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-rw-r--r--servers/rendering/rasterizer_rd/shaders/SCsub9
-rw-r--r--servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl9
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas.glsl19
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl11
-rw-r--r--servers/rendering/rasterizer_rd/shaders/cluster_data_inc.glsl95
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy.glsl38
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl37
-rw-r--r--servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl5
-rw-r--r--servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl9
-rw-r--r--servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl4
-rw-r--r--servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl7
-rw-r--r--servers/rendering/rasterizer_rd/shaders/gi.glsl663
-rw-r--r--servers/rendering/rasterizer_rd/shaders/giprobe.glsl22
-rw-r--r--servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl83
-rw-r--r--servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl12
-rw-r--r--servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl20
-rw-r--r--servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl7
-rw-r--r--servers/rendering/rasterizer_rd/shaders/resolve.glsl110
-rw-r--r--servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl9
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl853
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl298
-rw-r--r--servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl24
-rw-r--r--servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl14
-rw-r--r--servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl13
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_debug.glsl275
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_debug_probes.glsl231
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl472
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_fields.glsl182
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl617
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl1056
-rw-r--r--servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl105
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sky.glsl11
-rw-r--r--servers/rendering/rasterizer_rd/shaders/specular_merge.glsl14
-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao.glsl7
-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl8
-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl5
-rw-r--r--servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl13
-rw-r--r--servers/rendering/rasterizer_rd/shaders/tonemap.glsl17
-rw-r--r--servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl530
39 files changed, 5217 insertions, 697 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/SCsub b/servers/rendering/rasterizer_rd/shaders/SCsub
index a454d144aa..3aa863be98 100644
--- a/servers/rendering/rasterizer_rd/shaders/SCsub
+++ b/servers/rendering/rasterizer_rd/shaders/SCsub
@@ -28,3 +28,12 @@ if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("screen_space_reflection_scale.glsl")
env.RD_GLSL("subsurface_scattering.glsl")
env.RD_GLSL("specular_merge.glsl")
+ env.RD_GLSL("gi.glsl")
+ env.RD_GLSL("resolve.glsl")
+ env.RD_GLSL("sdfgi_preprocess.glsl")
+ env.RD_GLSL("sdfgi_integrate.glsl")
+ env.RD_GLSL("sdfgi_direct_light.glsl")
+ env.RD_GLSL("sdfgi_debug.glsl")
+ env.RD_GLSL("sdfgi_debug_probes.glsl")
+ env.RD_GLSL("volumetric_fog.glsl")
+ env.RD_GLSL("shadow_reduce.glsl")
diff --git a/servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl b/servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl
index 7153fe6b17..63f086a83d 100644
--- a/servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl
@@ -1,5 +1,4 @@
-/* clang-format off */
-[compute]
+#[compute]
#version 450
@@ -8,7 +7,6 @@ VERSION_DEFINES
#define BLOCK_SIZE 8
layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
-/* clang-format on */
#ifdef MODE_GEN_BLUR_SIZE
layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
@@ -69,7 +67,6 @@ float get_depth_at_pos(vec2 uv) {
}
float get_blur_size(float depth) {
-
if (params.blur_near_active && depth < params.blur_near_begin) {
return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative
}
@@ -95,7 +92,6 @@ float hash12n(vec2 p) {
#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL)
vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
-
dir *= pixel_size;
vec4 color = texture(color_texture, uv);
@@ -109,7 +105,6 @@ vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
}
for (int i = -params.blur_steps; i <= params.blur_steps; i++) {
-
if (i == 0) {
continue;
}
@@ -141,7 +136,6 @@ vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
#endif
void main() {
-
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos, params.size))) { //too large, do nothing
@@ -218,7 +212,6 @@ void main() {
float radius = params.blur_scale;
for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) {
-
vec2 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
vec4 sample_color = texture(color_texture, suv);
float sample_size = abs(sample_color.a);
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas.glsl b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
index 28135fce31..e33b3face9 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
@@ -1,5 +1,4 @@
-/* clang-format off */
-[vertex]
+#[vertex]
#version 450
@@ -7,7 +6,6 @@ VERSION_DEFINES
#ifdef USE_ATTRIBUTES
layout(location = 0) in vec2 vertex_attrib;
-/* clang-format on */
layout(location = 3) in vec4 color_attrib;
layout(location = 4) in vec2 uv_attrib;
@@ -40,7 +38,6 @@ VERTEX_SHADER_GLOBALS
/* clang-format on */
void main() {
-
vec4 instance_custom = vec4(0.0);
#ifdef USE_PRIMITIVE
@@ -88,7 +85,6 @@ void main() {
#if 0
if (draw_data.flags & FLAGS_INSTANCING_ENABLED) {
-
uint offset = draw_data.flags & FLAGS_INSTANCING_STRIDE_MASK;
offset *= gl_InstanceIndex;
mat4 instance_xform = mat4(
@@ -149,7 +145,6 @@ VERTEX_SHADER_CODE
color_interp = color;
if (bool(draw_data.flags & FLAGS_USE_PIXEL_SNAP)) {
-
vertex = floor(vertex + 0.5);
// precision issue on some hardware creates artifacts within texture
// offset uv by a small amount to avoid
@@ -160,7 +155,6 @@ VERTEX_SHADER_CODE
#if 0
if (bool(draw_data.flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
//skeleton transform
-
ivec4 bone_indicesi = ivec4(bone_indices);
uvec2 tex_ofs = bone_indicesi.x * 2;
@@ -211,8 +205,7 @@ VERTEX_SHADER_CODE
#endif
}
-/* clang-format off */
-[fragment]
+#[fragment]
#version 450
@@ -221,7 +214,6 @@ VERSION_DEFINES
#include "canvas_uniforms_inc.glsl"
layout(location = 0) in vec2 uv_interp;
-/* clang-format on */
layout(location = 1) in vec4 color_interp;
layout(location = 2) in vec2 vertex_interp;
@@ -258,7 +250,6 @@ vec4 light_compute(
vec2 screen_uv,
vec2 uv,
vec4 color) {
-
vec4 light = vec4(0.0);
/* clang-format off */
LIGHT_SHADER_CODE
@@ -271,7 +262,6 @@ LIGHT_SHADER_CODE
#ifdef USE_NINEPATCH
float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) {
-
float tex_size = 1.0 / tex_pixel_size;
if (pixel < margin_begin) {
@@ -313,7 +303,6 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo
#endif
void main() {
-
vec4 color = color_interp;
vec2 uv = uv_interp;
vec2 vertex = vertex_interp;
@@ -335,7 +324,6 @@ void main() {
#endif
if (bool(draw_data.flags & FLAGS_CLIP_RECT_UV)) {
-
uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw));
}
@@ -348,7 +336,6 @@ void main() {
vec3 normal;
#if defined(NORMAL_USED)
-
bool normal_used = true;
#else
bool normal_used = false;
@@ -458,7 +445,6 @@ FRAGMENT_SHADER_CODE
light_color.rgb *= light_base_color.rgb * light_base_color.a;
if (normal_used) {
-
vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
vec3 pos = light_vertex;
vec3 light_vec = normalize(light_pos - pos);
@@ -490,7 +476,6 @@ FRAGMENT_SHADER_CODE
}
if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
-
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
vec2 pos_norm = normalize(shadow_pos);
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl b/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
index 7b30cc8fe9..99e70a1976 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
@@ -1,13 +1,10 @@
-/* clang-format off */
-[vertex]
+#[vertex]
#version 450
layout(location = 0) in highp vec3 vertex;
-/* clang-format on */
layout(push_constant, binding = 0, std430) uniform Constants {
-
mat4 projection;
mat2x4 modelview;
vec2 direction;
@@ -18,23 +15,19 @@ constants;
layout(location = 0) out highp float depth;
void main() {
-
highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0], constants.modelview[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
depth = dot(constants.direction, vtx.xy);
gl_Position = constants.projection * vtx;
}
-/* clang-format off */
-[fragment]
+#[fragment]
#version 450
layout(location = 0) in highp float depth;
-/* clang-format on */
layout(location = 0) out highp float distance_buf;
void main() {
-
distance_buf = depth;
}
diff --git a/servers/rendering/rasterizer_rd/shaders/cluster_data_inc.glsl b/servers/rendering/rasterizer_rd/shaders/cluster_data_inc.glsl
new file mode 100644
index 0000000000..e723468dd8
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/cluster_data_inc.glsl
@@ -0,0 +1,95 @@
+
+#define CLUSTER_COUNTER_SHIFT 20
+#define CLUSTER_POINTER_MASK ((1 << CLUSTER_COUNTER_SHIFT) - 1)
+#define CLUSTER_COUNTER_MASK 0xfff
+
+struct LightData { //this structure needs to be as packed as possible
+ vec3 position;
+ float inv_radius;
+ vec3 direction;
+ float size;
+ uint attenuation_energy; //attenuation
+ uint color_specular; //rgb color, a specular (8 bit unorm)
+ uint cone_attenuation_angle; // attenuation and angle, (16bit float)
+ uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
+ vec4 atlas_rect; // rect in the shadow atlas
+ mat4 shadow_matrix;
+ float shadow_bias;
+ float shadow_normal_bias;
+ float transmittance_bias;
+ float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
+ float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
+ uint mask;
+ float shadow_volumetric_fog_fade;
+ uint pad;
+ vec4 projector_rect; //projector rect in srgb decal atlas
+};
+
+#define REFLECTION_AMBIENT_DISABLED 0
+#define REFLECTION_AMBIENT_ENVIRONMENT 1
+#define REFLECTION_AMBIENT_COLOR 2
+
+struct ReflectionData {
+ vec3 box_extents;
+ float index;
+ vec3 box_offset;
+ uint mask;
+ vec4 params; // intensity, 0, interior , boxproject
+ vec3 ambient; // ambient color
+ uint ambient_mode;
+ mat4 local_matrix; // up to here for spot and omni, rest is for directional
+ // notes: for ambientblend, use distance to edge to blend between already existing global environment
+};
+
+struct DirectionalLightData {
+ vec3 direction;
+ float energy;
+ vec3 color;
+ float size;
+ float specular;
+ uint mask;
+ float softshadow_angle;
+ float soft_shadow_scale;
+ bool blend_splits;
+ bool shadow_enabled;
+ float fade_from;
+ float fade_to;
+ uvec3 pad;
+ float shadow_volumetric_fog_fade;
+ vec4 shadow_bias;
+ vec4 shadow_normal_bias;
+ vec4 shadow_transmittance_bias;
+ vec4 shadow_z_range;
+ vec4 shadow_range_begin;
+ vec4 shadow_split_offsets;
+ mat4 shadow_matrix1;
+ mat4 shadow_matrix2;
+ mat4 shadow_matrix3;
+ mat4 shadow_matrix4;
+ vec4 shadow_color1;
+ vec4 shadow_color2;
+ vec4 shadow_color3;
+ vec4 shadow_color4;
+ vec2 uv_scale1;
+ vec2 uv_scale2;
+ vec2 uv_scale3;
+ vec2 uv_scale4;
+};
+
+struct DecalData {
+ mat4 xform; //to decal transform
+ vec3 inv_extents;
+ float albedo_mix;
+ vec4 albedo_rect;
+ vec4 normal_rect;
+ vec4 orm_rect;
+ vec4 emission_rect;
+ vec4 modulate;
+ float emission_energy;
+ uint mask;
+ float upper_fade;
+ float lower_fade;
+ mat3x4 normal_xform;
+ vec3 normal;
+ float normal_fade;
+};
diff --git a/servers/rendering/rasterizer_rd/shaders/copy.glsl b/servers/rendering/rasterizer_rd/shaders/copy.glsl
index 2d7661f65f..eb39c28fa9 100644
--- a/servers/rendering/rasterizer_rd/shaders/copy.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/copy.glsl
@@ -1,12 +1,10 @@
-/* clang-format off */
-[compute]
+#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-/* clang-format on */
#define FLAG_HORIZONTAL (1 << 0)
#define FLAG_USE_BLUR_SECTION (1 << 1)
@@ -39,7 +37,13 @@ layout(push_constant, binding = 1, std430) uniform Params {
}
params;
+#ifdef MODE_CUBEMAP_ARRAY_TO_PANORAMA
+layout(set = 0, binding = 0) uniform samplerCubeArray source_color;
+#elif defined(MODE_CUBEMAP_TO_PANORAMA)
+layout(set = 0, binding = 0) uniform samplerCube source_color;
+#else
layout(set = 0, binding = 0) uniform sampler2D source_color;
+#endif
#ifdef GLOW_USE_AUTO_EXPOSURE
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
@@ -54,10 +58,9 @@ layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_bu
#endif
void main() {
-
// Pixel being shaded
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThan(pos, params.section.zw))) { //too large, do nothing
+ if (any(greaterThanEqual(pos, params.section.zw))) { //too large, do nothing
return;
}
@@ -78,7 +81,6 @@ void main() {
//Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
if (bool(params.flags & FLAG_HORIZONTAL)) {
-
ivec2 base_pos = (pos + params.section.xy) << 1;
vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.214607;
color += texelFetch(source_color, base_pos + ivec2(1, 0), 0) * 0.189879;
@@ -89,7 +91,6 @@ void main() {
color += texelFetch(source_color, base_pos + ivec2(-3, 0), 0) * 0.071303;
imageStore(dest_buffer, pos + params.target, color);
} else {
-
ivec2 base_pos = (pos + params.section.xy);
vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.38774;
color += texelFetch(source_color, base_pos + ivec2(0, 1), 0) * 0.24477;
@@ -115,7 +116,6 @@ void main() {
vec4 color = vec4(0.0);
if (bool(params.flags & FLAG_HORIZONTAL)) {
-
ivec2 base_pos = (pos + params.section.xy) << 1;
ivec2 section_begin = params.section.xy << 1;
ivec2 section_end = section_begin + (params.section.zw << 1);
@@ -129,7 +129,6 @@ void main() {
GLOW_ADD(ivec2(-3, 0), 0.106595);
color *= params.glow_strength;
} else {
-
ivec2 base_pos = pos + params.section.xy;
ivec2 section_begin = params.section.xy;
ivec2 section_end = section_begin + params.section.zw;
@@ -217,4 +216,25 @@ void main() {
imageStore(dest_buffer, pos + params.target, color);
#endif
+
+#if defined(MODE_CUBEMAP_TO_PANORAMA) || defined(MODE_CUBEMAP_ARRAY_TO_PANORAMA)
+
+ const float PI = 3.14159265359;
+ vec2 uv = vec2(pos) / vec2(params.section.zw);
+ uv.y = 1.0 - uv.y;
+ float phi = uv.x * 2.0 * PI;
+ float theta = uv.y * PI;
+
+ vec3 normal;
+ normal.x = sin(phi) * sin(theta) * -1.0;
+ normal.y = cos(theta);
+ normal.z = cos(phi) * sin(theta) * -1.0;
+
+#ifdef MODE_CUBEMAP_TO_PANORAMA
+ vec4 color = textureLod(source_color, normal, params.camera_z_far); //the biggest the lod the least the acne
+#else
+ vec4 color = textureLod(source_color, vec4(normal, params.camera_z_far), 0.0); //the biggest the lod the least the acne
+#endif
+ imageStore(dest_buffer, pos + params.target, color);
+#endif
}
diff --git a/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl b/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl
index 07f8d09743..9751e13b4e 100644
--- a/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl
@@ -1,12 +1,10 @@
-/* clang-format off */
-[vertex]
+#[vertex]
#version 450
VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
-/* clang-format on */
layout(push_constant, binding = 1, std430) uniform Params {
vec4 section;
@@ -20,7 +18,6 @@ layout(push_constant, binding = 1, std430) uniform Params {
params;
void main() {
-
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp = base_arr[gl_VertexIndex];
@@ -36,8 +33,7 @@ void main() {
}
}
-/* clang-format off */
-[fragment]
+#[fragment]
#version 450
@@ -51,19 +47,27 @@ layout(push_constant, binding = 1, std430) uniform Params {
bool force_luminance;
bool alpha_to_zero;
- uint pad[2];
-} params;
-
+ bool srgb;
+ uint pad;
+}
+params;
layout(location = 0) in vec2 uv_interp;
-/* clang-format on */
layout(set = 0, binding = 0) uniform sampler2D source_color;
-
+#ifdef MODE_TWO_SOURCES
+layout(set = 1, binding = 0) uniform sampler2D source_color2;
+#endif
layout(location = 0) out vec4 frag_color;
-void main() {
+vec3 linear_to_srgb(vec3 color) {
+ //if going to srgb, clamp from 0 to 1.
