }
+
+ position_alpha.xyz = vertex_pos;
+
+ imageStore(position, ivec3(atlas_pos, params.atlas_slice), position_alpha);
+
+#endif
+
+#ifdef MODE_LIGHT_PROBES
+
+ vec3 position = probe_positions.data[probe_index].xyz;
+
+ vec4 probe_sh_accum[9] = vec4[](
+ vec4(0.0),
+ vec4(0.0),
+ vec4(0.0),
+ vec4(0.0),
+ vec4(0.0),
+ vec4(0.0),
+ vec4(0.0),
+ vec4(0.0),
+ vec4(0.0));
+
+ for (uint i = params.ray_from; i < params.ray_to; i++) {
+ vec3 ray_dir = vogel_hemisphere(i, params.ray_count, quick_hash(vec2(float(probe_index), 0.0)));
+ if (bool(i & 1)) {
+ //throw to both sides, so alternate them
+ ray_dir.z *= -1.0;
+ }
+
+ uint tidx;
+ vec3 barycentric;
+ vec3 light;
+
+ if (trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric)) {
+ vec2 uv0 = vertices.data[triangles.data[tidx].indices.x].uv;
+ vec2 uv1 = vertices.data[triangles.data[tidx].indices.y].uv;
+ vec2 uv2 = vertices.data[triangles.data[tidx].indices.z].uv;
+ vec3 uvw = vec3(barycentric.x * uv0 + barycentric.y * uv1 + barycentric.z * uv2, float(triangles.data[tidx].slice));
+
+ light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb;
+ light += textureLod(sampler2DArray(source_direct_light, linear_sampler), uvw, 0.0).rgb;
+ } else {
+
+ //did not hit a triangle, reach out for the sky
+ vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir);
+
+ vec2 st = vec2(
+ atan(sky_dir.x, sky_dir.z),
+ acos(sky_dir.y));
+
+ if (st.x < 0.0)
+ st.x += PI * 2.0;
+
+ st /= vec2(PI * 2.0, PI);
+
+ light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb;
+ }
+
+ {
+ float c[9] = float[](
+ 0.282095, //l0
+ 0.488603 * ray_dir.y, //l1n1
+ 0.488603 * ray_dir.z, //l1n0
+ 0.488603 * ray_dir.x, //l1p1
+ 1.092548 * ray_dir.x * ray_dir.y, //l2n2
+ 1.092548 * ray_dir.y * ray_dir.z, //l2n1
+ //0.315392 * (ray_dir.x * ray_dir.x + ray_dir.y * ray_dir.y + 2.0 * ray_dir.z * ray_dir.z), //l20
+ 0.315392 * (3.0 * ray_dir.z * ray_dir.z - 1.0), //l20
+ 1.092548 * ray_dir.x * ray_dir.z, //l2p1
+ 0.546274 * (ray_dir.x * ray_dir.x - ray_dir.y * ray_dir.y) //l2p2
+ );
+
+ for (uint j = 0; j < 9; j++) {
+ probe_sh_accum[j].rgb += light * c[j];
+ }
+ }
+ }
+
+ if (params.ray_from > 0) {
+ for (uint j = 0; j < 9; j++) { //accum from existing
+ probe_sh_accum[j] += light_probes.data[probe_index * 9 + j];
+ }
+ }
+
+ if (params.ray_to == params.ray_count) {
+ for (uint j = 0; j < 9; j++) { //accum from existing
+ probe_sh_accum[j] *= 4.0 / float(params.ray_count);
+ }
+ }
+
+ for (uint j = 0; j < 9; j++) { //accum from existing
+ light_probes.data[probe_index * 9 + j] = probe_sh_accum[j];
+ }
+
+#endif
+
+#ifdef MODE_DILATE
+
+ vec4 c = texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0);
+ //sides first, as they are closer
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, 0), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(0, 1), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, 0), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(0, -1), params.atlas_slice), 0);
+ //endpoints second
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, -1), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, 1), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, -1), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, 1), params.atlas_slice), 0);
+
+ //far sides third
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, 0), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(0, 2), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, 0), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(0, -2), params.atlas_slice), 0);
+
+ //far-mid endpoints
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, -1), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, 1), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, -1), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, 1), params.atlas_slice), 0);
+
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, -2), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, 2), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, -2), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, 2), params.atlas_slice), 0);
+ //far endpoints
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, -2), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, 2), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, -2), params.atlas_slice), 0);
+ c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, 2), params.atlas_slice), 0);
+
+ imageStore(dest_light, ivec3(atlas_pos, params.atlas_slice), c);
+
+#endif
+}