+ color = clamp(color, vec3(0.0), vec3(1.0));
+ const vec3 a = vec3(0.055f);
+ return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
+}
+void main() {
vec2 uv = uv_interp;
#ifdef MODE_PANORAMA_TO_DP
@@ -83,8 +87,9 @@ void main() {
vec2 st = vec2(atan(normal.x, normal.z), acos(normal.y));
- if (st.x < 0.0)
+ if (st.x < 0.0) {
st.x += M_PI * 2.0;
+ }
uv = st / vec2(M_PI * 2.0, M_PI);
@@ -94,11 +99,17 @@ void main() {
}
#endif
vec4 color = textureLod(source_color, uv, 0.0);
+#ifdef MODE_TWO_SOURCES
+ color += textureLod(source_color2, uv, 0.0);
+#endif
if (params.force_luminance) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
if (params.alpha_to_zero) {
color.rgb *= color.a;
}
+ if (params.srgb) {
+ color.rgb = linear_to_srgb(color.rgb);
+ }
frag_color = color;
}
diff --git a/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl b/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl
index 02ebe1a53b..54d67db6c6 100644
--- a/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl
@@ -1,12 +1,10 @@
-/* clang-format off */
-[compute]
+#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-/* clang-format on */
layout(set = 0, binding = 0) uniform samplerCube source_cube;
@@ -23,7 +21,6 @@ params;
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D depth_buffer;
void main() {
-
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
return;
diff --git a/servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl b/servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl
index 9f3ecf6053..7f269b7af3 100644
--- a/servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl
@@ -18,8 +18,7 @@
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
-/* clang-format off */
-[compute]
+#[compute]
#version 450
@@ -28,7 +27,6 @@ VERSION_DEFINES
#define BLOCK_SIZE 8
layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
-/* clang-format on */
layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
@@ -46,26 +44,31 @@ void get_dir_0(out vec3 dir, in float u, in float v) {
dir[1] = v;
dir[2] = -u;
}
+
void get_dir_1(out vec3 dir, in float u, in float v) {
dir[0] = -1.0;
dir[1] = v;
dir[2] = u;
}
+
void get_dir_2(out vec3 dir, in float u, in float v) {
dir[0] = u;
dir[1] = 1.0;
dir[2] = -v;
}
+
void get_dir_3(out vec3 dir, in float u, in float v) {
dir[0] = u;
dir[1] = -1.0;
dir[2] = v;
}
+
void get_dir_4(out vec3 dir, in float u, in float v) {
dir[0] = u;
dir[1] = v;
dir[2] = 1.0;
}
+
void get_dir_5(out vec3 dir, in float u, in float v) {
dir[0] = -u;
dir[1] = v;
diff --git a/servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl b/servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl
index 193d0a8a3c..987545fb76 100644
--- a/servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl
@@ -18,8 +18,7 @@
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
-/* clang-format off */
-[compute]
+#[compute]
#version 450
@@ -28,7 +27,6 @@ VERSION_DEFINES
#define GROUP_SIZE 64
layout(local_size_x = GROUP_SIZE, local_size_y = 1, local_size_z = 1) in;
-/* clang-format on */
layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly imageCube dest_cubemap0;
diff --git a/servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl b/servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl
index e85996fa1a..5cbb00baa4 100644
--- a/servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl
@@ -1,5 +1,4 @@
-/* clang-format off */
-[compute]
+#[compute]
#version 450
@@ -8,7 +7,6 @@ VERSION_DEFINES
#define GROUP_SIZE 8
layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in;
-/* clang-format on */
layout(set = 0, binding = 0) uniform samplerCube source_cube;
@@ -119,10 +117,8 @@ void main() {
//vec4 color = color_interp;
if (params.use_direct_write) {
-
imageStore(dest_cubemap, ivec3(id), vec4(texture(source_cube, N).rgb, 1.0));
} else {
-
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
@@ -135,7 +131,6 @@ void main() {
float ndotl = clamp(dot(N, L), 0.0, 1.0);
if (ndotl > 0.0) {
-
sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
sum.a += ndotl;
}
diff --git a/servers/rendering/rasterizer_rd/shaders/gi.glsl b/servers/rendering/rasterizer_rd/shaders/gi.glsl
new file mode 100644
index 0000000000..8011dadc72
--- /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 mipmaps;
+};
+
+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);
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/giprobe.glsl b/servers/rendering/rasterizer_rd/shaders/giprobe.glsl
index fd09f96a57..ea4237a45e 100644
--- a/servers/rendering/rasterizer_rd/shaders/giprobe.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/giprobe.glsl
@@ -1,5 +1,4 @@
-/* clang-format off */
-[compute]
+#[compute]
#version 450
@@ -10,7 +9,6 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#else
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
#endif
-/* clang-format on */
#ifndef MODE_DYNAMIC
@@ -47,7 +45,6 @@ cell_data;
#if defined(MODE_COMPUTE_LIGHT) || defined(MODE_DYNAMIC_LIGHTING)
struct Light {
-
uint type;
float energy;
float radius;
@@ -191,7 +188,6 @@ layout(r16ui, set = 0, binding = 13) uniform restrict writeonly uimage3D aniso_n
#if defined(MODE_COMPUTE_LIGHT) || defined(MODE_DYNAMIC_LIGHTING)
float raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
-
vec3 cell_size = 1.0 / vec3(params.limits);
float occlusion = 1.0;
while (distance > 0.5) { //use this to avoid precision errors
@@ -213,14 +209,11 @@ float raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
}
bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3 light_pos) {
-
if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
-
light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
attenuation = 1.0;
} else {
-
light_pos = lights.data[light].position;
float distance = length(pos - light_pos);
if (distance >= lights.data[light].radius) {
@@ -230,7 +223,6 @@ bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3
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) {
@@ -246,7 +238,6 @@ bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3
}
float get_normal_advance(vec3 p_normal) {
-
vec3 normal = p_normal;
vec3 unorm = abs(normal);
@@ -269,7 +260,6 @@ float get_normal_advance(vec3 p_normal) {
}
void clip_segment(vec4 plane, vec3 begin, inout vec3 end) {
-
vec3 segment = begin - end;
float den = dot(plane.xyz, segment);
@@ -302,7 +292,6 @@ bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, i
}
if (lights.data[index].has_shadow) {
-
float distance_adv = get_normal_advance(light_dir);
vec3 to = pos;
@@ -352,7 +341,6 @@ bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, i
#endif // MODE COMPUTE LIGHT
void main() {
-
#ifndef MODE_DYNAMIC
uint cell_index = gl_GlobalInvocationID.x;
@@ -383,7 +371,6 @@ void main() {
#endif
for (uint i = 0; i < params.light_count; i++) {
-
vec3 light;
vec3 light_dir;
if (!compute_light_at_pos(i, pos, normal.xyz, light, light_dir)) {
@@ -394,7 +381,6 @@ void main() {
#ifdef MODE_ANISOTROPIC
for (uint j = 0; j < 6; j++) {
-
accum[j] += max(0.0, dot(accum_dirs[j], -light_dir)) * light;
}
#else
@@ -461,7 +447,6 @@ void main() {
#endif
if (length(normal.xyz) > 0.2) {
-
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal.xyz));
vec3 bitangent = normalize(cross(tangent, normal.xyz));
@@ -481,11 +466,9 @@ void main() {
float tan_half_angle = 0.577;
for (int i = 0; i < MAX_CONE_DIRS; i++) {
-
vec3 direction = normal_mat * cone_dirs[i];
vec4 color = vec4(0.0);
{
-
float dist = 1.5;
float max_distance = length(vec3(params.limits));
vec3 cell_size = 1.0 / vec3(params.limits);
@@ -519,7 +502,6 @@ void main() {
color *= cone_weights[i] * vec4(albedo.rgb, 1.0) * params.dynamic_range; //restore range
#ifdef MODE_ANISOTROPIC
for (uint j = 0; j < 6; j++) {
-
accum[j] += max(0.0, dot(accum_dirs[j], direction)) * color.rgb;
}
#else
@@ -594,7 +576,6 @@ void main() {
#ifdef MODE_WRITE_TEXTURE
{
-
#ifdef MODE_ANISOTROPIC
vec3 accum_total = vec3(0.0);
accum_total += outputs.data[cell_index * 6 + 0].rgb;
@@ -665,7 +646,6 @@ void main() {
vec3 accum = vec3(0.0);
for (uint i = 0; i < params.light_count; i++) {
-
vec3 light;
vec3 light_dir;
if (!compute_light_at_pos(i, vec3(pos) * params.pos_multiplier, normal, light, light_dir)) {
diff --git a/servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl b/servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl
index b1784e7eee..515cc35507 100644
--- a/servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl
@@ -1,5 +1,4 @@
-/* clang-format off */
-[vertex]
+#[vertex]
#version 450
@@ -11,7 +10,6 @@ struct CellData {
uint emission; //rgb normalized with e as multiplier
uint normal; //RGB normal encoded
};
-/* clang-format on */
layout(set = 0, binding = 1, std140) buffer CellDataBuffer {
CellData data[];
@@ -28,7 +26,6 @@ layout(set = 0, binding = 5) uniform texture3D aniso_neg_tex;
#endif
layout(push_constant, binding = 0, std430) uniform Params {
-
mat4 projection;
uint cell_offset;
float dynamic_range;
@@ -42,7 +39,6 @@ params;
layout(location = 0) out vec4 color_interp;
void main() {
-
const vec3 cube_triangles[36] = vec3[](
vec3(-1.0f, -1.0f, -1.0f),
vec3(-1.0f, -1.0f, 1.0f),
@@ -130,12 +126,24 @@ void main() {
float strength = 0.0;
switch (side) {
- case POS_X: strength = aniso_pos.x; break;
- case POS_Y: strength = aniso_pos.y; break;
- case POS_Z: strength = aniso_pos.z; break;
- case NEG_X: strength = aniso_neg.x; break;
- case NEG_Y: strength = aniso_neg.y; break;
- case NEG_Z: strength = aniso_neg.z; break;
+ case POS_X:
+ strength = aniso_pos.x;
+ break;
+ case POS_Y:
+ strength = aniso_pos.y;
+ break;
+ case POS_Z:
+ strength = aniso_pos.z;
+ break;
+ case NEG_X:
+ strength = aniso_neg.x;
+ break;
+ case NEG_Y:
+ strength = aniso_neg.y;
+ break;
+ case NEG_Z:
+ strength = aniso_neg.z;
+ break;
}
color_interp.xyz *= strength;
@@ -160,19 +168,16 @@ void main() {
#endif
}
-/* clang-format off */
-[fragment]
+#[fragment]
#version 450
VERSION_DEFINES
layout(location = 0) in vec4 color_interp;
-/* clang-format on */
layout(location = 0) out vec4 frag_color;
void main() {
-
frag_color = color_interp;
#ifdef MODE_DEBUG_LIGHT_FULL
@@ -184,22 +189,38 @@ void main() {
int index = x + y * 4;
float limit = 0.0;
if (x < 8) {
- if (index == 0) limit = 0.0625;
- if (index == 1) limit = 0.5625;
- if (index == 2) limit = 0.1875;
- if (index == 3) limit = 0.6875;
- if (index == 4) limit = 0.8125;
- if (index == 5) limit = 0.3125;
- if (index == 6) limit = 0.9375;
- if (index == 7) limit = 0.4375;
- if (index == 8) limit = 0.25;
- if (index == 9) limit = 0.75;
- if (index == 10) limit = 0.125;
- if (index == 11) limit = 0.625;
- if (index == 12) limit = 1.0;
- if (index == 13) limit = 0.5;
- if (index == 14) limit = 0.875;
- if (index == 15) limit = 0.375;
+ if (index == 0)
+ limit = 0.0625;
+ if (index == 1)
+ limit = 0.5625;
+ if (index == 2)
+ limit = 0.1875;
+ if (index == 3)
+ limit = 0.6875;
+ if (index == 4)
+ limit = 0.8125;
+ if (index == 5)
+ limit = 0.3125;
+ if (index == 6)
+ limit = 0.9375;
+ if (index == 7)
+ limit = 0.4375;
+ if (index == 8)
+ limit = 0.25;
+ if (index == 9)
+ limit = 0.75;
+ if (index == 10)
+ limit = 0.125;
+ if (index == 11)
+ limit = 0.625;
+ if (index == 12)
+ limit = 1.0;
+ if (index == 13)
+ limit = 0.5;
+ if (index == 14)
+ limit = 0.875;
+ if (index == 15)
+ limit = 0.375;
}
if (frag_color.a < limit) {
discard;
diff --git a/servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl b/servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl
index d089236723..5b3dec0ee7 100644
--- a/servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl
@@ -1,12 +1,10 @@
-/* clang-format off */
-[compute]
+#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
-/* clang-format on */
#define MAX_DISTANCE 100000
@@ -45,7 +43,6 @@ layout(push_constant, binding = 0, std430) uniform Params {
params;
void main() {
-
vec3 pos = vec3(gl_GlobalInvocationID);
float closest_dist = 100000.0;
@@ -71,19 +68,17 @@ void main() {
#if 0
layout(push_constant, binding = 0, std430) uniform Params {
-
ivec3 limits;
uint stack_size;
-} params;
+}
+params;
float distance_to_aabb(ivec3 pos, ivec3 aabb_pos, ivec3 aabb_size) {
-
vec3 delta = vec3(max(ivec3(0), max(aabb_pos - pos, pos - (aabb_pos + aabb_size - ivec3(1)))));
return length(delta);
}
void main() {
-
ivec3 pos = ivec3(gl_GlobalInvocationID);
uint stack[10] = uint[](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
@@ -107,7 +102,6 @@ void main() {
int stack_pos = 0;
while (true) {
-
uint index = stack_indices[stack_pos] >> 24;
if (index == 8) {
diff --git a/servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl b/servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl
index c832223b1e..9c794f1bcc 100644
--- a/servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl
@@ -1,12 +1,10 @@
-/* clang-format off */
-[compute]
+#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
-/* clang-format on */
#define NO_CHILDREN 0xFFFFFFFF
#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
@@ -84,24 +82,20 @@ 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);
@@ -118,8 +112,9 @@ uint raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
}
cell = cell_children.data[cell].children[child];
- if (cell == NO_CHILDREN)
+ if (cell == NO_CHILDREN) {
break;
+ }
half_size >>= ivec3(1);
}
@@ -137,14 +132,10 @@ uint raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
}
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) {
@@ -154,7 +145,6 @@ bool compute_light_vector(uint light, uint cell, vec3 pos, out float attenuation
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) {
@@ -170,7 +160,6 @@ bool compute_light_vector(uint light, uint cell, vec3 pos, out float attenuation
}
float get_normal_advance(vec3 p_normal) {
-
vec3 normal = p_normal;
vec3 unorm = abs(normal);
@@ -195,7 +184,6 @@ float get_normal_advance(vec3 p_normal) {
#endif
void main() {
-
uint cell_index = gl_GlobalInvocationID.x;
if (cell_index >= params.cell_count) {
return;
@@ -220,7 +208,6 @@ void main() {
#endif
for (uint i = 0; i < params.light_count; i++) {
-
float attenuation;
vec3 light_pos;
@@ -237,7 +224,6 @@ void main() {
}
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
diff --git a/servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl b/servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl
index 4bf5b7e7f1..8a11c35b78 100644
--- a/servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl
@@ -1,5 +1,4 @@
-/* clang-format off */
-[compute]
+#[compute]
#version 450
@@ -8,7 +7,6 @@ VERSION_DEFINES
#define BLOCK_SIZE 8
layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
-/* clang-format on */
shared float tmp_data[BLOCK_SIZE * BLOCK_SIZE];
@@ -40,12 +38,10 @@ layout(push_constant, binding = 1, std430) uniform Params {
params;
void main() {
-
uint t = gl_LocalInvocationID.y * BLOCK_SIZE + gl_LocalInvocationID.x;
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(lessThan(pos, params.source_size))) {
-
#ifdef READ_TEXTURE
vec3 v = texelFetch(source_texture, pos, 0).rgb;
tmp_data[t] = max(v.r, max(v.g, v.b));
@@ -69,7 +65,6 @@ void main() {
barrier();
size >>= 1;
-
} while (size >= 1);
if (t == 0) {
diff --git a/servers/rendering/rasterizer_rd/shaders/resolve.glsl b/servers/rendering/rasterizer_rd/shaders/resolve.glsl
new file mode 100644
index 0000000000..9429a66dc9
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/resolve.glsl
@@ -0,0 +1,110 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#ifdef MODE_RESOLVE_GI
+layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
+layout(set = 0, binding = 1) uniform sampler2DMS source_normal_roughness;
+
+layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_depth;
+layout(rgba8, set = 1, binding = 1) uniform restrict writeonly image2D dest_normal_roughness;
+
+#ifdef GIPROBE_RESOLVE
+layout(set = 2, binding = 0) uniform usampler2DMS source_giprobe;
+layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_giprobe;
+#endif
+
+#endif
+
+layout(push_constant, binding = 16, std430) uniform Params {
+ ivec2 screen_size;
+ int sample_count;
+ uint pad;
+}
+params;
+
+void main() {
+ // Pixel being shaded
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+#ifdef MODE_RESOLVE_GI
+
+ float best_depth = 1e20;
+ vec4 best_normal_roughness = vec4(0.0);
+#ifdef GIPROBE_RESOLVE
+ uvec2 best_giprobe;
+#endif
+
+#if 0
+
+ for(int i=0;i<params.sample_count;i++) {
+ float depth = texelFetch(source_depth,pos,i).r;
+ if (depth < best_depth) { //use the depth closest to camera
+ best_depth = depth;
+ best_normal_roughness = texelFetch(source_normal_roughness,pos,i);
+
+#ifdef GIPROBE_RESOLVE
+ best_giprobe = texelFetch(source_giprobe,pos,i).rg;
+#endif
+ }
+ }
+
+#else
+
+ float depths[16];
+ int depth_indices[16];
+ int depth_amount[16];
+ int depth_count = 0;
+
+ for (int i = 0; i < params.sample_count; i++) {
+ float depth = texelFetch(source_depth, pos, i).r;
+ int depth_index = -1;
+ for (int j = 0; j < depth_count; j++) {
+ if (abs(depths[j] - depth) < 0.000001) {
+ depth_index = j;
+ break;
+ }
+ }
+
+ if (depth_index == -1) {
+ depths[depth_count] = depth;
+ depth_indices[depth_count] = i;
+ depth_amount[depth_count] = 1;
+ depth_count += 1;
+ } else {
+ depth_amount[depth_index] += 1;
+ }
+ }
+
+ int depth_least = 0xFFFF;
+ int best_index = 0;
+ for (int j = 0; j < depth_count; j++) {
+ if (depth_amount[j] < depth_least) {
+ best_index = depth_indices[j];
+ depth_least = depth_amount[j];
+ }
+ }
+
+ best_depth = texelFetch(source_depth, pos, best_index).r;
+ best_normal_roughness = texelFetch(source_normal_roughness, pos, best_index);
+#ifdef GIPROBE_RESOLVE
+ best_giprobe = texelFetch(source_giprobe, pos, best_index).rg;
+#endif
+
+#endif
+
+ imageStore(dest_depth, pos, vec4(best_depth));
+ imageStore(dest_normal_roughness, pos, vec4(best_normal_roughness));
+#ifdef GIPROBE_RESOLVE
+ imageStore(dest_giprobe, pos, uvec4(best_giprobe, 0, 0));
+#endif
+
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl b/servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl
index 3637b1abb2..464895928a 100644
--- a/servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl
@@ -1,12 +1,10 @@
-/* clang-format off */
-[compute]
+#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-/* clang-format on */
layout(set = 0, binding = 0) uniform sampler2D source_normal;
layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_roughness;
@@ -21,7 +19,6 @@ params;
#define HALF_PI 1.5707963267948966
void main() {
-
// Pixel being shaded
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
@@ -53,14 +50,14 @@ void main() {
float kappa = (3.0f * r - r * r2) / (1.0f - r2);
float variance = 0.25f / kappa;
limit = sqrt(min(2.0f * variance, threshold * threshold));
-//*/
+ */
/*
//Formula based on probability distribution graph
float width = acos(max(0.0,r)); // convert to angle (width)
float roughness = pow(width,1.7)*0.854492; //approximate (crappy) formula to convert to roughness
limit = min(sqrt(roughness), threshold); //convert to perceptual roughness and apply threshold
-//*/
+ */
limit = min(sqrt(pow(acos(max(0.0, r)) / HALF_PI, params.curve)), threshold); //convert to perceptual roughness and apply threshold
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
index ec47887036..5993e68317 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
@@ -1,5 +1,4 @@
-/* clang-format off */
-[vertex]
+#[vertex]
#version 450
@@ -10,7 +9,6 @@ VERSION_DEFINES
/* INPUT ATTRIBS */
layout(location = 0) in vec3 vertex_attrib;
-/* clang-format on */
layout(location = 1) in vec3 normal_attrib;
#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
layout(location = 2) in vec4 tangent_attrib;
@@ -22,7 +20,7 @@ layout(location = 3) in vec4 color_attrib;
layout(location = 4) in vec2 uv_attrib;
-#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL)
layout(location = 5) in vec2 uv2_attrib;
#endif
@@ -49,7 +47,7 @@ layout(location = 6) out vec3 binormal_interp;
#endif
#ifdef USE_MATERIAL_UNIFORMS
-layout(set = 5, binding = 0, std140) uniform MaterialUniforms{
+layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
@@ -62,8 +60,6 @@ VERTEX_SHADER_GLOBALS
/* clang-format on */
-// FIXME: This triggers a Mesa bug that breaks rendering, so disabled for now.
-// See GH-13450 and https://bugs.freedesktop.org/show_bug.cgi?id=100316
invariant gl_Position;
layout(location = 7) flat out uint instance_index;
@@ -75,7 +71,6 @@ layout(location = 8) out float dp_clip;
#endif
void main() {
-
instance_index = draw_call.instance_index;
vec4 instance_custom = vec4(0.0);
#if defined(COLOR_USED)
@@ -263,10 +258,16 @@ VERTEX_SHADER_CODE
}
}
#endif
+#ifdef MODE_RENDER_MATERIAL
+ if (scene_data.material_uv2_mode) {
+ gl_Position.xy = (uv2_attrib.xy + draw_call.bake_uv2_offset) * 2.0 - 1.0;
+ gl_Position.z = 0.00001;
+ gl_Position.w = 1.0;
+ }
+#endif
}
-/* clang-format off */
-[fragment]
+#[fragment]
#version 450
@@ -277,7 +278,6 @@ VERSION_DEFINES
/* Varyings */
layout(location = 0) in vec3 vertex_interp;
-/* clang-format on */
layout(location = 1) in vec3 normal_interp;
#if defined(COLOR_USED)
@@ -315,7 +315,7 @@ layout(location = 8) in float dp_clip;
#endif
#ifdef USE_MATERIAL_UNIFORMS
-layout(set = 5, binding = 0, std140) uniform MaterialUniforms{
+layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
@@ -340,11 +340,13 @@ layout(location = 4) out float depth_output_buffer;
#endif
-#ifdef MODE_RENDER_NORMAL
-layout(location = 0) out vec4 normal_output_buffer;
-#ifdef MODE_RENDER_ROUGHNESS
-layout(location = 1) out float roughness_output_buffer;
-#endif //MODE_RENDER_ROUGHNESS
+#ifdef MODE_RENDER_NORMAL_ROUGHNESS
+layout(location = 0) out vec4 normal_roughness_output_buffer;
+
+#ifdef MODE_RENDER_GIPROBE
+layout(location = 1) out uvec2 giprobe_buffer;
+#endif
+
#endif //MODE_RENDER_NORMAL
#else // RENDER DEPTH
@@ -420,7 +422,8 @@ float SchlickFresnel(float u) {
}
float GTR1(float NdotH, float a) {
- if (a >= 1.0) return 1.0 / M_PI;
+ if (a >= 1.0)
+ return 1.0 / M_PI;
float a2 = a * a;
float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
return (a2 - 1.0) / (M_PI * log(a2) * t);
@@ -684,7 +687,6 @@ float quick_hash(vec2 pos) {
}
float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
-
vec2 pos = coord.xy;
float depth = coord.z;
@@ -711,7 +713,6 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve
}
float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
-
vec2 pos = coord.xy;
float depth = coord.z;
@@ -738,7 +739,6 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
}
float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
-
//find blocker
float blocker_count = 0.0;
float blocker_average = 0.0;
@@ -752,7 +752,6 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
}
for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
-
vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
if (d < pssm_coord.z) {
@@ -762,7 +761,6 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
}
if (blocker_count > 0.0) {
-
//blockers found, do soft shadow
blocker_average /= blocker_count;
float penumbra = (pssm_coord.z - blocker_average) / blocker_average;
@@ -820,7 +818,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float size_A = 0.0;
if (lights.data[idx].size > 0.0) {
-
float t = lights.data[idx].size / max(0.001, light_length);
size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
}
@@ -874,7 +871,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
bitangent *= lights.data[idx].soft_shadow_size * lights.data[idx].soft_shadow_scale;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
-
vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
@@ -883,11 +879,9 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec4 uv_rect = lights.data[idx].atlas_rect;
if (pos.z >= 0.0) {
-
pos.z += 1.0;
uv_rect.y += uv_rect.w;
} else {
-
pos.z = 1.0 - pos.z;
}
@@ -904,7 +898,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
}
if (blocker_count > 0.0) {
-
//blockers found, do soft shadow
blocker_average /= blocker_count;
float penumbra = (z_norm - blocker_average) / blocker_average;
@@ -915,7 +908,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
shadow = 0.0;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
-
vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
@@ -923,11 +915,9 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec4 uv_rect = lights.data[idx].atlas_rect;
if (pos.z >= 0.0) {
-
pos.z += 1.0;
uv_rect.y += uv_rect.w;
} else {
-
pos.z = 1.0 - pos.z;
}
@@ -945,12 +935,10 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
shadow = 1.0;
}
} else {
-
splane.xyz = normalize(splane.xyz);
vec4 clamp_rect = lights.data[idx].atlas_rect;
if (splane.z >= 0.0) {
-
splane.z += 1.0;
clamp_rect.y += clamp_rect.w;
@@ -970,7 +958,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_TRANSMITTANCE_USED
{
-
vec4 clamp_rect = lights.data[idx].atlas_rect;
//redo shadowmapping, but shrink the model a bit to avoid arctifacts
@@ -980,11 +967,9 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
splane = normalize(splane.xyz);
if (splane.z >= 0.0) {
-
splane.z += 1.0;
} else {
-
splane.z = 1.0 - splane.z;
}
@@ -1002,19 +987,16 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec3 no_shadow = vec3(1.0);
if (lights.data[idx].projector_rect != vec4(0.0)) {
-
vec3 local_v = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
local_v = normalize(local_v);
vec4 atlas_rect = lights.data[idx].projector_rect;
if (local_v.z >= 0.0) {
-
local_v.z += 1.0;
atlas_rect.y += atlas_rect.w;
} else {
-
local_v.z = 1.0 - local_v.z;
}
@@ -1029,10 +1011,8 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
local_v_ddx = normalize(local_v_ddx);
if (local_v_ddx.z >= 0.0) {
-
local_v_ddx.z += 1.0;
} else {
-
local_v_ddx.z = 1.0 - local_v_ddx.z;
}
@@ -1045,10 +1025,8 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
local_v_ddy = normalize(local_v_ddy);
if (local_v_ddy.z >= 0.0) {
-
local_v_ddy.z += 1.0;
} else {
-
local_v_ddy.z = 1.0 - local_v_ddy.z;
}
@@ -1136,7 +1114,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float size_A = 0.0;
if (lights.data[idx].size > 0.0) {
-
float t = lights.data[idx].size / max(0.001, light_length);
size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
}
@@ -1193,7 +1170,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float uv_size = lights.data[idx].soft_shadow_size * z_norm * lights.data[idx].soft_shadow_scale;
vec2 clamp_max = lights.data[idx].atlas_rect.xy + lights.data[idx].atlas_rect.zw;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
-
vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, lights.data[idx].atlas_rect.xy, clamp_max);
float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
@@ -1204,7 +1180,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
}
if (blocker_count > 0.0) {
-
//blockers found, do soft shadow
blocker_average /= blocker_count;
float penumbra = (z_norm - blocker_average) / blocker_average;
@@ -1234,7 +1209,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec3 no_shadow = vec3(1.0);
if (lights.data[idx].projector_rect != vec4(0.0)) {
-
splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
splane /= splane.w;
@@ -1257,14 +1231,13 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_TRANSMITTANCE_USED
{
-
splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
splane /= splane.w;
splane.xy = splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy;
float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
//reconstruct depth
- shadow_z / lights.data[idx].inv_radius;
+ shadow_z /= lights.data[idx].inv_radius;
//distance to light plane
float z = dot(spot_dir, -light_rel_vec);
transmittance_z = z - shadow_z;
@@ -1301,7 +1274,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
}
void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
-
vec3 box_extents = reflections.data[ref_index].box_extents;
vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz;
@@ -1350,42 +1322,42 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
reflection_accum += reflection;
}
-#if !defined(USE_LIGHTMAP) && !defined(USE_VOXEL_CONE_TRACING)
- if (reflections.data[ref_index].ambient.a > 0.0) { //compute ambient using skybox
-
- vec3 local_amb_vec = (reflections.data[ref_index].local_matrix * vec4(normal, 0.0)).xyz;
-
- vec4 ambient_out;
+ switch (reflections.data[ref_index].ambient_mode) {
+ case REFLECTION_AMBIENT_DISABLED: {
+ //do nothing
+ } break;
+ case REFLECTION_AMBIENT_ENVIRONMENT: {
+ //do nothing
+ vec3 local_amb_vec = (reflections.data[ref_index].local_matrix * vec4(normal, 0.0)).xyz;
- ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb;
-
- ambient_out.a = blend;
- ambient_out.rgb = mix(reflections.data[ref_index].ambient.rgb, ambient_out.rgb, reflections.data[ref_index].ambient.a);
- if (reflections.data[ref_index].params.z < 0.5) {
- ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
- }
+ vec4 ambient_out;
- ambient_out.rgb *= ambient_out.a;
- ambient_accum += ambient_out;
- } else {
+ ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb;
+ ambient_out.a = blend;
+ if (reflections.data[ref_index].params.z < 0.5) { //interior
+ ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
+ }
- vec4 ambient_out;
- ambient_out.a = blend;
- ambient_out.rgb = reflections.data[ref_index].ambient.rgb;
- if (reflections.data[ref_index].params.z < 0.5) {
- ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
- }
- ambient_out.rgb *= ambient_out.a;
- ambient_accum += ambient_out;
+ ambient_out.rgb *= ambient_out.a;
+ ambient_accum += ambient_out;
+ } break;
+ case REFLECTION_AMBIENT_COLOR: {
+ vec4 ambient_out;
+ ambient_out.a = blend;
+ ambient_out.rgb = reflections.data[ref_index].ambient;
+ if (reflections.data[ref_index].params.z < 0.5) {
+ ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
+ }
+ ambient_out.rgb *= ambient_out.a;
+ ambient_accum += ambient_out;
+ } break;
}
-#endif //USE_LIGHTMAP or VCT
}
-#ifdef USE_VOXEL_CONE_TRACING
+#ifdef USE_FORWARD_GI
//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);
@@ -1406,45 +1378,7 @@ vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction,
return color;
}
-#ifndef GI_PROBE_HIGH_QUALITY
-//faster version for 45 degrees
-
-#ifdef GI_PROBE_USE_ANISOTROPY
-
-vec4 voxel_cone_trace_anisotropic_45_degrees(texture3D probe, texture3D aniso_pos, texture3D aniso_neg, vec3 normal, 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);
- float radius = max(0.5, tan_half_angle * 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, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, lod_level);
- vec3 aniso_neg = textureLod(sampler3D(aniso_neg, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, lod_level).rgb;
- vec3 aniso_pos = textureLod(sampler3D(aniso_pos, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, lod_level).rgb;
-
- scolor.rgb *= dot(max(vec3(0.0), (normal * aniso_pos)), vec3(1.0)) + dot(max(vec3(0.0), (-normal * aniso_neg)), vec3(1.0));
- lod_level += 1.0;
-
- float a = (1.0 - color.a);
- scolor *= a;
- color += scolor;
- dist += radius;
- radius = max(0.5, tan_half_angle * dist);
- }
-
- return color;
-}
-#else
-
vec4 voxel_cone_trace_45_degrees(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);
float radius = max(0.5, tan_half_angle * dist);
@@ -1470,44 +1404,7 @@ vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3
return color;
}
-#endif
-
-#elif defined(GI_PROBE_USE_ANISOTROPY)
-
-//standard voxel cone trace
-vec4 voxel_cone_trace_anisotropic(texture3D probe, texture3D aniso_pos, texture3D aniso_neg, vec3 normal, 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;
- }
- float log2_diameter = log2(diameter);
- vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, log2_diameter);
- vec3 aniso_neg = textureLod(sampler3D(aniso_neg, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, log2_diameter).rgb;
- vec3 aniso_pos = textureLod(sampler3D(aniso_pos, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, log2_diameter).rgb;
-
- scolor.rgb *= dot(max(vec3(0.0), (normal * aniso_pos)), vec3(1.0)) + dot(max(vec3(0.0), (-normal * aniso_neg)), vec3(1.0));
-
- float a = (1.0 - color.a);
- scolor *= a;
- color += scolor;
- dist += half_diameter;
- }
-
- return color;
-}
-
-#endif
-
void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, vec3 ambient, vec3 environment, inout vec4 out_spec, inout vec4 out_diff) {
-
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);
@@ -1528,31 +1425,6 @@ void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
//radiance
-#ifdef GI_PROBE_HIGH_QUALITY
-
-#define MAX_CONE_DIRS 6
- vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
- vec3(0.0, 0.0, 1.0),
- vec3(0.866025, 0.0, 0.5),
- vec3(0.267617, 0.823639, 0.5),
- vec3(-0.700629, 0.509037, 0.5),
- vec3(-0.700629, -0.509037, 0.5),
- vec3(0.267617, -0.823639, 0.5));
-
- float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15);
- float cone_angle_tan = 0.577;
-
-#elif defined(GI_PROBE_LOW_QUALITY)
-
-#define MAX_CONE_DIRS 1
-
- vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
- vec3(0.0, 0.0, 1.0));
-
- float cone_weights[MAX_CONE_DIRS] = float[](1.0);
- float cone_angle_tan = 4; //~76 degrees
-#else // MEDIUM QUALITY
-
#define MAX_CONE_DIRS 4
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
@@ -1564,32 +1436,13 @@ void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
float cone_angle_tan = 0.98269;
-#endif
vec3 light = vec3(0.0);
for (int i = 0; i < MAX_CONE_DIRS; i++) {
-
vec3 dir = normalize((gi_probes.data[index].xform * vec4(normal_xform * cone_dirs[i], 0.0)).xyz);
-#if defined(GI_PROBE_HIGH_QUALITY) || defined(GI_PROBE_LOW_QUALITY)
-
-#ifdef GI_PROBE_USE_ANISOTROPY
- vec4 cone_light = voxel_cone_trace_anisotropic(gi_probe_textures[gi_probes.data[index].texture_slot], gi_probe_textures[gi_probes.data[index].texture_slot + 1], gi_probe_textures[gi_probes.data[index].texture_slot + 2], normalize(mix(dir, normal, gi_probes.data[index].anisotropy_strength)), cell_size, position, dir, cone_angle_tan, max_distance, gi_probes.data[index].bias);
-#else
-
- vec4 cone_light = voxel_cone_trace(gi_probe_textures[gi_probes.data[index].texture_slot], cell_size, position, dir, cone_angle_tan, max_distance, gi_probes.data[index].bias);
-
-#endif // GI_PROBE_USE_ANISOTROPY
+ vec4 cone_light = voxel_cone_trace_45_degrees(gi_probe_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, gi_probes.data[index].bias);
-#else
-
-#ifdef GI_PROBE_USE_ANISOTROPY
- vec4 cone_light = voxel_cone_trace_anisotropic_45_degrees(gi_probe_textures[gi_probes.data[index].texture_slot], gi_probe_textures[gi_probes.data[index].texture_slot + 1], gi_probe_textures[gi_probes.data[index].texture_slot + 2], normalize(mix(dir, normal, gi_probes.data[index].anisotropy_strength)), cell_size, position, dir, cone_angle_tan, max_distance, gi_probes.data[index].bias);
-#else
- vec4 cone_light = voxel_cone_trace_45_degrees(gi_probe_textures[gi_probes.data[index].texture_slot], cell_size, position, dir, cone_angle_tan, max_distance, gi_probes.data[index].bias);
-#endif // GI_PROBE_USE_ANISOTROPY
-
-#endif
if (gi_probes.data[index].blend_ambient) {
cone_light.rgb = mix(ambient, cone_light.rgb, min(1.0, cone_light.a / 0.95));
}
@@ -1598,50 +1451,202 @@ void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
}
light *= gi_probes.data[index].dynamic_range;
+ out_diff += vec4(light * blend, blend);
+
+ //irradiance
+ 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);
+ if (gi_probes.data[index].blend_ambient) {
+ irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95));
+ }
+ irr_light.rgb *= gi_probes.data[index].dynamic_range;
+ //irr_light=vec3(0.0);
+
+ out_spec += vec4(irr_light.rgb * blend, blend);
+}
+
+#endif //USE_FORWARD_GI
+
+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;
+}
+
+void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, bool use_specular, float roughness, out vec3 diffuse_light, out vec3 specular_light, out float blend) {
+ 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;
+
+ if (use_specular) {
+ specular_accum = vec3(0.0);
+ specular_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_specular_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;
+ }
+
+ 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 (gi_probes.data[index].ambient_occlusion > 0.001) {
+ 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)));
- float size = 1.0 + gi_probes.data[index].ambient_occlusion_size * 7.0;
+ 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(sdfgi_occlusion_cascades, material_samplers[SAMPLER_LINEAR_CLAMP]), occ_pos, 0.0), occ_mask);
- 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[gi_probes.data[index].texture_slot], material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ofs, i - 1.0).a * i;
+ weight *= max(occlusion, 0.01);
}
- if (blend > 0.001) {
- vec3 ofs = (position + normal * ((taps + 1.0) * 0.5 + 1.0)) * cell_size;
- ao += textureLod(sampler3D(gi_probe_textures[gi_probes.data[index].texture_slot], material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ofs, taps).a * (taps + 1.0) * blend;
+ // 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(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb;
+
+ diffuse_accum += vec4(diffuse * weight, weight);
+
+ if (use_specular) {
+ 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(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb;
+ }
+ if (roughness > 0.5) {
+ specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0);
+ }
+
+ specular_accum += specular * weight;
}
+ }
+
+ if (diffuse_accum.a > 0.0) {
+ diffuse_accum.rgb /= diffuse_accum.a;
+ }
- ao = 1.0 - min(1.0, ao);
+ diffuse_light = diffuse_accum.rgb;
- light = mix(scene_data.ao_color.rgb, light, mix(1.0, ao, gi_probes.data[index].ambient_occlusion));
+ if (use_specular) {
+ if (diffuse_accum.a > 0.0) {
+ specular_accum /= diffuse_accum.a;
+ }
+
+ specular_light = specular_accum;
}
- out_diff += vec4(light * blend, blend);
+ {
+ //process blend
+ float blend_from = (float(sdfgi.probe_axis_size - 1) / 2.0) - 2.5;
+ float blend_to = blend_from + 2.0;
- //irradiance
-#ifndef GI_PROBE_LOW_QUALITY
- vec4 irr_light = voxel_cone_trace(gi_probe_textures[gi_probes.data[index].texture_slot], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, gi_probes.data[index].bias);
- if (gi_probes.data[index].blend_ambient) {
- irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95));
+ 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;
+ }
}
- irr_light.rgb *= gi_probes.data[index].dynamic_range;
- //irr_light=vec3(0.0);
+}
- out_spec += vec4(irr_light.rgb * blend, blend);
-#endif
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#ifndef MODE_RENDER_DEPTH
+
+vec4 volumetric_fog_process(vec2 screen_uv, float z) {
+ vec3 fog_pos = vec3(screen_uv, z * scene_data.volumetric_fog_inv_length);
+ if (fog_pos.z < 0.0) {
+ return vec4(0.0);
+ } else if (fog_pos.z < 1.0) {
+ fog_pos.z = pow(fog_pos.z, scene_data.volumetric_fog_detail_spread);
+ }
+
+ return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
}
-#endif //USE_VOXEL_CONE_TRACING
+vec4 fog_process(vec3 vertex) {
+ vec3 fog_color = scene_data.fog_light_color;
-#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+ if (scene_data.fog_sun_scatter > 0.001) {
+ vec4 sun_scatter = vec4(0.0);
+ float sun_total = 0.0;
+ vec3 view = normalize(vertex);
-void main() {
+ for (uint i = 0; i < scene_data.directional_light_count; i++) {
+ vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy;
+ float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0);
+ fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
+ }
+ }
+
+ float fog_amount = 1.0 - exp(vertex.z * scene_data.fog_density);
+
+ if (abs(scene_data.fog_height_density) > 0.001) {
+ float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
+
+ float y_dist = scene_data.fog_height - y;
+ float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
+
+ fog_amount = max(vfog_amount, fog_amount);
+ }
+
+ return vec4(fog_color, fog_amount);
+}
+
+#endif
+
+void main() {
#ifdef MODE_DUAL_PARABOLOID
if (dp_clip > 0.0)
@@ -1793,7 +1798,6 @@ FRAGMENT_SHADER_CODE
//do outside for performance and avoiding arctifacts
for (uint i = 0; i < decal_count; i++) {
-
uint decal_index = cluster_data.indices[decal_pointer + i];
if (!bool(decals.data[decal_index].mask & instances.data[instance_index].layer_mask)) {
continue; //not masked
@@ -1822,7 +1826,6 @@ FRAGMENT_SHADER_CODE
albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix);
if (decals.data[decal_index].normal_rect != vec4(0.0)) {
-
vec3 decal_normal = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software
decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy)));
@@ -1833,7 +1836,6 @@ FRAGMENT_SHADER_CODE
}
if (decals.data[decal_index].orm_rect != vec4(0.0)) {
-
vec3 decal_orm = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
#if defined(AO_USED)
ao = mix(ao, decal_orm.r, decal_albedo.a);
@@ -1853,6 +1855,15 @@ FRAGMENT_SHADER_CODE
#endif //not render depth
/////////////////////// LIGHTING //////////////////////////////
+ if (scene_data.roughness_limiter_enabled) {
+ //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
+ float roughness2 = roughness * roughness;
+ vec3 dndu = dFdx(normal), dndv = dFdx(normal);
+ float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv));
+ float kernelRoughness2 = min(2.0 * variance, scene_data.roughness_limiter_limit); //limit effect
+ float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2);
+ roughness = sqrt(filteredRoughness2);
+ }
//apply energy conservation
vec3 specular_light = vec3(0.0, 0.0, 0.0);
@@ -1861,13 +1872,7 @@ FRAGMENT_SHADER_CODE
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
- if (scene_data.roughness_limiter_enabled) {
- float limit = texelFetch(sampler2D(roughness_buffer, material_samplers[SAMPLER_NEAREST_CLAMP]), ivec2(gl_FragCoord.xy), 0).r;
- roughness = max(roughness, limit);
- }
-
if (scene_data.use_reflection_cubemap) {
-
vec3 ref_vec = reflect(-view, normal);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
@@ -1887,7 +1892,6 @@ FRAGMENT_SHADER_CODE
#ifndef USE_LIGHTMAP
//lightmap overrides everything
if (scene_data.use_ambient_light) {
-
ambient_light = scene_data.ambient_light_color_energy.rgb;
if (scene_data.use_ambient_cubemap) {
@@ -1914,44 +1918,216 @@ FRAGMENT_SHADER_CODE
#endif
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
- //gi probes
+
+#ifdef USE_LIGHTMAP
//lightmap
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
+ uint index = instances.data[instance_index].gi_offset;
+
+ vec3 wnormal = mat3(scene_data.camera_matrix) * normal;
+ const float c1 = 0.429043;
+ const float c2 = 0.511664;
+ const float c3 = 0.743125;
+ const float c4 = 0.886227;
+ const float c5 = 0.247708;
+ ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
+
+ } else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
+ bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
+ uint ofs = instances.data[instance_index].gi_offset & 0xFFF;
+ vec3 uvw;
+ uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy;
+ uvw.z = float((instances.data[instance_index].gi_offset >> 12) & 0xFF);
+
+ if (uses_sh) {
+ uvw.z *= 4.0; //SH textures use 4 times more data
+ vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
+ vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
+ vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
+ vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
+
+ uint idx = instances.data[instance_index].gi_offset >> 20;
+ vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
+
+ ambient_light += lm_light_l0 * 0.282095f;
+ ambient_light += lm_light_l1n1 * 0.32573 * n.y;
+ ambient_light += lm_light_l1_0 * 0.32573 * n.z;
+ ambient_light += lm_light_l1p1 * 0.32573 * n.x;
+ if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick
+ vec3 r = reflect(normalize(-vertex), normal);
+ specular_light += lm_light_l1n1 * 0.32573 * r.y;
+ specular_light += lm_light_l1_0 * 0.32573 * r.z;
+ specular_light += lm_light_l1p1 * 0.32573 * r.x;
+ }
- //lightmap capture
+ } else {
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb;
+ }
+ }
+#elif defined(USE_FORWARD_GI)
-#ifdef USE_VOXEL_CONE_TRACING
- { // process giprobes
- uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
- if (index1 != 0xFFFF) {
- vec3 ref_vec = normalize(reflect(normalize(vertex), normal));
- //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);
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture
+
+ //make vertex orientation the world one, but still align to camera
+ vec3 cam_pos = mat3(scene_data.camera_matrix) * vertex;
+ vec3 cam_normal = mat3(scene_data.camera_matrix) * normal;
+ vec3 cam_reflection = mat3(scene_data.camera_matrix) * reflect(-view, normal);
+
+ //apply y-mult
+ cam_pos.y *= sdfgi.y_mult;
+ cam_normal.y *= sdfgi.y_mult;
+ cam_normal = normalize(cam_normal);
+ cam_reflection.y *= sdfgi.y_mult;
+ cam_normal = normalize(cam_normal);
+ cam_reflection = normalize(cam_reflection);
+
+ vec4 light_accum = vec4(0.0);
+ float weight_accum = 0.0;
+
+ vec4 light_blend_accum = vec4(0.0);
+ float weight_blend_accum = 0.0;
- vec4 amb_accum = vec4(0.0);
- vec4 spec_accum = vec4(0.0);
- gi_probe_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
+ float blend = -1.0;
- uint index2 = instances.data[instance_index].gi_offset >> 16;
+ // helper constants, compute once
- if (index2 != 0xFFFF) {
- gi_probe_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
+ 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
}
- if (amb_accum.a > 0.0) {
- amb_accum.rgb /= amb_accum.a;
+ cascade = i;
+ break;
+ }
+
+ if (cascade < SDFGI_MAX_CASCADES) {
+ bool use_specular = true;
+ float blend;
+ vec3 diffuse, specular;
+ sdfgi_process(cascade, cascade_pos, cam_pos, cam_normal, cam_reflection, use_specular, roughness, diffuse, specular, blend);
+
+ if (blend > 0.0) {
+ //blend
+ if (cascade == sdfgi.max_cascades - 1) {
+ diffuse = mix(diffuse, ambient_light, blend);
+ if (use_specular) {
+ specular = mix(specular, specular_light, blend);
+ }
+ } else {
+ vec3 diffuse2, specular2;
+ float blend2;
+ cascade_pos = (cam_pos - sdfgi.cascades[cascade + 1].position) * sdfgi.cascades[cascade + 1].to_probe;
+ sdfgi_process(cascade + 1, cascade_pos, cam_pos, cam_normal, cam_reflection, use_specular, roughness, diffuse2, specular2, blend2);
+ diffuse = mix(diffuse, diffuse2, blend);
+ if (use_specular) {
+ specular = mix(specular, specular2, blend);
+ }
+ }
}
- if (spec_accum.a > 0.0) {
- spec_accum.rgb /= spec_accum.a;
+ ambient_light = diffuse;
+ if (use_specular) {
+ specular_light = specular;
}
+ }
+ }
+
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
+
+ uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
+ vec3 ref_vec = normalize(reflect(normalize(vertex), normal));
+ //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);
+ gi_probe_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
+
+ uint index2 = instances.data[instance_index].gi_offset >> 16;
- specular_light = spec_accum.rgb;
- ambient_light = amb_accum.rgb;
+ if (index2 != 0xFFFF) {
+ gi_probe_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
}
+
+ if (amb_accum.a > 0.0) {
+ amb_accum.rgb /= amb_accum.a;
+ }
+
+ if (spec_accum.a > 0.0) {
+ spec_accum.rgb /= spec_accum.a;
+ }
+
+ specular_light = spec_accum.rgb;
+ ambient_light = amb_accum.rgb;
+ }
+#else
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
+
+ ivec2 coord;
+
+ if (scene_data.gi_upscale_for_msaa) {
+ /*
+ //find the closest depth to upscale from, based on neighbours
+ ivec2 base_coord = ivec2(gl_FragCoord.xy);
+ float z_dist = gl_FragCoord.z;
+ ivec2 closest_coord = base_coord;
+ float closest_z_dist = abs(texelFetch(sampler2D(depth_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord,0).r-z_dist);
+
+ for(int i=0;i<4;i++) {
+ const ivec2 neighbours[4]=ivec2[](ivec2(-1,0),ivec2(1,0),ivec2(0,-1),ivec2(0,1));
+ ivec2 neighbour_coord = base_coord + neighbours[i];
+ float neighbour_z_dist = abs(texelFetch(sampler2D(depth_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord,0).r-z_dist);
+ if (neighbour_z_dist < closest_z_dist) {
+ closest_z_dist = neighbour_z_dist;
+ closest_coord = neighbour_coord;
+ }
+ }
+
+*/
+ ivec2 base_coord = ivec2(gl_FragCoord.xy);
+ ivec2 closest_coord = base_coord;
+ float closest_ang = dot(normal, texelFetch(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0).xyz * 2.0 - 1.0);
+
+ for (int i = 0; i < 4; i++) {
+ const ivec2 neighbours[4] = ivec2[](ivec2(-1, 0), ivec2(1, 0), ivec2(0, -1), ivec2(0, 1));
+ ivec2 neighbour_coord = base_coord + neighbours[i];
+ float neighbour_ang = dot(normal, texelFetch(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord, 0).xyz * 2.0 - 1.0);
+ if (neighbour_ang > closest_ang) {
+ closest_ang = neighbour_ang;
+ closest_coord = neighbour_coord;
+ }
+ }
+
+ coord = closest_coord;
+
+ } else {
+ coord = ivec2(gl_FragCoord.xy);
+ }
+
+ vec4 buffer_ambient = texelFetch(sampler2D(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0);
+ vec4 buffer_reflection = texelFetch(sampler2D(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0);
+
+ ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a);
+ specular_light = mix(specular_light, buffer_reflection.rgb, buffer_reflection.a);
}
#endif
@@ -1964,7 +2140,6 @@ FRAGMENT_SHADER_CODE
uint reflection_probe_pointer = cluster_cell.z & CLUSTER_POINTER_MASK;
for (uint i = 0; i < reflection_probe_count; i++) {
-
uint ref_index = cluster_data.indices[reflection_probe_pointer + i];
reflection_process(ref_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
@@ -1981,7 +2156,6 @@ FRAGMENT_SHADER_CODE
}
{
-
#if defined(DIFFUSE_TOON)
//simplify for toon, as
specular_light *= specular * metallic * albedo * 2.0;
@@ -2006,7 +2180,6 @@ FRAGMENT_SHADER_CODE
{ //directional light
for (uint i = 0; i < scene_data.directional_light_count; i++) {
-
if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) {
continue; //not masked
}
@@ -2059,14 +2232,13 @@ FRAGMENT_SHADER_CODE
trans_coord /= trans_coord.w;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.x;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.x;
+ shadow_z *= directional_lights.data[i].shadow_z_range.x;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x;
transmittance_z = z - shadow_z;
}
#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
-
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
@@ -2092,14 +2264,13 @@ FRAGMENT_SHADER_CODE
trans_coord /= trans_coord.w;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.y;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.y;
+ shadow_z *= directional_lights.data[i].shadow_z_range.y;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y;
transmittance_z = z - shadow_z;
}
#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
-
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
@@ -2125,15 +2296,14 @@ FRAGMENT_SHADER_CODE
trans_coord /= trans_coord.w;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.z;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.z;
+ shadow_z *= directional_lights.data[i].shadow_z_range.z;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z;
transmittance_z = z - shadow_z;
}
#endif
} else {
-
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
@@ -2160,8 +2330,8 @@ FRAGMENT_SHADER_CODE
trans_coord /= trans_coord.w;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.w;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.w;
+ shadow_z *= directional_lights.data[i].shadow_z_range.w;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w;
transmittance_z = z - shadow_z;
}
@@ -2169,7 +2339,6 @@ FRAGMENT_SHADER_CODE
}
if (directional_lights.data[i].blend_splits) {
-
vec3 shadow_color_blend = vec3(0.0);
float pssm_blend;
float shadow2;
@@ -2279,7 +2448,6 @@ FRAGMENT_SHADER_CODE
uint omni_light_pointer = cluster_cell.x & CLUSTER_POINTER_MASK;
for (uint i = 0; i < omni_light_count; i++) {
-
uint light_index = cluster_data.indices[omni_light_pointer + i];
if (!bool(lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
@@ -2318,7 +2486,6 @@ FRAGMENT_SHADER_CODE
uint spot_light_pointer = cluster_cell.y & CLUSTER_POINTER_MASK;
for (uint i = 0; i < spot_light_count; i++) {
-
uint light_index = cluster_data.indices[spot_light_pointer + i];
if (!bool(lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
@@ -2375,6 +2542,97 @@ FRAGMENT_SHADER_CODE
#ifdef MODE_RENDER_DEPTH
+#ifdef MODE_RENDER_SDF
+
+ {
+ vec3 local_pos = (scene_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz;
+ ivec3 grid_pos = scene_data.sdf_offset + ivec3(local_pos * vec3(scene_data.sdf_size));
+
+ uint albedo16 = 0x1; //solid flag
+ albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11;
+ albedo16 |= clamp(uint(albedo.g * 31.0), 0, 31) << 6;
+ albedo16 |= clamp(uint(albedo.b * 31.0), 0, 31) << 1;
+
+ imageStore(albedo_volume_grid, grid_pos, uvec4(albedo16));
+
+ uint facing_bits = 0;
+ const vec3 aniso_dir[6] = vec3[](
+ vec3(1, 0, 0),
+ vec3(0, 1, 0),
+ vec3(0, 0, 1),
+ vec3(-1, 0, 0),
+ vec3(0, -1, 0),
+ vec3(0, 0, -1));
+
+ vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp);
+
+ float closest_dist = -1e20;
+
+ for (uint i = 0; i < 6; i++) {
+ float d = dot(cam_normal, aniso_dir[i]);
+ if (d > closest_dist) {
+ closest_dist = d;
+ facing_bits = (1 << i);
+ }
+ }
+
+ imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits
+
+ if (length(emission) > 0.001) {
+ float lumas[6];
+ vec3 light_total = vec3(0);
+
+ for (int i = 0; i < 6; i++) {
+ float strength = max(0.0, dot(cam_normal, aniso_dir[i]));
+ vec3 light = emission * strength;
+ light_total += light;
+ lumas[i] = max(light.r, max(light.g, light.b));
+ }
+
+ float luma_total = max(light_total.r, max(light_total.g, light_total.b));
+
+ uint light_aniso = 0;
+
+ for (int i = 0; i < 6; i++) {
+ light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5);
+ }
+
+ //compress to RGBE9995 to save space
+
+ const float pow2to9 = 512.0f;
+ const float B = 15.0f;
+ const float N = 9.0f;
+ const float LN2 = 0.6931471805599453094172321215;
+
+ float cRed = clamp(light_total.r, 0.0, 65408.0);
+ float cGreen = clamp(light_total.g, 0.0, 65408.0);
+ float cBlue = clamp(light_total.b, 0.0, 65408.0);
+
+ float cMax = max(cRed, max(cGreen, cBlue));
+
+ float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B;
+
+ float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f);
+
+ float exps = expp + 1.0f;
+
+ if (0.0 <= sMax && sMax < pow2to9) {
+ exps = expp;
+ }
+
+ float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
+ float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
+ float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
+ //store as 8985 to have 2 extra neighbour bits
+ uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25);
+
+ imageStore(emission_grid, grid_pos, uvec4(light_rgbe));
+ imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso));
+ }
+ }
+
+#endif
+
#ifdef MODE_RENDER_MATERIAL
albedo_output_buffer.rgb = albedo;
@@ -2397,11 +2655,21 @@ FRAGMENT_SHADER_CODE
emission_output_buffer.a = 0.0;
#endif
-#ifdef MODE_RENDER_NORMAL
- normal_output_buffer = vec4(normal * 0.5 + 0.5, 0.0);
-#ifdef MODE_RENDER_ROUGHNESS
- roughness_output_buffer = roughness;
-#endif //MODE_RENDER_ROUGHNESS
+#ifdef MODE_RENDER_NORMAL_ROUGHNESS
+ normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness);
+
+#ifdef MODE_RENDER_GIPROBE
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
+ uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
+ uint index2 = instances.data[instance_index].gi_offset >> 16;
+ giprobe_buffer.x = index1 & 0xFF;
+ giprobe_buffer.y = index2 & 0xFF;
+ } else {
+ giprobe_buffer.x = 0xFF;
+ giprobe_buffer.y = 0xFF;
+ }
+#endif
+
#endif //MODE_RENDER_NORMAL
//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
@@ -2423,7 +2691,6 @@ FRAGMENT_SHADER_CODE
ao_light_affect = mix(1.0, ao, ao_light_affect);
specular_light = mix(scene_data.ao_color.rgb, specular_light, ao_light_affect);
diffuse_light = mix(scene_data.ao_color.rgb, diffuse_light, ao_light_affect);
-
#else
if (scene_data.ssao_enabled) {
@@ -2440,8 +2707,6 @@ FRAGMENT_SHADER_CODE
diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point
ambient_light *= 1.0 - metallic;
- //fog
-
#ifdef MODE_MULTIPLE_RENDER_TARGETS
#ifdef MODE_UNSHADED
@@ -2455,9 +2720,20 @@ FRAGMENT_SHADER_CODE
#endif
diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength);
specular_buffer = vec4(specular_light, metallic);
-
#endif
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
+ diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
+ specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
+ }
+
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(vertex);
+ diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
+ specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
+ }
+
#else //MODE_MULTIPLE_RENDER_TARGETS
#ifdef MODE_UNSHADED
@@ -2465,9 +2741,18 @@ FRAGMENT_SHADER_CODE
#else
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
//frag_color = vec4(1.0);
-
#endif //USE_NO_SHADING
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(vertex);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
#endif //MODE_MULTIPLE_RENDER_TARGETS
#endif //MODE_RENDER_DEPTH
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
index ce4fabf9f2..66bfefbe89 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
@@ -1,9 +1,14 @@
#define M_PI 3.14159265359
#define ROUGHNESS_MAX_LOD 5
+#define MAX_GI_PROBES 8
+
+#include "cluster_data_inc.glsl"
+
layout(push_constant, binding = 0, std430) uniform DrawCall {
uint instance_index;
- uint pad[3]; //16 bits minimum size
+ uint pad; //16 bits minimum size
+ vec2 bake_uv2_offset; //used for bake to uv2, ignored otherwise
}
draw_call;
@@ -26,8 +31,9 @@ layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
-layout(set = 0, binding = 3, std140) uniform SceneData {
+#define SDFGI_MAX_CASCADES 8
+layout(set = 0, binding = 3, std140) uniform SceneData {
mat4 projection_matrix;
mat4 inv_projection_matrix;
@@ -76,50 +82,42 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
float ssao_ao_affect;
bool roughness_limiter_enabled;
- vec4 ao_color;
-
-#if 0
- vec4 ambient_light_color;
- vec4 bg_color;
+ float roughness_limiter_amount;
+ float roughness_limiter_limit;
+ uvec2 roughness_limiter_pad;
- vec4 fog_color_enabled;
- vec4 fog_sun_color_amount;
+ vec4 ao_color;
- float ambient_energy;
- float bg_energy;
-#endif
+ mat4 sdf_to_bounds;
-#if 0
- vec2 shadow_atlas_pixel_size;
- vec2 directional_shadow_pixel_size;
+ ivec3 sdf_offset;
+ bool material_uv2_mode;
- float z_far;
+ ivec3 sdf_size;
+ bool gi_upscale_for_msaa;
- float subsurface_scatter_width;
- float ambient_occlusion_affect_light;
- float ambient_occlusion_affect_ao_channel;
- float opaque_prepass_threshold;
+ bool volumetric_fog_enabled;
+ float volumetric_fog_inv_length;
+ float volumetric_fog_detail_spread;
+ uint volumetric_fog_pad;
- bool fog_depth_enabled;
- float fog_depth_begin;
- float fog_depth_end;
+ bool fog_enabled;
float fog_density;
- float fog_depth_curve;
- bool fog_transmit_enabled;
- float fog_transmit_curve;
- bool fog_height_enabled;
- float fog_height_min;
- float fog_height_max;
- float fog_height_curve;
-#endif
+ float fog_height;
+ float fog_height_density;
+
+ vec3 fog_light_color;
+ float fog_sun_scatter;
}
-scene_data;
-#define INSTANCE_FLAGS_FORWARD_MASK 0x7
-#define INSTANCE_FLAGS_FORWARD_OMNI_LIGHT_SHIFT 3
-#define INSTANCE_FLAGS_FORWARD_SPOT_LIGHT_SHIFT 6
-#define INSTANCE_FLAGS_FORWARD_DECAL_SHIFT 9
+scene_data;
+#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6)
+#define INSTANCE_FLAGS_USE_SDFGI (1 << 7)
+#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8)
+#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9)
+#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10)
+#define INSTANCE_FLAGS_USE_GIPROBE (1 << 11)
#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
@@ -135,8 +133,9 @@ struct InstanceData {
mat4 normal_transform;
uint flags;
uint instance_uniforms_ofs; //base offset in global buffer for instance variables
- uint gi_offset; //GI information when using lightmapping (VCT or lightmap)
+ uint gi_offset; //GI information when using lightmapping (VCT or lightmap index)
uint layer_mask;
+ vec4 lightmap_uv_scale;
};
layout(set = 0, binding = 4, std430) restrict readonly buffer Instances {
@@ -144,154 +143,101 @@ layout(set = 0, binding = 4, std430) restrict readonly buffer Instances {
}
instances;
-struct LightData { //this structure needs to be as packed as possible
- vec3 position;
- float inv_radius;
- vec3 direction;
- float size;
- uint attenuation_energy; //attenuation
- uint color_specular; //rgb color, a specular (8 bit unorm)
- uint cone_attenuation_angle; // attenuation and angle, (16bit float)
- uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
- vec4 atlas_rect; // rect in the shadow atlas
- mat4 shadow_matrix;
- float shadow_bias;
- float shadow_normal_bias;
- float transmittance_bias;
- float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
- float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
- uint mask;
- uint pad[2];
- vec4 projector_rect; //projector rect in srgb decal atlas
-};
-
layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
LightData data[];
}
lights;
-struct ReflectionData {
-
- vec3 box_extents;
- float index;
- vec3 box_offset;
- uint mask;
- vec4 params; // intensity, 0, interior , boxproject
- vec4 ambient; // ambient color, energy
- mat4 local_matrix; // up to here for spot and omni, rest is for directional
- // notes: for ambientblend, use distance to edge to blend between already existing global environment
-};
-
-layout(set = 0, binding = 6, std140) uniform ReflectionProbeData {
- ReflectionData data[MAX_REFLECTION_DATA_STRUCTS];
+layout(set = 0, binding = 6) buffer restrict readonly ReflectionProbeData {
+ ReflectionData data[];
}
reflections;
-struct DirectionalLightData {
- vec3 direction;
- float energy;
- vec3 color;
- float size;
- float specular;
- uint mask;
- float softshadow_angle;
- float soft_shadow_scale;
- bool blend_splits;
- bool shadow_enabled;
- float fade_from;
- float fade_to;
- vec4 shadow_bias;
- vec4 shadow_normal_bias;
- vec4 shadow_transmittance_bias;
- vec4 shadow_transmittance_z_scale;
- vec4 shadow_range_begin;
- vec4 shadow_split_offsets;
- mat4 shadow_matrix1;
- mat4 shadow_matrix2;
- mat4 shadow_matrix3;
- mat4 shadow_matrix4;
- vec4 shadow_color1;
- vec4 shadow_color2;
- vec4 shadow_color3;
- vec4 shadow_color4;
- vec2 uv_scale1;
- vec2 uv_scale2;
- vec2 uv_scale3;
- vec2 uv_scale4;
-};
-
layout(set = 0, binding = 7, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
-struct GIProbeData {
- mat4 xform;
- vec3 bounds;
- float dynamic_range;
+#define LIGHTMAP_FLAG_USE_DIRECTION 1
+#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
- float bias;
- float normal_bias;
- bool blend_ambient;
- uint texture_slot;
-
- float anisotropy_strength;
- float ambient_occlusion;
- float ambient_occlusion_size;
- uint pad2;
+struct Lightmap {
+ mat3 normal_xform;
};
-layout(set = 0, binding = 8, std140) uniform GIProbes {
- GIProbeData data[MAX_GI_PROBES];
+layout(set = 0, binding = 10, std140) restrict readonly buffer Lightmaps {
+ Lightmap data[];
}
-gi_probes;
+lightmaps;
+
+layout(set = 0, binding = 11) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
-layout(set = 0, binding = 9) uniform texture3D gi_probe_textures[MAX_GI_PROBE_TEXTURES];
-
-#define CLUSTER_COUNTER_SHIFT 20
-#define CLUSTER_POINTER_MASK ((1 << CLUSTER_COUNTER_SHIFT) - 1)
-#define CLUSTER_COUNTER_MASK 0xfff
-
-layout(set = 0, binding = 10) uniform texture2D decal_atlas;
-layout(set = 0, binding = 11) uniform texture2D decal_atlas_srgb;
-
-struct DecalData {
- mat4 xform; //to decal transform
- vec3 inv_extents;
- float albedo_mix;
- vec4 albedo_rect;
- vec4 normal_rect;
- vec4 orm_rect;
- vec4 emission_rect;
- vec4 modulate;
- float emission_energy;
- uint mask;
- float upper_fade;
- float lower_fade;
- mat3x4 normal_xform;
- vec3 normal;
- float normal_fade;
+struct LightmapCapture {
+ vec4 sh[9];
};
-layout(set = 0, binding = 12, std430) restrict readonly buffer Decals {
+layout(set = 0, binding = 12, std140) restrict readonly buffer LightmapCaptures {
+ LightmapCapture data[];
+}
+lightmap_captures;
+
+layout(set = 0, binding = 13) uniform texture2D decal_atlas;
+layout(set = 0, binding = 14) uniform texture2D decal_atlas_srgb;
+
+layout(set = 0, binding = 15, std430) restrict readonly buffer Decals {
DecalData data[];
}
decals;
-layout(set = 0, binding = 13) uniform utexture3D cluster_texture;
+layout(set = 0, binding = 16) uniform utexture3D cluster_texture;
-layout(set = 0, binding = 14, std430) restrict readonly buffer ClusterData {
+layout(set = 0, binding = 17, std430) restrict readonly buffer ClusterData {
uint indices[];
}
cluster_data;
-layout(set = 0, binding = 15) uniform texture2D directional_shadow_atlas;
+layout(set = 0, binding = 18) uniform texture2D directional_shadow_atlas;
-layout(set = 0, binding = 16, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 19, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
+struct SDFGIProbeCascadeData {
+ vec3 position;
+ float to_probe;
+ ivec3 probe_world_offset;
+ float to_cell; // 1/bounds * grid_size
+};
+
+layout(set = 0, binding = 20, 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;
+
+ SDFGIProbeCascadeData cascades[SDFGI_MAX_CASCADES];
+}
+sdfgi;
+
// decal atlas
/* Set 1, Radiance */
@@ -312,13 +258,57 @@ layout(set = 2, binding = 0) uniform textureCubeArray reflection_atlas;
layout(set = 2, binding = 1) uniform texture2D shadow_atlas;
-/* Set 1, Render Buffers */
+layout(set = 2, binding = 2) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
+
+/* Set 3, Render Buffers */
+
+#ifdef MODE_RENDER_SDF
+
+layout(r16ui, set = 3, binding = 0) uniform restrict writeonly uimage3D albedo_volume_grid;
+layout(r32ui, set = 3, binding = 1) uniform restrict writeonly uimage3D emission_grid;
+layout(r32ui, set = 3, binding = 2) uniform restrict writeonly uimage3D emission_aniso_grid;
+layout(r32ui, set = 3, binding = 3) uniform restrict uimage3D geom_facing_grid;
+
+//still need to be present for shaders that use it, so remap them to something
+#define depth_buffer shadow_atlas
+#define color_buffer shadow_atlas
+#define normal_roughness_buffer shadow_atlas
+
+#else
layout(set = 3, binding = 0) uniform texture2D depth_buffer;
layout(set = 3, binding = 1) uniform texture2D color_buffer;
-layout(set = 3, binding = 2) uniform texture2D normal_buffer;
-layout(set = 3, binding = 3) uniform texture2D roughness_buffer;
+layout(set = 3, binding = 2) uniform texture2D normal_roughness_buffer;
layout(set = 3, binding = 4) uniform texture2D ao_buffer;
+layout(set = 3, binding = 5) uniform texture2D ambient_buffer;
+layout(set = 3, binding = 6) uniform texture2D reflection_buffer;
+layout(set = 3, binding = 7) uniform texture2DArray sdfgi_lightprobe_texture;
+layout(set = 3, binding = 8) uniform texture3D sdfgi_occlusion_cascades;
+
+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 mipmaps;
+};
+
+layout(set = 3, binding = 9, std140) uniform GIProbes {
+ GIProbeData data[MAX_GI_PROBES];
+}
+gi_probes;
+
+layout(set = 3, binding = 10) uniform texture3D volumetric_fog_texture;
+
+#endif
/* Set 4 Skeleton & Instancing (Multimesh) */
diff --git a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
index e3c26c9b72..a8ee33a664 100644
--- a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
@@ -1,30 +1,21 @@
-/* clang-format off */
-[compute]
+#[compute]
#version 450
VERSION_DEFINES
-
-
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-/* clang-format on */
-
layout(rgba16f, set = 0, binding = 0) uniform restrict readonly image2D source_diffuse;
layout(r32f, set = 0, binding = 1) uniform restrict readonly image2D source_depth;
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D ssr_image;
#ifdef MODE_ROUGH
layout(r8, set = 1, binding = 1) uniform restrict writeonly image2D blur_radius_image;
#endif
-layout(rgba8, set = 2, binding = 0) uniform restrict readonly image2D source_normal;
+layout(rgba8, set = 2, binding = 0) uniform restrict readonly image2D source_normal_roughness;
layout(set = 3, binding = 0) uniform sampler2D source_metallic;
-#ifdef MODE_ROUGH
-layout(set = 3, binding = 1) uniform sampler2D source_roughness;
-#endif
layout(push_constant, binding = 2, std430) uniform Params {
-
vec4 proj_info;
ivec2 screen_size;
@@ -64,11 +55,10 @@ vec3 reconstructCSPosition(vec2 S, float z) {
}
void main() {
-
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
+ if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
return;
}
@@ -82,7 +72,8 @@ void main() {
// World space point being shaded
vec3 vertex = reconstructCSPosition(uv * vec2(params.screen_size), base_depth);
- vec3 normal = imageLoad(source_normal, ssC).xyz * 2.0 - 1.0;
+ vec4 normal_roughness = imageLoad(source_normal_roughness, ssC);
+ vec3 normal = normal_roughness.xyz * 2.0 - 1.0;
normal = normalize(normal);
normal.y = -normal.y; //because this code reads flipped
@@ -156,7 +147,6 @@ void main() {
float steps_taken = 0.0;
for (int i = 0; i < params.num_steps; i++) {
-
pos += line_advance;
z += z_advance;
w += w_advance;
@@ -187,7 +177,6 @@ void main() {
}
if (found) {
-
float margin_blend = 1.0;
vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.5 * 0.05); // make a uniform margin
@@ -217,10 +206,9 @@ void main() {
// if roughness is enabled, do screen space cone tracing
float blur_radius = 0.0;
- float roughness = texelFetch(source_roughness, ssC << 1, 0).r;
+ float roughness = normal_roughness.w;
if (roughness > 0.001) {
-
float cone_angle = min(roughness, 0.999) * M_PI * 0.5;
float cone_len = length(final_pos - line_begin);
float op_len = 2.0 * tan(cone_angle) * cone_len; // opposite side of iso triangle
diff --git a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl
index 1a5dd5ab55..a5afe74cb2 100644
--- a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl
@@ -1,16 +1,11 @@
-/* clang-format off */
-[compute]
+#[compute]
#version 450
VERSION_DEFINES
-
-
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-/* clang-format on */
-
layout(rgba16f, set = 0, binding = 0) uniform restrict readonly image2D source_ssr;
layout(r8, set = 0, binding = 1) uniform restrict readonly image2D source_radius;
layout(rgba8, set = 1, binding = 0) uniform restrict readonly image2D source_normal;
@@ -22,7 +17,6 @@ layout(r8, set = 2, binding = 1) uniform restrict writeonly image2D dest_radius;
layout(r32f, set = 3, binding = 0) uniform restrict readonly image2D source_depth;
layout(push_constant, binding = 2, std430) uniform Params {
-
vec4 proj_info;
bool orthogonal;
@@ -58,7 +52,6 @@ const float gauss_table[GAUSS_TABLE_SIZE + 1] = float[](
);
float gauss_weight(float p_val) {
-
float idxf;
float c = modf(max(0.0, p_val * float(GAUSS_TABLE_SIZE)), idxf);
int idx = int(idxf);
@@ -80,7 +73,6 @@ vec3 reconstructCSPosition(vec2 S, float z) {
}
void do_filter(inout vec4 accum, inout float accum_radius, inout float divisor, ivec2 texcoord, ivec2 increment, vec3 p_pos, vec3 normal, float p_limit_radius) {
-
for (int i = 1; i < params.steps; i++) {
float d = float(i * params.increment);
ivec2 tc = texcoord + increment * i;
@@ -104,7 +96,6 @@ void do_filter(inout vec4 accum, inout float accum_radius, inout float divisor,
}
if (d < radius) {
-
float w = gauss_weight(d / radius);
accum += imageLoad(source_ssr, tc) * w;
#ifndef VERTICAL_PASS
@@ -116,11 +107,10 @@ void do_filter(inout vec4 accum, inout float accum_radius, inout float divisor,
}
void main() {
-
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
+ if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
return;
}
diff --git a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl
index cec6c14c76..218605a962 100644
--- a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl
@@ -1,15 +1,11 @@
-/* clang-format off */
-[compute]
+#[compute]
#version 450
VERSION_DEFINES
-
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-/* clang-format on */
-
layout(set = 0, binding = 0) uniform sampler2D source_ssr;
layout(set = 1, binding = 0) uniform sampler2D source_depth;
layout(set = 1, binding = 1) uniform sampler2D source_normal;
@@ -18,7 +14,6 @@ layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_depth
layout(rgba8, set = 3, binding = 1) uniform restrict writeonly image2D dest_normal;
layout(push_constant, binding = 1, std430) uniform Params {
-
ivec2 screen_size;
float camera_z_near;
float camera_z_far;
@@ -30,11 +25,10 @@ layout(push_constant, binding = 1, std430) uniform Params {
params;
void main() {
-
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
+ if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
return;
}
//do not filter, SSR will generate arctifacts if this is done
@@ -45,13 +39,11 @@ void main() {
vec3 normal;
if (params.filtered) {
-
color = vec4(0.0);
depth = 0.0;
normal = vec3(0.0);
for (int i = 0; i < 4; i++) {
-
ivec2 ofs = ssC << 1;
if (bool(i & 1)) {
ofs.x += 1;
@@ -75,7 +67,6 @@ void main() {
color /= 4.0;
depth /= 4.0;
normal = normalize(normal / 4.0) * 0.5 + 0.5;
-
} else {
color = texelFetch(source_ssr, ssC << 1, 0);
depth = texelFetch(source_depth, ssC << 1, 0).r;
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_debug.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_debug.glsl
new file mode 100644
index 0000000000..813ea29fa1
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_debug.glsl
@@ -0,0 +1,275 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#define MAX_CASCADES 8
+
+layout(set = 0, binding = 1) uniform texture3D sdf_cascades[MAX_CASCADES];
+layout(set = 0, binding = 2) uniform texture3D light_cascades[MAX_CASCADES];
+layout(set = 0, binding = 3) uniform texture3D aniso0_cascades[MAX_CASCADES];
+layout(set = 0, binding = 4) uniform texture3D aniso1_cascades[MAX_CASCADES];
+layout(set = 0, binding = 5) uniform texture3D occlusion_texture;
+
+layout(set = 0, binding = 8) uniform sampler linear_sampler;
+
+struct CascadeData {
+ vec3 offset; //offset of (0,0,0) in world coordinates
+ float to_cell; // 1/bounds * grid_size
+ ivec3 probe_world_offset;
+ uint pad;
+};
+
+layout(set = 0, binding = 9, std140) uniform Cascades {
+ CascadeData data[MAX_CASCADES];
+}
+cascades;
+
+layout(rgba16f, set = 0, binding = 10) uniform restrict writeonly image2D screen_buffer;
+
+layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ vec3 grid_size;
+ uint max_cascades;
+
+ ivec2 screen_size;
+ bool use_occlusion;
+ float y_mult;
+
+ vec3 cam_extent;
+ int probe_axis_size;
+
+ mat4 cam_transform;
+}
+params;
+
+vec3 linear_to_srgb(vec3 color) {
+ //if going to srgb, clamp from 0 to 1.
+ color = clamp(color, vec3(0.0), vec3(1.0));
+ const vec3 a = vec3(0.055f);
+ return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
+}
+
+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;
+}
+
+void main() {
+ // Pixel being shaded
+ ivec2 screen_pos = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(screen_pos, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec3 ray_pos;
+ vec3 ray_dir;
+ {
+ ray_pos = params.cam_transform[3].xyz;
+
+ ray_dir.xy = params.cam_extent.xy * ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0);
+ ray_dir.z = params.cam_extent.z;
+
+ ray_dir = normalize(mat3(params.cam_transform) * ray_dir);
+ }
+
+ ray_pos.y *= params.y_mult;
+ ray_dir.y *= params.y_mult;
+ ray_dir = normalize(ray_dir);
+
+ vec3 pos_to_uvw = 1.0 / params.grid_size;
+
+ vec3 light = vec3(0.0);
+ float blend = 0.0;
+
+#if 1
+ vec3 inv_dir = 1.0 / ray_dir;
+
+ float rough = 0.5;
+ bool hit = false;
+
+ for (uint i = 0; i < params.max_cascades; i++) {
+ //convert to local bounds
+ vec3 pos = ray_pos - cascades.data[i].offset;
+ pos *= cascades.data[i].to_cell;
+
+ // Should never happen for debug, since we start mostly at the bounds center,
+ // but add anyway.
+ //if (any(lessThan(pos,vec3(0.0))) || any(greaterThanEqual(pos,params.grid_size))) {
+ // continue; //already past bounds for this cascade, goto next
+ //}
+
+ //find maximum advance distance (until reaching bounds)
+ vec3 t0 = -pos * inv_dir;
+ vec3 t1 = (params.grid_size - pos) * inv_dir;
+ vec3 tmax = max(t0, t1);
+ float max_advance = min(tmax.x, min(tmax.y, tmax.z));
+
+ float advance = 0.0;
+ vec3 uvw;
+ hit = false;
+
+ while (advance < max_advance) {
+ //read how much to advance from SDF
+ uvw = (pos + ray_dir * advance) * pos_to_uvw;
+
+ float distance = texture(sampler3D(sdf_cascades[i], linear_sampler), uvw).r * 255.0 - 1.7;
+
+ if (distance < 0.001) {
+ //consider hit
+ hit = true;
+ break;
+ }
+
+ advance += distance;
+ }
+
+ if (!hit) {
+ pos += ray_dir * min(advance, max_advance);
+ pos /= cascades.data[i].to_cell;
+ pos += cascades.data[i].offset;
+ ray_pos = pos;
+ continue;
+ }
+
+ //compute albedo, emission and normal at hit point
+
+ const float EPSILON = 0.001;
+ vec3 hit_normal = normalize(vec3(
+ texture(sampler3D(sdf_cascades[i], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[i], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
+ texture(sampler3D(sdf_cascades[i], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[i], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
+ texture(sampler3D(sdf_cascades[i], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[i], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
+
+ vec3 hit_light = texture(sampler3D(light_cascades[i], linear_sampler), uvw).rgb;
+ vec4 aniso0 = texture(sampler3D(aniso0_cascades[i], linear_sampler), uvw);
+ vec3 hit_aniso0 = aniso0.rgb;
+ vec3 hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[i], linear_sampler), uvw).rg);
+
+ hit_light *= (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
+
+ if (blend > 0.0) {
+ light = mix(light, hit_light, blend);
+ blend = 0.0;
+ } else {
+ light = hit_light;
+
+ //process blend
+ float blend_from = (float(params.probe_axis_size - 1) / 2.0) - 2.5;
+ float blend_to = blend_from + 2.0;
+
+ vec3 cam_pos = params.cam_transform[3].xyz - cascades.data[i].offset;
+ cam_pos *= cascades.data[i].to_cell;
+
+ pos += ray_dir * min(advance, max_advance);
+ vec3 inner_pos = pos - cam_pos;
+
+ inner_pos = inner_pos * float(params.probe_axis_size - 1) / params.grid_size.x;
+
+ 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);
+
+ pos /= cascades.data[i].to_cell;
+ pos += cascades.data[i].offset;
+ ray_pos = pos;
+ hit = false; //continue trace for blend
+
+ continue;
+ }
+ }
+
+ break;
+ }
+
+ light = mix(light, vec3(0.0), blend);
+
+#else
+
+ vec3 inv_dir = 1.0 / ray_dir;
+
+ bool hit = false;
+ vec4 light_accum = vec4(0.0);
+
+ float blend_size = (params.grid_size.x / float(params.probe_axis_size - 1)) * 0.5;
+
+ float radius_sizes[MAX_CASCADES];
+ for (uint i = 0; i < params.max_cascades; i++) {
+ radius_sizes[i] = (1.0 / cascades.data[i].to_cell) * (params.grid_size.x * 0.5 - blend_size);
+ }
+
+ float max_distance = radius_sizes[params.max_cascades - 1];
+ float advance = 0;
+ while (advance < max_distance) {
+ for (uint i = 0; i < params.max_cascades; i++) {
+ if (advance < radius_sizes[i]) {
+ vec3 pos = (ray_pos + ray_dir * advance) - cascades.data[i].offset;
+ pos *= cascades.data[i].to_cell * pos_to_uvw;
+
+ float distance = texture(sampler3D(sdf_cascades[i], linear_sampler), pos).r * 255.0 - 1.0;
+
+ vec4 hit_light = vec4(0.0);
+ if (distance < 1.0) {
+ hit_light.a = max(0.0, 1.0 - distance);
+ hit_light.rgb = texture(sampler3D(light_cascades[i], linear_sampler), pos).rgb;
+ hit_light.rgb *= hit_light.a;
+ }
+
+ distance /= cascades.data[i].to_cell;
+
+ if (i < (params.max_cascades - 1)) {
+ pos = (ray_pos + ray_dir * advance) - cascades.data[i + 1].offset;
+ pos *= cascades.data[i + 1].to_cell * pos_to_uvw;
+
+ float distance2 = texture(sampler3D(sdf_cascades[i + 1], linear_sampler), pos).r * 255.0 - 1.0;
+
+ vec4 hit_light2 = vec4(0.0);
+ if (distance2 < 1.0) {
+ hit_light2.a = max(0.0, 1.0 - distance2);
+ hit_light2.rgb = texture(sampler3D(light_cascades[i + 1], linear_sampler), pos).rgb;
+ hit_light2.rgb *= hit_light2.a;
+ }
+
+ float prev_radius = i == 0 ? 0.0 : radius_sizes[i - 1];
+ float blend = (advance - prev_radius) / (radius_sizes[i] - prev_radius);
+
+ distance2 /= cascades.data[i + 1].to_cell;
+
+ hit_light = mix(hit_light, hit_light2, blend);
+ distance = mix(distance, distance2, blend);
+ }
+
+ light_accum += hit_light;
+ advance += distance;
+ break;
+ }
+ }
+
+ if (light_accum.a > 0.98) {
+ break;
+ }
+ }
+
+ light = light_accum.rgb / light_accum.a;
+
+#endif
+
+ imageStore(screen_buffer, screen_pos, vec4(linear_to_srgb(light), 1.0));
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_debug_probes.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_debug_probes.glsl
new file mode 100644
index 0000000000..08da283dad
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_debug_probes.glsl
@@ -0,0 +1,231 @@
+#[vertex]
+
+#version 450
+
+VERSION_DEFINES
+
+#define MAX_CASCADES 8
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ mat4 projection;
+
+ uint band_power;
+ uint sections_in_band;
+ uint band_mask;
+ float section_arc;
+
+ vec3 grid_size;
+ uint cascade;
+
+ uint pad;
+ float y_mult;
+ uint probe_debug_index;
+ int probe_axis_size;
+}
+params;
+
+// http://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm
+
+vec3 get_sphere_vertex(uint p_vertex_id) {
+ float x_angle = float(p_vertex_id & 1u) + (p_vertex_id >> params.band_power);
+
+ float y_angle =
+ float((p_vertex_id & params.band_mask) >> 1) + ((p_vertex_id >> params.band_power) * params.sections_in_band);
+
+ x_angle *= params.section_arc * 0.5f; // remember - 180AA x rot not 360
+ y_angle *= -params.section_arc;
+
+ vec3 point = vec3(sin(x_angle) * sin(y_angle), cos(x_angle), sin(x_angle) * cos(y_angle));
+
+ return point;
+}
+
+#ifdef MODE_PROBES
+
+layout(location = 0) out vec3 normal_interp;
+layout(location = 1) out flat uint probe_index;
+
+#endif
+
+#ifdef MODE_VISIBILITY
+
+layout(location = 0) out float visibility;
+
+#endif
+
+struct CascadeData {
+ vec3 offset; //offset of (0,0,0) in world coordinates
+ float to_cell; // 1/bounds * grid_size
+ ivec3 probe_world_offset;
+ uint pad;
+};
+
+layout(set = 0, binding = 1, std140) uniform Cascades {
+ CascadeData data[MAX_CASCADES];
+}
+cascades;
+
+layout(set = 0, binding = 4) uniform texture3D occlusion_texture;
+layout(set = 0, binding = 3) uniform sampler linear_sampler;
+
+void main() {
+#ifdef MODE_PROBES
+ probe_index = gl_InstanceIndex;
+
+ normal_interp = get_sphere_vertex(gl_VertexIndex);
+
+ vec3 vertex = normal_interp * 0.2;
+
+ float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
+
+ ivec3 probe_cell;
+ probe_cell.x = int(probe_index % params.probe_axis_size);
+ probe_cell.y = int(probe_index / (params.probe_axis_size * params.probe_axis_size));
+ probe_cell.z = int((probe_index / params.probe_axis_size) % params.probe_axis_size);
+
+ vertex += (cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size) / vec3(1.0, params.y_mult, 1.0);
+
+ gl_Position = params.projection * vec4(vertex, 1.0);
+#endif
+
+#ifdef MODE_VISIBILITY
+
+ int probe_index = int(params.probe_debug_index);
+
+ vec3 vertex = get_sphere_vertex(gl_VertexIndex) * 0.01;
+
+ float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
+
+ ivec3 probe_cell;
+ probe_cell.x = int(probe_index % params.probe_axis_size);
+ probe_cell.y = int((probe_index % (params.probe_axis_size * params.probe_axis_size)) / params.probe_axis_size);
+ probe_cell.z = int(probe_index / (params.probe_axis_size * params.probe_axis_size));
+
+ vertex += (cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size) / vec3(1.0, params.y_mult, 1.0);
+
+ int probe_voxels = int(params.grid_size.x) / int(params.probe_axis_size - 1);
+ int occluder_index = int(gl_InstanceIndex);
+
+ int diameter = probe_voxels * 2;
+ ivec3 occluder_pos;
+ occluder_pos.x = int(occluder_index % diameter);
+ occluder_pos.y = int(occluder_index / (diameter * diameter));
+ occluder_pos.z = int((occluder_index / diameter) % diameter);
+
+ float cell_size = 1.0 / cascades.data[params.cascade].to_cell;
+
+ ivec3 occluder_offset = occluder_pos - ivec3(diameter / 2);
+ vertex += ((vec3(occluder_offset) + vec3(0.5)) * cell_size) / vec3(1.0, params.y_mult, 1.0);
+
+ ivec3 global_cell = probe_cell + cascades.data[params.cascade].probe_world_offset;
+ uint occlusion_layer = 0;
+ if ((global_cell.x & 1) != 0) {
+ occlusion_layer |= 1;
+ }
+ if ((global_cell.y & 1) != 0) {
+ occlusion_layer |= 2;
+ }
+ if ((global_cell.z & 1) != 0) {
+ occlusion_layer |= 4;
+ }
+ ivec3 tex_pos = probe_cell * probe_voxels + occluder_offset;
+
+ const vec4 layer_axis[4] = vec4[](
+ vec4(1, 0, 0, 0),
+ vec4(0, 1, 0, 0),
+ vec4(0, 0, 1, 0),
+ vec4(0, 0, 0, 1));
+
+ tex_pos.z += int(params.cascade) * int(params.grid_size);
+ if (occlusion_layer >= 4) {
+ tex_pos.x += int(params.grid_size.x);
+ occlusion_layer &= 3;
+ }
+
+ visibility = dot(texelFetch(sampler3D(occlusion_texture, linear_sampler), tex_pos, 0), layer_axis[occlusion_layer]);
+
+ gl_Position = params.projection * vec4(vertex, 1.0);
+
+#endif
+}
+
+#[fragment]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(location = 0) out vec4 frag_color;
+
+layout(set = 0, binding = 2) uniform texture2DArray lightprobe_texture;
+layout(set = 0, binding = 3) uniform sampler linear_sampler;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ mat4 projection;
+
+ uint band_power;
+ uint sections_in_band;
+ uint band_mask;
+ float section_arc;
+
+ vec3 grid_size;
+ uint cascade;
+
+ uint pad;
+ float y_mult;
+ uint probe_debug_index;
+ int probe_axis_size;
+}
+params;
+
+#ifdef MODE_PROBES
+
+layout(location = 0) in vec3 normal_interp;
+layout(location = 1) in flat uint probe_index;
+
+#endif
+
+#ifdef MODE_VISIBILITY
+layout(location = 0) in float visibility;
+#endif
+
+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;
+}
+
+void main() {
+#ifdef MODE_PROBES
+
+ ivec3 tex_pos;
+ tex_pos.x = int(probe_index) % params.probe_axis_size; //x
+ tex_pos.y = int(probe_index) / (params.probe_axis_size * params.probe_axis_size);
+ tex_pos.x += params.probe_axis_size * ((int(probe_index) / params.probe_axis_size) % params.probe_axis_size); //z
+ tex_pos.z = int(params.cascade);
+
+ vec3 tex_pos_ofs = vec3(octahedron_encode(normal_interp) * float(OCT_SIZE), 0.0);
+ vec3 tex_posf = vec3(vec2(tex_pos.xy * (OCT_SIZE + 2) + ivec2(1)), float(tex_pos.z)) + tex_pos_ofs;
+
+ tex_posf.xy /= vec2(ivec2(params.probe_axis_size * params.probe_axis_size * (OCT_SIZE + 2), params.probe_axis_size * (OCT_SIZE + 2)));
+
+ vec4 indirect_light = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), tex_posf, 0.0);
+
+ frag_color = indirect_light;
+
+#endif
+
+#ifdef MODE_VISIBILITY
+
+ frag_color = vec4(vec3(1, visibility, visibility), 1.0);
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl
new file mode 100644
index 0000000000..c4b29216d5
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl
@@ -0,0 +1,472 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+
+#define MAX_CASCADES 8
+
+layout(set = 0, binding = 1) uniform texture3D sdf_cascades[MAX_CASCADES];
+layout(set = 0, binding = 2) uniform sampler linear_sampler;
+
+layout(set = 0, binding = 3, std430) restrict readonly buffer DispatchData {
+ uint x;
+ uint y;
+ uint z;
+ uint total_count;
+}
+dispatch_data;
+
+struct ProcessVoxel {
+ uint position; //xyz 7 bit packed, extra 11 bits for neigbours
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbous
+ uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
+ //total neighbours: 26
+};
+
+#ifdef MODE_PROCESS_STATIC
+layout(set = 0, binding = 4, std430) restrict buffer ProcessVoxels {
+#else
+layout(set = 0, binding = 4, std430) restrict buffer readonly ProcessVoxels {
+#endif
+ ProcessVoxel data[];
+}
+process_voxels;
+
+layout(r32ui, set = 0, binding = 5) uniform restrict uimage3D dst_light;
+layout(rgba8, set = 0, binding = 6) uniform restrict image3D dst_aniso0;
+layout(rg8, set = 0, binding = 7) uniform restrict image3D dst_aniso1;
+
+struct CascadeData {
+ vec3 offset; //offset of (0,0,0) in world coordinates
+ float to_cell; // 1/bounds * grid_size
+ ivec3 probe_world_offset;
+ uint pad;
+};
+
+layout(set = 0, binding = 8, std140) uniform Cascades {
+ CascadeData data[MAX_CASCADES];
+}
+cascades;
+
+#define LIGHT_TYPE_DIRECTIONAL 0
+#define LIGHT_TYPE_OMNI 1
+#define LIGHT_TYPE_SPOT 2
+
+struct Light {
+ vec3 color;
+ float energy;
+
+ vec3 direction;
+ bool has_shadow;
+
+ vec3 position;
+ float attenuation;
+
+ uint type;
+ float spot_angle;
+ float spot_attenuation;
+ float radius;
+
+ vec4 shadow_color;
+};
+
+layout(set = 0, binding = 9, std140) buffer restrict readonly Lights {
+ Light data[];
+}
+lights;
+
+layout(set = 0, binding = 10) uniform texture2DArray lightprobe_texture;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ vec3 grid_size;
+ uint max_cascades;
+
+ uint cascade;
+ uint light_count;
+ uint process_offset;
+ uint process_increment;
+
+ int probe_axis_size;
+ bool multibounce;
+ float y_mult;
+ uint pad;
+}
+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;
+}
+
+void main() {
+ uint voxel_index = uint(gl_GlobalInvocationID.x);
+
+ //used for skipping voxels every N frames
+ voxel_index = params.process_offset + voxel_index * params.process_increment;
+
+ if (voxel_index >= dispatch_data.total_count) {
+ return;
+ }
+
+ uint voxel_position = process_voxels.data[voxel_index].position;
+
+ //keep for storing to texture
+ ivec3 positioni = ivec3((uvec3(voxel_position, voxel_position, voxel_position) >> uvec3(0, 7, 14)) & uvec3(0x7F));
+
+ vec3 position = vec3(positioni) + vec3(0.5);
+ position /= cascades.data[params.cascade].to_cell;
+ position += cascades.data[params.cascade].offset;
+
+ uint voxel_albedo = process_voxels.data[voxel_index].albedo;
+
+ vec3 albedo = vec3(uvec3(voxel_albedo >> 10, voxel_albedo >> 5, voxel_albedo) & uvec3(0x1F)) / float(0x1F);
+ vec3 light_accum[6];
+
+ uint valid_aniso = (voxel_albedo >> 15) & 0x3F;
+
+ {
+ uint rgbe = process_voxels.data[voxel_index].light;
+
+ //read rgbe8985
+ float r = float((rgbe & 0xff) << 1);
+ float g = float((rgbe >> 8) & 0x1ff);
+ float b = float(((rgbe >> 17) & 0xff) << 1);
+ float e = float((rgbe >> 25) & 0x1F);
+ float m = pow(2.0, e - 15.0 - 9.0);
+
+ vec3 l = vec3(r, g, b) * m;
+
+ uint aniso = process_voxels.data[voxel_index].light_aniso;
+ for (uint i = 0; i < 6; i++) {
+ float strength = ((aniso >> (i * 5)) & 0x1F) / float(0x1F);
+ light_accum[i] = l * strength;
+ }
+ }
+
+ const vec3 aniso_dir[6] = vec3[](
+ vec3(1, 0, 0),
+ vec3(0, 1, 0),
+ vec3(0, 0, 1),
+ vec3(-1, 0, 0),
+ vec3(0, -1, 0),
+ vec3(0, 0, -1));
+
+ // Raytrace light
+
+ vec3 pos_to_uvw = 1.0 / params.grid_size;
+ vec3 uvw_ofs = pos_to_uvw * 0.5;
+
+ for (uint i = 0; i < params.light_count; i++) {
+ float attenuation = 1.0;
+ vec3 direction;
+ float light_distance = 1e20;
+
+ switch (lights.data[i].type) {
+ case LIGHT_TYPE_DIRECTIONAL: {
+ direction = -lights.data[i].direction;
+ } break;
+ case LIGHT_TYPE_OMNI: {
+ vec3 rel_vec = lights.data[i].position - position;
+ direction = normalize(rel_vec);
+ light_distance = length(rel_vec);
+ rel_vec.y /= params.y_mult;
+ attenuation = pow(clamp(1.0 - length(rel_vec) / lights.data[i].radius, 0.0, 1.0), lights.data[i].attenuation);
+ } break;
+ case LIGHT_TYPE_SPOT: {
+ vec3 rel_vec = lights.data[i].position - position;
+ direction = normalize(rel_vec);
+ light_distance = length(rel_vec);
+ rel_vec.y /= params.y_mult;
+ attenuation = pow(clamp(1.0 - length(rel_vec) / lights.data[i].radius, 0.0, 1.0), lights.data[i].attenuation);
+
+ float angle = acos(dot(normalize(rel_vec), -lights.data[i].direction));
+ if (angle > lights.data[i].spot_angle) {
+ attenuation = 0.0;
+ } else {
+ float d = clamp(angle / lights.data[i].spot_angle, 0, 1);
+ attenuation *= pow(1.0 - d, lights.data[i].spot_attenuation);
+ }
+ } break;
+ }
+
+ if (attenuation < 0.001) {
+ continue;
+ }
+
+ bool hit = false;
+
+ vec3 ray_pos = position;
+ vec3 ray_dir = direction;
+ vec3 inv_dir = 1.0 / ray_dir;
+
+ //this is how to properly bias outgoing rays
+ float cell_size = 1.0 / cascades.data[params.cascade].to_cell;
+ ray_pos += sign(direction) * cell_size * 0.48; // go almost to the box edge but remain inside
+ ray_pos += ray_dir * 0.4 * cell_size; //apply a small bias from there
+
+ for (uint j = params.cascade; j < params.max_cascades; j++) {
+ //convert to local bounds
+ vec3 pos = ray_pos - cascades.data[j].offset;
+ pos *= cascades.data[j].to_cell;
+ float local_distance = light_distance * cascades.data[j].to_cell;
+
+ if (any(lessThan(pos, vec3(0.0))) || any(greaterThanEqual(pos, params.grid_size))) {
+ continue; //already past bounds for this cascade, goto next
+ }
+
+ //find maximum advance distance (until reaching bounds)
+ vec3 t0 = -pos * inv_dir;
+ vec3 t1 = (params.grid_size - pos) * inv_dir;
+ vec3 tmax = max(t0, t1);
+ float max_advance = min(tmax.x, min(tmax.y, tmax.z));
+
+ max_advance = min(local_distance, max_advance);
+
+ float advance = 0.0;
+ float occlusion = 1.0;
+
+ while (advance < max_advance) {
+ //read how much to advance from SDF
+ vec3 uvw = (pos + ray_dir * advance) * pos_to_uvw;
+
+ float distance = texture(sampler3D(sdf_cascades[j], linear_sampler), uvw).r * 255.0 - 1.0;
+ if (distance < 0.001) {
+ //consider hit
+ hit = true;
+ break;
+ }
+
+ occlusion = min(occlusion, distance);
+
+ advance += distance;
+ }
+
+ if (hit) {
+ attenuation *= occlusion;
+ break;
+ }
+
+ if (advance >= local_distance) {
+ break; //past light distance, abandon search
+ }
+ //change ray origin to collision with bounds
+ pos += ray_dir * max_advance;
+ pos /= cascades.data[j].to_cell;
+ pos += cascades.data[j].offset;
+ light_distance -= max_advance / cascades.data[j].to_cell;
+ ray_pos = pos;
+ }
+
+ if (!hit) {
+ vec3 light = albedo * lights.data[i].color.rgb * lights.data[i].energy * attenuation;
+
+ for (int j = 0; j < 6; j++) {
+ if (bool(valid_aniso & (1 << j))) {
+ light_accum[j] += max(0.0, dot(aniso_dir[j], direction)) * light;
+ }
+ }
+ }
+ }
+
+ // Add indirect light
+
+ if (params.multibounce) {
+ vec3 pos = (vec3(positioni) + vec3(0.5)) * float(params.probe_axis_size - 1) / params.grid_size;
+ ivec3 probe_base_pos = ivec3(pos);
+
+ vec4 probe_accum[6] = vec4[](vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
+ float weight_accum[6] = float[](0, 0, 0, 0, 0, 0);
+
+ ivec3 tex_pos = ivec3(probe_base_pos.xy, int(params.cascade));
+ tex_pos.x += probe_base_pos.z * int(params.probe_axis_size);
+
+ tex_pos.xy = tex_pos.xy * (OCT_SIZE + 2) + ivec2(1);
+
+ vec3 base_tex_posf = vec3(tex_pos);
+ vec2 tex_pixel_size = 1.0 / vec2(ivec2((OCT_SIZE + 2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE + 2) * params.probe_axis_size));
+ vec3 probe_uv_offset = (ivec3(OCT_SIZE + 2, OCT_SIZE + 2, (OCT_SIZE + 2) * params.probe_axis_size)) * tex_pixel_size.xyx;
+
+ 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 = pos - probe_pos;
+ vec3 probe_dir = normalize(-probe_to_pos);
+
+ // Compute lightprobe texture position
+
+ vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
+
+ for (uint k = 0; k < 6; k++) {
+ if (bool(valid_aniso & (1 << k))) {
+ vec3 n = aniso_dir[k];
+ float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(n, probe_dir));
+
+ vec3 tex_posf = base_tex_posf + vec3(octahedron_encode(n) * float(OCT_SIZE), 0.0);
+ tex_posf.xy *= tex_pixel_size;
+
+ vec3 pos_uvw = tex_posf;
+ pos_uvw.xy += vec2(offset.xy) * probe_uv_offset.xy;
+ pos_uvw.x += float(offset.z) * probe_uv_offset.z;
+ vec4 indirect_light = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0);
+
+ probe_accum[k] += indirect_light * weight;
+ weight_accum[k] += weight;
+ }
+ }
+ }
+
+ for (uint k = 0; k < 6; k++) {
+ if (weight_accum[k] > 0.0) {
+ light_accum[k] += probe_accum[k].rgb * albedo / weight_accum[k];
+ }
+ }
+ }
+
+ // Store the light in the light texture
+
+ float lumas[6];
+ vec3 light_total = vec3(0);
+
+ for (int i = 0; i < 6; i++) {
+ light_total += light_accum[i];
+ lumas[i] = max(light_accum[i].r, max(light_accum[i].g, light_accum[i].b));
+ }
+
+ float luma_total = max(light_total.r, max(light_total.g, light_total.b));
+
+ uint light_total_rgbe;
+
+ {
+ //compress to RGBE9995 to save space
+
+ const float pow2to9 = 512.0f;
+ const float B = 15.0f;
+ const float N = 9.0f;
+ const float LN2 = 0.6931471805599453094172321215;
+
+ float cRed = clamp(light_total.r, 0.0, 65408.0);
+ float cGreen = clamp(light_total.g, 0.0, 65408.0);
+ float cBlue = clamp(light_total.b, 0.0, 65408.0);
+
+ float cMax = max(cRed, max(cGreen, cBlue));
+
+ float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B;
+
+ float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f);
+
+ float exps = expp + 1.0f;
+
+ if (0.0 <= sMax && sMax < pow2to9) {
+ exps = expp;
+ }
+
+ float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
+ float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
+ float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
+#ifdef MODE_PROCESS_STATIC
+ //since its self-save, use RGBE8985
+ light_total_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25);
+
+#else
+ light_total_rgbe = (uint(sRed) & 0x1FF) | ((uint(sGreen) & 0x1FF) << 9) | ((uint(sBlue) & 0x1FF) << 18) | ((uint(exps) & 0x1F) << 27);
+#endif
+ }
+
+#ifdef MODE_PROCESS_DYNAMIC
+
+ vec4 aniso0;
+ aniso0.r = lumas[0] / luma_total;
+ aniso0.g = lumas[1] / luma_total;
+ aniso0.b = lumas[2] / luma_total;
+ aniso0.a = lumas[3] / luma_total;
+
+ vec2 aniso1;
+ aniso1.r = lumas[4] / luma_total;
+ aniso1.g = lumas[5] / luma_total;
+
+ //save to 3D textures
+ imageStore(dst_aniso0, positioni, aniso0);
+ imageStore(dst_aniso1, positioni, vec4(aniso1, 0.0, 0.0));
+ imageStore(dst_light, positioni, uvec4(light_total_rgbe));
+
+ //also fill neighbours, so light interpolation during the indirect pass works
+
+ //recover the neighbour list from the leftover bits
+ uint neighbours = (voxel_albedo >> 21) | ((voxel_position >> 21) << 11) | ((process_voxels.data[voxel_index].light >> 30) << 22) | ((process_voxels.data[voxel_index].light_aniso >> 30) << 24);
+
+ const uint max_neighbours = 26;
+ const ivec3 neighbour_positions[max_neighbours] = ivec3[](
+ ivec3(-1, -1, -1),
+ ivec3(-1, -1, 0),
+ ivec3(-1, -1, 1),
+ ivec3(-1, 0, -1),
+ ivec3(-1, 0, 0),
+ ivec3(-1, 0, 1),
+ ivec3(-1, 1, -1),
+ ivec3(-1, 1, 0),
+ ivec3(-1, 1, 1),
+ ivec3(0, -1, -1),
+ ivec3(0, -1, 0),
+ ivec3(0, -1, 1),
+ ivec3(0, 0, -1),
+ ivec3(0, 0, 1),
+ ivec3(0, 1, -1),
+ ivec3(0, 1, 0),
+ ivec3(0, 1, 1),
+ ivec3(1, -1, -1),
+ ivec3(1, -1, 0),
+ ivec3(1, -1, 1),
+ ivec3(1, 0, -1),
+ ivec3(1, 0, 0),
+ ivec3(1, 0, 1),
+ ivec3(1, 1, -1),
+ ivec3(1, 1, 0),
+ ivec3(1, 1, 1));
+
+ for (uint i = 0; i < max_neighbours; i++) {
+ if (bool(neighbours & (1 << i))) {
+ ivec3 neighbour_pos = positioni + neighbour_positions[i];
+ imageStore(dst_light, neighbour_pos, uvec4(light_total_rgbe));
+ imageStore(dst_aniso0, neighbour_pos, aniso0);
+ imageStore(dst_aniso1, neighbour_pos, vec4(aniso1, 0.0, 0.0));
+ }
+ }
+
+#endif
+
+#ifdef MODE_PROCESS_STATIC
+
+ //save back the anisotropic
+
+ uint light = process_voxels.data[voxel_index].light & (3 << 30);
+ light |= light_total_rgbe;
+ process_voxels.data[voxel_index].light = light; //replace
+
+ uint light_aniso = process_voxels.data[voxel_index].light_aniso & (3 << 30);
+ for (int i = 0; i < 6; i++) {
+ light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5);
+ }
+
+ process_voxels.data[voxel_index].light_aniso = light_aniso;
+
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_fields.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_fields.glsl
new file mode 100644
index 0000000000..eec0a90c0d
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_fields.glsl
@@ -0,0 +1,182 @@
+/* clang-format off */
+[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = OCT_RES, local_size_y = OCT_RES, local_size_z = 1) in;
+
+/* clang-format on */
+
+#define MAX_CASCADES 8
+
+layout(rgba16f, set = 0, binding = 1) uniform restrict image2DArray irradiance_texture;
+layout(rg16f, set = 0, binding = 2) uniform restrict image2DArray depth_texture;
+
+ayout(rgba32ui, set = 0, binding = 3) uniform restrict uimage2DArray irradiance_history_texture;
+layout(rg32ui, set = 0, binding = 4) uniform restrict uimage2DArray depth_history_texture;
+
+struct CascadeData {
+ vec3 offset; //offset of (0,0,0) in world coordinates
+ float to_cell; // 1/bounds * grid_size
+};
+
+layout(set = 0, binding = 5, std140) uniform Cascades {
+ CascadeData data[MAX_CASCADES];
+}
+cascades;
+
+#define DEPTH_HISTORY_BITS 24
+#define IRRADIANCE_HISTORY_BITS 16
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ vec3 grid_size;
+ uint max_cascades;
+
+ uint probe_axis_size;
+ uint cascade;
+ uint history_size;
+ uint pad0;
+
+ ivec3 scroll; //scroll in probes
+ uint pad1;
+}
+params;
+
+void main() {
+ ivec2 local = ivec2(gl_LocalInvocationID.xy);
+ ivec2 probe = ivec2(gl_WorkGroupID.xy);
+
+ ivec3 probe_cell;
+ probe_cell.x = probe.x % int(params.probe_axis_size);
+ probe_cell.y = probe.y;
+ probe_cell.z = probe.x / int(params.probe_axis_size);
+
+#ifdef MODE_SCROLL_BEGIN
+
+ ivec3 read_cell = probe_cell - params.scroll;
+
+ uint src_layer = (params.history_size + 1) * params.cascade;
+ uint dst_layer = (params.history_size + 1) * params.max_cascades;
+
+ for (uint i = 0; i <= params.history_size; i++) {
+ ivec3 write_pos = ivec3(probe * OCT_RES + local, int(i));
+
+ if (any(lessThan(read_pos, ivec3(0))) || any(greaterThanEqual(read_pos, ivec3(params.probe_axis_size)))) {
+ // nowhere to read from for scrolling, try finding the value from upper probes
+
+#ifdef MODE_IRRADIANCE
+ imageStore(irradiance_history_texture, write_pos, uvec4(0));
+#endif
+#ifdef MODE_DEPTH
+ imageStore(depth_history_texture, write_pos, uvec4(0));
+#endif
+ } else {
+ ivec3 read_pos;
+ read_pos.xy = read_cell.xy;
+ read_pos.x += read_cell.z * params.probe_axis_size;
+ read_pos.xy = read_pos.xy * OCT_RES + local;
+ read_pos.z = int(i);
+
+#ifdef MODE_IRRADIANCE
+ uvec4 value = imageLoad(irradiance_history_texture, read_pos);
+ imageStore(irradiance_history_texture, write_pos, value);
+#endif
+#ifdef MODE_DEPTH
+ uvec2 value = imageLoad(depth_history_texture, read_pos);
+ imageStore(depth_history_texture, write_pos, value);
+#endif
+ }
+ }
+
+#endif // MODE_SCROLL_BEGIN
+
+#ifdef MODE_SCROLL_END
+
+ uint src_layer = (params.history_size + 1) * params.max_cascades;
+ uint dst_layer = (params.history_size + 1) * params.cascade;
+
+ for (uint i = 0; i <= params.history_size; i++) {
+ ivec3 pos = ivec3(probe * OCT_RES + local, int(i));
+
+#ifdef MODE_IRRADIANCE
+ uvec4 value = imageLoad(irradiance_history_texture, read_pos);
+ imageStore(irradiance_history_texture, write_pos, value);
+#endif
+#ifdef MODE_DEPTH
+ uvec2 value = imageLoad(depth_history_texture, read_pos);
+ imageStore(depth_history_texture, write_pos, value);
+#endif
+ }
+
+#endif //MODE_SCROLL_END
+
+#ifdef MODE_STORE
+
+ uint src_layer = (params.history_size + 1) * params.cascade + params.history_size;
+ ivec3 read_pos = ivec3(probe * OCT_RES + local, int(src_layer));
+
+ ivec3 write_pos = ivec3(probe * (OCT_RES + 2) + ivec2(1), int(params.cascade));
+
+ ivec3 copy_to[4] = ivec3[](write_pos, ivec3(-2, -2, -2), ivec3(-2, -2, -2), ivec3(-2, -2, -2));
+
+#ifdef MODE_IRRADIANCE
+ uvec4 average = imageLoad(irradiance_history_texture, read_pos);
+ vec4 light_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS);
+
+#endif
+#ifdef MODE_DEPTH
+ uvec2 value = imageLoad(depth_history_texture, read_pos);
+ vec2 depth_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS);
+
+ float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
+ float max_depth = length(params.grid_size / cascades.data[params.max_cascades - 1].to_cell);
+ max_depth /= probe_cell_size;
+
+ depth_value = (vec2(average / params.history_size) / float(1 << DEPTH_HISTORY_BITS)) * vec2(max_depth, max_depth * max_depth);
+
+#endif
+
+ /* Fill the border if required */
+
+ if (local == ivec2(0, 0)) {
+ copy_to[1] = texture_pos + ivec3(OCT_RES - 1, -1, 0);
+ copy_to[2] = texture_pos + ivec3(-1, OCT_RES - 1, 0);
+ copy_to[3] = texture_pos + ivec3(OCT_RES, OCT_RES, 0);
+ } else if (local == ivec2(OCT_RES - 1, 0)) {
+ copy_to[1] = texture_pos + ivec3(0, -1, 0);
+ copy_to[2] = texture_pos + ivec3(OCT_RES, OCT_RES - 1, 0);
+ copy_to[3] = texture_pos + ivec3(-1, OCT_RES, 0);
+ } else if (local == ivec2(0, OCT_RES - 1)) {
+ copy_to[1] = texture_pos + ivec3(-1, 0, 0);
+ copy_to[2] = texture_pos + ivec3(OCT_RES - 1, OCT_RES, 0);
+ copy_to[3] = texture_pos + ivec3(OCT_RES, -1, 0);
+ } else if (local == ivec2(OCT_RES - 1, OCT_RES - 1)) {
+ copy_to[1] = texture_pos + ivec3(0, OCT_RES, 0);
+ copy_to[2] = texture_pos + ivec3(OCT_RES, 0, 0);
+ copy_to[3] = texture_pos + ivec3(-1, -1, 0);
+ } else if (local.y == 0) {
+ copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y - 1, 0);
+ } else if (local.x == 0) {
+ copy_to[1] = texture_pos + ivec3(local.x - 1, OCT_RES - local.y - 1, 0);
+ } else if (local.y == OCT_RES - 1) {
+ copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y + 1, 0);
+ } else if (local.x == OCT_RES - 1) {
+ copy_to[1] = texture_pos + ivec3(local.x + 1, OCT_RES - local.y - 1, 0);
+ }
+
+ for (int i = 0; i < 4; i++) {
+ if (copy_to[i] == ivec3(-2, -2, -2)) {
+ continue;
+ }
+#ifdef MODE_IRRADIANCE
+ imageStore(irradiance_texture, copy_to[i], light_accum);
+#endif
+#ifdef MODE_DEPTH
+ imageStore(depth_texture, copy_to[i], vec4(depth_value, 0.0, 0.0));
+#endif
+ }
+
+#endif // MODE_STORE
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl
new file mode 100644
index 0000000000..1ec471d204
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl
@@ -0,0 +1,617 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#define MAX_CASCADES 8
+
+layout(set = 0, binding = 1) uniform texture3D sdf_cascades[MAX_CASCADES];
+layout(set = 0, binding = 2) uniform texture3D light_cascades[MAX_CASCADES];
+layout(set = 0, binding = 3) uniform texture3D aniso0_cascades[MAX_CASCADES];
+layout(set = 0, binding = 4) uniform texture3D aniso1_cascades[MAX_CASCADES];
+
+layout(set = 0, binding = 6) uniform sampler linear_sampler;
+
+struct CascadeData {
+ vec3 offset; //offset of (0,0,0) in world coordinates
+ float to_cell; // 1/bounds * grid_size
+ ivec3 probe_world_offset;
+ uint pad;
+};
+
+layout(set = 0, binding = 7, std140) uniform Cascades {
+ CascadeData data[MAX_CASCADES];
+}
+cascades;
+
+layout(r32ui, set = 0, binding = 8) uniform restrict uimage2DArray lightprobe_texture_data;
+layout(rgba16i, set = 0, binding = 9) uniform restrict iimage2DArray lightprobe_history_texture;
+layout(rgba32i, set = 0, binding = 10) uniform restrict iimage2D lightprobe_average_texture;
+
+//used for scrolling
+layout(rgba16i, set = 0, binding = 11) uniform restrict iimage2DArray lightprobe_history_scroll_texture;
+layout(rgba32i, set = 0, binding = 12) uniform restrict iimage2D lightprobe_average_scroll_texture;
+
+layout(rgba32i, set = 0, binding = 13) uniform restrict iimage2D lightprobe_average_parent_texture;
+
+layout(rgba16f, set = 0, binding = 14) uniform restrict writeonly image2DArray lightprobe_ambient_texture;
+
+layout(set = 1, binding = 0) uniform textureCube sky_irradiance;
+
+layout(set = 1, binding = 1) uniform sampler linear_sampler_mipmaps;
+
+#define HISTORY_BITS 10
+
+#define SKY_MODE_DISABLED 0
+#define SKY_MODE_COLOR 1
+#define SKY_MODE_SKY 2
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ vec3 grid_size;
+ uint max_cascades;
+
+ uint probe_axis_size;
+ uint cascade;
+ uint history_index;
+ uint history_size;
+
+ uint ray_count;
+ float ray_bias;
+ ivec2 image_size;
+
+ ivec3 world_offset;
+ uint sky_mode;
+
+ ivec3 scroll;
+ float sky_energy;
+
+ vec3 sky_color;
+ float y_mult;
+
+ bool store_ambient_texture;
+ uint pad[3];
+}
+params;
+
+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(p_index & 1) * 2.0 - 1.0));
+}
+
+uvec3 hash3(uvec3 x) {
+ x = ((x >> 16) ^ x) * 0x45d9f3b;
+ x = ((x >> 16) ^ x) * 0x45d9f3b;
+ x = (x >> 16) ^ x;
+ return x;
+}
+
+float hashf3(vec3 co) {
+ return fract(sin(dot(co, vec3(12.9898, 78.233, 137.13451))) * 43758.5453);
+}
+
+vec3 octahedron_encode(vec2 f) {
+ // https://twitter.com/Stubbesaurus/status/937994790553227264
+ f = f * 2.0 - 1.0;
+ vec3 n = vec3(f.x, f.y, 1.0f - abs(f.x) - abs(f.y));
+ float t = clamp(-n.z, 0.0, 1.0);
+ n.x += n.x >= 0 ? -t : t;
+ n.y += n.y >= 0 ? -t : t;
+ return normalize(n);
+}
+
+uint rgbe_encode(vec3 color) {
+ const float pow2to9 = 512.0f;
+ const float B = 15.0f;
+ const float N = 9.0f;
+ const float LN2 = 0.6931471805599453094172321215;
+
+ float cRed = clamp(color.r, 0.0, 65408.0);
+ float cGreen = clamp(color.g, 0.0, 65408.0);
+ float cBlue = clamp(color.b, 0.0, 65408.0);
+
+ float cMax = max(cRed, max(cGreen, cBlue));
+
+ float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B;
+
+ float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f);
+
+ float exps = expp + 1.0f;
+
+ if (0.0 <= sMax && sMax < pow2to9) {
+ exps = expp;
+ }
+
+ float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
+ float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
+ float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
+ return (uint(sRed) & 0x1FF) | ((uint(sGreen) & 0x1FF) << 9) | ((uint(sBlue) & 0x1FF) << 18) | ((uint(exps) & 0x1F) << 27);
+}
+
+void main() {
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(pos, params.image_size))) { //too large, do nothing
+ return;
+ }
+
+#ifdef MODE_PROCESS
+
+ float probe_cell_size = float(params.grid_size.x / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
+
+ ivec3 probe_cell;
+ probe_cell.x = pos.x % int(params.probe_axis_size);
+ probe_cell.y = pos.y;
+ probe_cell.z = pos.x / int(params.probe_axis_size);
+
+ vec3 probe_pos = cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size;
+ vec3 pos_to_uvw = 1.0 / params.grid_size;
+
+ vec4 probe_sh_accum[SH_SIZE] = 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)
+#if (SH_SIZE == 16)
+ ,
+ vec4(0.0),
+ vec4(0.0),
+ vec4(0.0),
+ vec4(0.0),
+ vec4(0.0),
+ vec4(0.0),
+ vec4(0.0)
+#endif
+ );
+
+ // quickly ensure each probe has a different "offset" for the vogel function, based on integer world position
+ uvec3 h3 = hash3(uvec3(params.world_offset + probe_cell));
+ float offset = hashf3(vec3(h3 & uvec3(0xFFFFF)));
+
+ //for a more homogeneous hemisphere, alternate based on history frames
+ uint ray_offset = params.history_index;
+ uint ray_mult = params.history_size;
+ uint ray_total = ray_mult * params.ray_count;
+
+ for (uint i = 0; i < params.ray_count; i++) {
+ vec3 ray_dir = vogel_hemisphere(ray_offset + i * ray_mult, ray_total, offset);
+ ray_dir.y *= params.y_mult;
+ ray_dir = normalize(ray_dir);
+
+ //needs to be visible
+ vec3 ray_pos = probe_pos;
+ vec3 inv_dir = 1.0 / ray_dir;
+
+ bool hit = false;
+ vec3 hit_normal;
+ vec3 hit_light;
+ vec3 hit_aniso0;
+ vec3 hit_aniso1;
+
+ float bias = params.ray_bias;
+ vec3 abs_ray_dir = abs(ray_dir);
+ ray_pos += ray_dir * 1.0 / max(abs_ray_dir.x, max(abs_ray_dir.y, abs_ray_dir.z)) * bias / cascades.data[params.cascade].to_cell;
+
+ for (uint j = params.cascade; j < params.max_cascades; j++) {
+ //convert to local bounds
+ vec3 pos = ray_pos - cascades.data[j].offset;
+ pos *= cascades.data[j].to_cell;
+
+ if (any(lessThan(pos, vec3(0.0))) || any(greaterThanEqual(pos, params.grid_size))) {
+ continue; //already past bounds for this cascade, goto next
+ }
+
+ //find maximum advance distance (until reaching bounds)
+ vec3 t0 = -pos * inv_dir;
+ vec3 t1 = (params.grid_size - pos) * inv_dir;
+ vec3 tmax = max(t0, t1);
+ float max_advance = min(tmax.x, min(tmax.y, tmax.z));
+
+ float advance = 0.0;
+
+ vec3 uvw;
+
+ while (advance < max_advance) {
+ //read how much to advance from SDF
+ uvw = (pos + ray_dir * advance) * pos_to_uvw;
+
+ float distance = texture(sampler3D(sdf_cascades[j], linear_sampler), uvw).r * 255.0 - 1.0;
+ if (distance < 0.001) {
+ //consider hit
+ hit = true;
+ break;
+ }
+
+ advance += distance;
+ }
+
+ if (hit) {
+ const float EPSILON = 0.001;
+ hit_normal = normalize(vec3(
+ texture(sampler3D(sdf_cascades[j], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[j], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
+ texture(sampler3D(sdf_cascades[j], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[j], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
+ texture(sampler3D(sdf_cascades[j], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[j], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
+
+ hit_light = texture(sampler3D(light_cascades[j], linear_sampler), uvw).rgb;
+ vec4 aniso0 = texture(sampler3D(aniso0_cascades[j], linear_sampler), uvw);
+ hit_aniso0 = aniso0.rgb;
+ hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[j], linear_sampler), uvw).rg);
+
+ break;
+ }
+
+ //change ray origin to collision with bounds
+ pos += ray_dir * max_advance;
+ pos /= cascades.data[j].to_cell;
+ pos += cascades.data[j].offset;
+ ray_pos = pos;
+ }
+
+ vec4 light;
+ if (hit) {
+ //one liner magic
+ light.rgb = hit_light * (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
+ light.a = 1.0;
+ } else if (params.sky_mode == SKY_MODE_SKY) {
+ light.rgb = textureLod(samplerCube(sky_irradiance, linear_sampler_mipmaps), ray_dir, 2.0).rgb; //use second mipmap because we dont usually throw a lot of rays, so this compensates
+ light.rgb *= params.sky_energy;
+ light.a = 0.0;
+
+ } else if (params.sky_mode == SKY_MODE_COLOR) {
+ light.rgb = params.sky_color;
+ light.rgb *= params.sky_energy;
+ light.a = 0.0;
+ } else {
+ light = vec4(0, 0, 0, 0);
+ }
+
+ vec3 ray_dir2 = ray_dir * ray_dir;
+ float c[SH_SIZE] = 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 * (3.0 * ray_dir2.z - 1.0), //l20
+ 1.092548 * ray_dir.x * ray_dir.z, //l2p1
+ 0.546274 * (ray_dir2.x - ray_dir2.y) //l2p2
+#if (SH_SIZE == 16)
+ ,
+ 0.590043 * ray_dir.y * (3.0f * ray_dir2.x - ray_dir2.y),
+ 2.890611 * ray_dir.y * ray_dir.x * ray_dir.z,
+ 0.646360 * ray_dir.y * (-1.0f + 5.0f * ray_dir2.z),
+ 0.373176 * (5.0f * ray_dir2.z * ray_dir.z - 3.0f * ray_dir.z),
+ 0.457045 * ray_dir.x * (-1.0f + 5.0f * ray_dir2.z),
+ 1.445305 * (ray_dir2.x - ray_dir2.y) * ray_dir.z,
+ 0.590043 * ray_dir.x * (ray_dir2.x - 3.0f * ray_dir2.y)
+
+#endif
+ );
+
+ for (uint j = 0; j < SH_SIZE; j++) {
+ probe_sh_accum[j] += light * c[j];
+ }
+ }
+
+ for (uint i = 0; i < SH_SIZE; i++) {
+ // store in history texture
+ ivec3 prev_pos = ivec3(pos.x, pos.y * SH_SIZE + i, int(params.history_index));
+ ivec2 average_pos = prev_pos.xy;
+
+ vec4 value = probe_sh_accum[i] * 4.0 / float(params.ray_count);
+
+ ivec4 ivalue = clamp(ivec4(value * float(1 << HISTORY_BITS)), -32768, 32767); //clamp to 16 bits, so higher values don't break average
+
+ ivec4 prev_value = imageLoad(lightprobe_history_texture, prev_pos);
+ ivec4 average = imageLoad(lightprobe_average_texture, average_pos);
+
+ average -= prev_value;
+ average += ivalue;
+
+ imageStore(lightprobe_history_texture, prev_pos, ivalue);
+ imageStore(lightprobe_average_texture, average_pos, average);
+
+ if (params.store_ambient_texture && i == 0) {
+ ivec3 ambient_pos = ivec3(pos, int(params.cascade));
+ vec4 ambient_light = (vec4(average) / float(params.history_size)) / float(1 << HISTORY_BITS);
+ ambient_light *= 0.88622; // SHL0
+ imageStore(lightprobe_ambient_texture, ambient_pos, ambient_light);
+ }
+ }
+#endif // MODE PROCESS
+
+#ifdef MODE_STORE
+
+ // converting to octahedral in this step is requiered because
+ // octahedral is much faster to read from the screen than spherical harmonics,
+ // despite the very slight quality loss
+
+ ivec2 sh_pos = (pos / OCT_SIZE) * ivec2(1, SH_SIZE);
+ ivec2 oct_pos = (pos / OCT_SIZE) * (OCT_SIZE + 2) + ivec2(1);
+ ivec2 local_pos = pos % OCT_SIZE;
+
+ //fill the spherical harmonic
+ vec4 sh[SH_SIZE];
+
+ for (uint i = 0; i < SH_SIZE; i++) {
+ // store in history texture
+ ivec2 average_pos = sh_pos + ivec2(0, i);
+ ivec4 average = imageLoad(lightprobe_average_texture, average_pos);
+
+ sh[i] = (vec4(average) / float(params.history_size)) / float(1 << HISTORY_BITS);
+ }
+
+ //compute the octahedral normal for this texel
+ vec3 normal = octahedron_encode(vec2(local_pos) / float(OCT_SIZE));
+ /*
+ // read the spherical harmonic
+ const float c1 = 0.429043;
+ const float c2 = 0.511664;
+ const float c3 = 0.743125;
+ const float c4 = 0.886227;
+ const float c5 = 0.247708;
+ vec4 light = (c1 * sh[8] * (normal.x * normal.x - normal.y * normal.y) +
+ c3 * sh[6] * normal.z * normal.z +
+ c4 * sh[0] -
+ c5 * sh[6] +
+ 2.0 * c1 * sh[4] * normal.x * normal.y +
+ 2.0 * c1 * sh[7] * normal.x * normal.z +
+ 2.0 * c1 * sh[5] * normal.y * normal.z +
+ 2.0 * c2 * sh[3] * normal.x +
+ 2.0 * c2 * sh[1] * normal.y +
+ 2.0 * c2 * sh[2] * normal.z);
+*/
+ vec3 normal2 = normal * normal;
+ float c[SH_SIZE] = float[](
+
+ 0.282095, //l0
+ 0.488603 * normal.y, //l1n1
+ 0.488603 * normal.z, //l1n0
+ 0.488603 * normal.x, //l1p1
+ 1.092548 * normal.x * normal.y, //l2n2
+ 1.092548 * normal.y * normal.z, //l2n1
+ 0.315392 * (3.0 * normal2.z - 1.0), //l20
+ 1.092548 * normal.x * normal.z, //l2p1
+ 0.546274 * (normal2.x - normal2.y) //l2p2
+#if (SH_SIZE == 16)
+ ,
+ 0.590043 * normal.y * (3.0f * normal2.x - normal2.y),
+ 2.890611 * normal.y * normal.x * normal.z,
+ 0.646360 * normal.y * (-1.0f + 5.0f * normal2.z),
+ 0.373176 * (5.0f * normal2.z * normal.z - 3.0f * normal.z),
+ 0.457045 * normal.x * (-1.0f + 5.0f * normal2.z),
+ 1.445305 * (normal2.x - normal2.y) * normal.z,
+ 0.590043 * normal.x * (normal2.x - 3.0f * normal2.y)
+
+#endif
+ );
+
+ const float l_mult[SH_SIZE] = float[](
+ 1.0,
+ 2.0 / 3.0,
+ 2.0 / 3.0,
+ 2.0 / 3.0,
+ 1.0 / 4.0,
+ 1.0 / 4.0,
+ 1.0 / 4.0,
+ 1.0 / 4.0,
+ 1.0 / 4.0
+#if (SH_SIZE == 16)
+ , // l4 does not contribute to irradiance
+ 0.0,
+ 0.0,
+ 0.0,
+ 0.0,
+ 0.0,
+ 0.0,
+ 0.0
+#endif
+ );
+
+ vec3 irradiance = vec3(0.0);
+ vec3 radiance = vec3(0.0);
+
+ for (uint i = 0; i < SH_SIZE; i++) {
+ vec3 m = sh[i].rgb * c[i] * 4.0;
+ irradiance += m * l_mult[i];
+ radiance += m;
+ }
+
+ //encode RGBE9995 for the final texture
+
+ uint irradiance_rgbe = rgbe_encode(irradiance);
+ uint radiance_rgbe = rgbe_encode(radiance);
+
+ //store in octahedral map
+
+ ivec3 texture_pos = ivec3(oct_pos, int(params.cascade));
+ ivec3 copy_to[4] = ivec3[](ivec3(-2, -2, -2), ivec3(-2, -2, -2), ivec3(-2, -2, -2), ivec3(-2, -2, -2));
+ copy_to[0] = texture_pos + ivec3(local_pos, 0);
+
+ if (local_pos == ivec2(0, 0)) {
+ copy_to[1] = texture_pos + ivec3(OCT_SIZE - 1, -1, 0);
+ copy_to[2] = texture_pos + ivec3(-1, OCT_SIZE - 1, 0);
+ copy_to[3] = texture_pos + ivec3(OCT_SIZE, OCT_SIZE, 0);
+ } else if (local_pos == ivec2(OCT_SIZE - 1, 0)) {
+ copy_to[1] = texture_pos + ivec3(0, -1, 0);
+ copy_to[2] = texture_pos + ivec3(OCT_SIZE, OCT_SIZE - 1, 0);
+ copy_to[3] = texture_pos + ivec3(-1, OCT_SIZE, 0);
+ } else if (local_pos == ivec2(0, OCT_SIZE - 1)) {
+ copy_to[1] = texture_pos + ivec3(-1, 0, 0);
+ copy_to[2] = texture_pos + ivec3(OCT_SIZE - 1, OCT_SIZE, 0);
+ copy_to[3] = texture_pos + ivec3(OCT_SIZE, -1, 0);
+ } else if (local_pos == ivec2(OCT_SIZE - 1, OCT_SIZE - 1)) {
+ copy_to[1] = texture_pos + ivec3(0, OCT_SIZE, 0);
+ copy_to[2] = texture_pos + ivec3(OCT_SIZE, 0, 0);
+ copy_to[3] = texture_pos + ivec3(-1, -1, 0);
+ } else if (local_pos.y == 0) {
+ copy_to[1] = texture_pos + ivec3(OCT_SIZE - local_pos.x - 1, local_pos.y - 1, 0);
+ } else if (local_pos.x == 0) {
+ copy_to[1] = texture_pos + ivec3(local_pos.x - 1, OCT_SIZE - local_pos.y - 1, 0);
+ } else if (local_pos.y == OCT_SIZE - 1) {
+ copy_to[1] = texture_pos + ivec3(OCT_SIZE - local_pos.x - 1, local_pos.y + 1, 0);
+ } else if (local_pos.x == OCT_SIZE - 1) {
+ copy_to[1] = texture_pos + ivec3(local_pos.x + 1, OCT_SIZE - local_pos.y - 1, 0);
+ }
+
+ for (int i = 0; i < 4; i++) {
+ if (copy_to[i] == ivec3(-2, -2, -2)) {
+ continue;
+ }
+ imageStore(lightprobe_texture_data, copy_to[i], uvec4(irradiance_rgbe));
+ imageStore(lightprobe_texture_data, copy_to[i] + ivec3(0, 0, int(params.max_cascades)), uvec4(radiance_rgbe));
+ }
+
+#endif
+
+#ifdef MODE_SCROLL
+
+ ivec3 probe_cell;
+ probe_cell.x = pos.x % int(params.probe_axis_size);
+ probe_cell.y = pos.y;
+ probe_cell.z = pos.x / int(params.probe_axis_size);
+
+ ivec3 read_probe = probe_cell - params.scroll;
+
+ if (all(greaterThanEqual(read_probe, ivec3(0))) && all(lessThan(read_probe, ivec3(params.probe_axis_size)))) {
+ // can scroll
+ ivec2 tex_pos;
+ tex_pos = read_probe.xy;
+ tex_pos.x += read_probe.z * int(params.probe_axis_size);
+
+ //scroll
+ for (uint j = 0; j < params.history_size; j++) {
+ for (int i = 0; i < SH_SIZE; i++) {
+ // copy from history texture
+ ivec3 src_pos = ivec3(tex_pos.x, tex_pos.y * SH_SIZE + i, int(j));
+ ivec3 dst_pos = ivec3(pos.x, pos.y * SH_SIZE + i, int(j));
+ ivec4 value = imageLoad(lightprobe_history_texture, src_pos);
+ imageStore(lightprobe_history_scroll_texture, dst_pos, value);
+ }
+ }
+
+ for (int i = 0; i < SH_SIZE; i++) {
+ // copy from average texture
+ ivec2 src_pos = ivec2(tex_pos.x, tex_pos.y * SH_SIZE + i);
+ ivec2 dst_pos = ivec2(pos.x, pos.y * SH_SIZE + i);
+ ivec4 value = imageLoad(lightprobe_average_texture, src_pos);
+ imageStore(lightprobe_average_scroll_texture, dst_pos, value);
+ }
+ } else if (params.cascade < params.max_cascades - 1) {
+ //cant scroll, must look for position in parent cascade
+
+ //to global coords
+ float probe_cell_size = float(params.grid_size.x / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
+ vec3 probe_pos = cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size;
+
+ //to parent local coords
+ probe_pos -= cascades.data[params.cascade + 1].offset;
+ probe_pos *= cascades.data[params.cascade + 1].to_cell;
+ probe_pos = probe_pos * float(params.probe_axis_size - 1) / float(params.grid_size.x);
+
+ ivec3 probe_posi = ivec3(probe_pos);
+ //add up all light, no need to use occlusion here, since occlusion will do its work afterwards
+
+ vec4 average_light[SH_SIZE] = vec4[](vec4(0), vec4(0), vec4(0), vec4(0), vec4(0), vec4(0), vec4(0), vec4(0), vec4(0)
+#if (SH_SIZE == 16)
+ ,
+ vec4(0), vec4(0), vec4(0), vec4(0), vec4(0), vec4(0), vec4(0)
+#endif
+ );
+ float total_weight = 0.0;
+
+ for (int i = 0; i < 8; i++) {
+ ivec3 offset = probe_posi + ((ivec3(i) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1));
+
+ vec3 trilinear = vec3(1.0) - abs(probe_pos - vec3(offset));
+ float weight = trilinear.x * trilinear.y * trilinear.z;
+
+ ivec2 tex_pos;
+ tex_pos = offset.xy;
+ tex_pos.x += offset.z * int(params.probe_axis_size);
+
+ for (int j = 0; j < SH_SIZE; j++) {
+ // copy from history texture
+ ivec2 src_pos = ivec2(tex_pos.x, tex_pos.y * SH_SIZE + j);
+ ivec4 average = imageLoad(lightprobe_average_parent_texture, src_pos);
+ vec4 value = (vec4(average) / float(params.history_size)) / float(1 << HISTORY_BITS);
+ average_light[j] += value * weight;
+ }
+
+ total_weight += weight;
+ }
+
+ if (total_weight > 0.0) {
+ total_weight = 1.0 / total_weight;
+ }
+ //store the averaged values everywhere
+
+ for (int i = 0; i < SH_SIZE; i++) {
+ ivec4 ivalue = clamp(ivec4(average_light[i] * total_weight * float(1 << HISTORY_BITS)), ivec4(-32768), ivec4(32767)); //clamp to 16 bits, so higher values don't break average
+ // copy from history texture
+ ivec3 dst_pos = ivec3(pos.x, pos.y * SH_SIZE + i, 0);
+ for (uint j = 0; j < params.history_size; j++) {
+ dst_pos.z = int(j);
+ imageStore(lightprobe_history_scroll_texture, dst_pos, ivalue);
+ }
+
+ ivalue *= int(params.history_size); //average needs to have all history added up
+ imageStore(lightprobe_average_scroll_texture, dst_pos.xy, ivalue);
+ }
+
+ } else {
+ // clear and let it re-raytrace, only for the last cascade, which happens very un-often
+ //scroll
+ for (uint j = 0; j < params.history_size; j++) {
+ for (int i = 0; i < SH_SIZE; i++) {
+ // copy from history texture
+ ivec3 dst_pos = ivec3(pos.x, pos.y * SH_SIZE + i, int(j));
+ imageStore(lightprobe_history_scroll_texture, dst_pos, ivec4(0));
+ }
+ }
+
+ for (int i = 0; i < SH_SIZE; i++) {
+ // copy from average texture
+ ivec2 dst_pos = ivec2(pos.x, pos.y * SH_SIZE + i);
+ imageStore(lightprobe_average_scroll_texture, dst_pos, ivec4(0));
+ }
+ }
+
+#endif
+
+#ifdef MODE_SCROLL_STORE
+
+ //do not update probe texture, as these will be updated later
+
+ for (uint j = 0; j < params.history_size; j++) {
+ for (int i = 0; i < SH_SIZE; i++) {
+ // copy from history texture
+ ivec3 spos = ivec3(pos.x, pos.y * SH_SIZE + i, int(j));
+ ivec4 value = imageLoad(lightprobe_history_scroll_texture, spos);
+ imageStore(lightprobe_history_texture, spos, value);
+ }
+ }
+
+ for (int i = 0; i < SH_SIZE; i++) {
+ // copy from average texture
+ ivec2 spos = ivec2(pos.x, pos.y * SH_SIZE + i);
+ ivec4 average = imageLoad(lightprobe_average_scroll_texture, spos);
+ imageStore(lightprobe_average_texture, spos, average);
+ }
+
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl
new file mode 100644
index 0000000000..d7d19897e3
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl
@@ -0,0 +1,1056 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+#ifdef MODE_JUMPFLOOD_OPTIMIZED
+#define GROUP_SIZE 8
+
+layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = GROUP_SIZE) in;
+
+#elif defined(MODE_OCCLUSION) || defined(MODE_SCROLL)
+//buffer layout
+layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+
+#else
+//grid layout
+layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
+
+#endif
+
+#if defined(MODE_INITIALIZE_JUMP_FLOOD) || defined(MODE_INITIALIZE_JUMP_FLOOD_HALF)
+layout(r16ui, set = 0, binding = 1) uniform restrict readonly uimage3D src_color;
+layout(rgba8ui, set = 0, binding = 2) uniform restrict writeonly uimage3D dst_positions;
+#endif
+
+#ifdef MODE_UPSCALE_JUMP_FLOOD
+layout(r16ui, set = 0, binding = 1) uniform restrict readonly uimage3D src_color;
+layout(rgba8ui, set = 0, binding = 2) uniform restrict readonly uimage3D src_positions_half;
+layout(rgba8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D dst_positions;
+#endif
+
+#if defined(MODE_JUMPFLOOD) || defined(MODE_JUMPFLOOD_OPTIMIZED)
+layout(rgba8ui, set = 0, binding = 1) uniform restrict readonly uimage3D src_positions;
+layout(rgba8ui, set = 0, binding = 2) uniform restrict writeonly uimage3D dst_positions;
+#endif
+
+#ifdef MODE_JUMPFLOOD_OPTIMIZED
+
+shared uvec4 group_positions[(GROUP_SIZE + 2) * (GROUP_SIZE + 2) * (GROUP_SIZE + 2)]; //4x4x4 with margins
+
+void group_store(ivec3 p_pos, uvec4 p_value) {
+ uint offset = uint(p_pos.z * (GROUP_SIZE + 2) * (GROUP_SIZE + 2) + p_pos.y * (GROUP_SIZE + 2) + p_pos.x);
+ group_positions[offset] = p_value;
+}
+
+uvec4 group_load(ivec3 p_pos) {
+ uint offset = uint(p_pos.z * (GROUP_SIZE + 2) * (GROUP_SIZE + 2) + p_pos.y * (GROUP_SIZE + 2) + p_pos.x);
+ return group_positions[offset];
+}
+
+#endif
+
+#ifdef MODE_OCCLUSION
+
+layout(r16ui, set = 0, binding = 1) uniform restrict readonly uimage3D src_color;
+layout(r8, set = 0, binding = 2) uniform restrict image3D dst_occlusion[8];
+layout(r32ui, set = 0, binding = 3) uniform restrict readonly uimage3D src_facing;
+
+const uvec2 group_size_offset[11] = uvec2[](uvec2(1, 0), uvec2(3, 1), uvec2(6, 4), uvec2(10, 10), uvec2(15, 20), uvec2(21, 35), uvec2(28, 56), uvec2(36, 84), uvec2(42, 120), uvec2(46, 162), uvec2(48, 208));
+const uint group_pos[256] = uint[](0,
+ 65536, 256, 1,
+ 131072, 65792, 512, 65537, 257, 2,
+ 196608, 131328, 66048, 768, 131073, 65793, 513, 65538, 258, 3,
+ 262144, 196864, 131584, 66304, 1024, 196609, 131329, 66049, 769, 131074, 65794, 514, 65539, 259, 4,
+ 327680, 262400, 197120, 131840, 66560, 1280, 262145, 196865, 131585, 66305, 1025, 196610, 131330, 66050, 770, 131075, 65795, 515, 65540, 260, 5,
+ 393216, 327936, 262656, 197376, 132096, 66816, 1536, 327681, 262401, 197121, 131841, 66561, 1281, 262146, 196866, 131586, 66306, 1026, 196611, 131331, 66051, 771, 131076, 65796, 516, 65541, 261, 6,
+ 458752, 393472, 328192, 262912, 197632, 132352, 67072, 1792, 393217, 327937, 262657, 197377, 132097, 66817, 1537, 327682, 262402, 197122, 131842, 66562, 1282, 262147, 196867, 131587, 66307, 1027, 196612, 131332, 66052, 772, 131077, 65797, 517, 65542, 262, 7,
+ 459008, 393728, 328448, 263168, 197888, 132608, 67328, 458753, 393473, 328193, 262913, 197633, 132353, 67073, 1793, 393218, 327938, 262658, 197378, 132098, 66818, 1538, 327683, 262403, 197123, 131843, 66563, 1283, 262148, 196868, 131588, 66308, 1028, 196613, 131333, 66053, 773, 131078, 65798, 518, 65543, 263,
+ 459264, 393984, 328704, 263424, 198144, 132864, 459009, 393729, 328449, 263169, 197889, 132609, 67329, 458754, 393474, 328194, 262914, 197634, 132354, 67074, 1794, 393219, 327939, 262659, 197379, 132099, 66819, 1539, 327684, 262404, 197124, 131844, 66564, 1284, 262149, 196869, 131589, 66309, 1029, 196614, 131334, 66054, 774, 131079, 65799, 519,
+ 459520, 394240, 328960, 263680, 198400, 459265, 393985, 328705, 263425, 198145, 132865, 459010, 393730, 328450, 263170, 197890, 132610, 67330, 458755, 393475, 328195, 262915, 197635, 132355, 67075, 1795, 393220, 327940, 262660, 197380, 132100, 66820, 1540, 327685, 262405, 197125, 131845, 66565, 1285, 262150, 196870, 131590, 66310, 1030, 196615, 131335, 66055, 775);
+
+shared uint occlusion_facing[((OCCLUSION_SIZE * 2) * (OCCLUSION_SIZE * 2) * (OCCLUSION_SIZE * 2)) / 4];
+
+uint get_facing(ivec3 p_pos) {
+ uint ofs = uint(p_pos.z * OCCLUSION_SIZE * 2 * OCCLUSION_SIZE * 2 + p_pos.y * OCCLUSION_SIZE * 2 + p_pos.x);
+ uint v = occlusion_facing[ofs / 4];
+ return (v >> ((ofs % 4) * 8)) & 0xFF;
+}
+
+#endif
+
+#ifdef MODE_STORE
+
+layout(rgba8ui, set = 0, binding = 1) uniform restrict readonly uimage3D src_positions;
+layout(r16ui, set = 0, binding = 2) uniform restrict readonly uimage3D src_albedo;
+layout(r8, set = 0, binding = 3) uniform restrict readonly image3D src_occlusion[8];
+layout(r32ui, set = 0, binding = 4) uniform restrict readonly uimage3D src_light;
+layout(r32ui, set = 0, binding = 5) uniform restrict readonly uimage3D src_light_aniso;
+layout(r32ui, set = 0, binding = 6) uniform restrict readonly uimage3D src_facing;
+
+layout(r8, set = 0, binding = 7) uniform restrict writeonly image3D dst_sdf;
+layout(r16ui, set = 0, binding = 8) uniform restrict writeonly uimage3D dst_occlusion;
+
+layout(set = 0, binding = 10, std430) restrict buffer DispatchData {
+ uint x;
+ uint y;
+ uint z;
+ uint total_count;
+}
+dispatch_data;
+
+struct ProcessVoxel {
+ uint position; //xyz 7 bit packed, extra 11 bits for neigbours
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbous
+ uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
+ //total neighbours: 26
+};
+
+layout(set = 0, binding = 11, std430) restrict buffer writeonly ProcessVoxels {
+ ProcessVoxel data[];
+}
+dst_process_voxels;
+
+shared ProcessVoxel store_positions[4 * 4 * 4];
+shared uint store_position_count;
+shared uint store_from_index;
+#endif
+
+#ifdef MODE_SCROLL
+
+layout(r16ui, set = 0, binding = 1) uniform restrict writeonly uimage3D dst_albedo;
+layout(r32ui, set = 0, binding = 2) uniform restrict writeonly uimage3D dst_facing;
+layout(r32ui, set = 0, binding = 3) uniform restrict writeonly uimage3D dst_light;
+layout(r32ui, set = 0, binding = 4) uniform restrict writeonly uimage3D dst_light_aniso;
+
+layout(set = 0, binding = 5, std430) restrict buffer readonly DispatchData {
+ uint x;
+ uint y;
+ uint z;
+ uint total_count;
+}
+dispatch_data;
+
+struct ProcessVoxel {
+ uint position; //xyz 7 bit packed, extra 11 bits for neigbours
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbous
+ uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
+ //total neighbours: 26
+};
+
+layout(set = 0, binding = 6, std430) restrict buffer readonly ProcessVoxels {
+ ProcessVoxel data[];
+}
+src_process_voxels;
+
+#endif
+
+#ifdef MODE_SCROLL_OCCLUSION
+
+layout(r8, set = 0, binding = 1) uniform restrict image3D dst_occlusion[8];
+layout(r16ui, set = 0, binding = 2) uniform restrict readonly uimage3D src_occlusion;
+
+#endif
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ ivec3 scroll;
+
+ int grid_size;
+
+ ivec3 probe_offset;
+ int step_size;
+
+ bool half_size;
+ uint occlusion_index;
+ int cascade;
+ uint pad;
+}
+params;
+
+void main() {
+#ifdef MODE_SCROLL
+
+ // Pixel being shaded
+ int index = int(gl_GlobalInvocationID.x);
+ if (index >= dispatch_data.total_count) { //too big
+ return;
+ }
+
+ ivec3 read_pos = (ivec3(src_process_voxels.data[index].position) >> ivec3(0, 7, 14)) & ivec3(0x7F);
+ ivec3 write_pos = read_pos + params.scroll;
+
+ if (any(lessThan(write_pos, ivec3(0))) || any(greaterThanEqual(write_pos, ivec3(params.grid_size)))) {
+ return; //fits outside the 3D texture, dont do anything
+ }
+
+ uint albedo = ((src_process_voxels.data[index].albedo & 0x7FFF) << 1) | 1; //add solid bit
+ imageStore(dst_albedo, write_pos, uvec4(albedo));
+
+ uint facing = (src_process_voxels.data[index].albedo >> 15) & 0x3F; //6 anisotropic facing bits
+ imageStore(dst_facing, write_pos, uvec4(facing));
+
+ uint light = src_process_voxels.data[index].light & 0x3fffffff; //30 bits of RGBE8985
+ imageStore(dst_light, write_pos, uvec4(light));
+
+ uint light_aniso = src_process_voxels.data[index].light_aniso & 0x3fffffff; //30 bits of 6 anisotropic 5 bits values
+ imageStore(dst_light_aniso, write_pos, uvec4(light_aniso));
+
+#endif
+
+#ifdef MODE_SCROLL_OCCLUSION
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+ if (any(greaterThanEqual(pos, ivec3(params.grid_size) - abs(params.scroll)))) { //too large, do nothing
+ return;
+ }
+
+ ivec3 read_pos = pos + max(ivec3(0), -params.scroll);
+ ivec3 write_pos = pos + max(ivec3(0), params.scroll);
+
+ read_pos.z += params.cascade * params.grid_size;
+ uint occlusion = imageLoad(src_occlusion, read_pos).r;
+ read_pos.x += params.grid_size;
+ occlusion |= imageLoad(src_occlusion, read_pos).r << 16;
+
+ const uint occlusion_shift[8] = uint[](12, 8, 4, 0, 28, 24, 20, 16);
+
+ for (uint i = 0; i < 8; i++) {
+ float o = float((occlusion >> occlusion_shift[i]) & 0xF) / 15.0;
+ imageStore(dst_occlusion[i], write_pos, vec4(o));
+ }
+
+#endif
+
+#ifdef MODE_INITIALIZE_JUMP_FLOOD
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+
+ uint c = imageLoad(src_color, pos).r;
+ uvec4 v;
+ if (bool(c & 0x1)) {
+ //bit set means this is solid
+ v.xyz = uvec3(pos);
+ v.w = 255; //not zero means used
+ } else {
+ v.xyz = uvec3(0);
+ v.w = 0; // zero means unused
+ }
+
+ imageStore(dst_positions, pos, v);
+#endif
+
+#ifdef MODE_INITIALIZE_JUMP_FLOOD_HALF
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+ ivec3 base_pos = pos * 2;
+
+ //since we store in half size, lets kind of randomize what we store, so
+ //the half size jump flood has a bit better chance to find something
+ uvec4 closest[8];
+ int closest_count = 0;
+
+ for (uint i = 0; i < 8; i++) {
+ ivec3 src_pos = base_pos + ((ivec3(i) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1));
+ uint c = imageLoad(src_color, src_pos).r;
+ if (bool(c & 1)) {
+ uvec4 v = uvec4(uvec3(src_pos), 255);
+ closest[closest_count] = v;
+ closest_count++;
+ }
+ }
+
+ if (closest_count == 0) {
+ imageStore(dst_positions, pos, uvec4(0));
+ } else {
+ ivec3 indexv = (pos & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
+ int index = (indexv.x | indexv.y | indexv.z) % closest_count;
+ imageStore(dst_positions, pos, closest[index]);
+ }
+
+#endif
+
+#ifdef MODE_JUMPFLOOD
+
+ //regular jumpflood, efficent for large steps, inefficient for small steps
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+
+ vec3 posf = vec3(pos);
+
+ if (params.half_size) {
+ posf = posf * 2.0 + 0.5;
+ }
+
+ uvec4 p = imageLoad(src_positions, pos);
+
+ if (!params.half_size && p == uvec4(uvec3(pos), 255)) {
+ imageStore(dst_positions, pos, p);
+ return; //points to itself and valid, nothing better can be done, just pass
+ }
+
+ float p_dist;
+
+ if (p.w != 0) {
+ p_dist = distance(posf, vec3(p.xyz));
+ } else {
+ p_dist = 0.0; //should not matter
+ }
+
+ const uint offset_count = 26;
+ const ivec3 offsets[offset_count] = ivec3[](
+ ivec3(-1, -1, -1),
+ ivec3(-1, -1, 0),
+ ivec3(-1, -1, 1),
+ ivec3(-1, 0, -1),
+ ivec3(-1, 0, 0),
+ ivec3(-1, 0, 1),
+ ivec3(-1, 1, -1),
+ ivec3(-1, 1, 0),
+ ivec3(-1, 1, 1),
+ ivec3(0, -1, -1),
+ ivec3(0, -1, 0),
+ ivec3(0, -1, 1),
+ ivec3(0, 0, -1),
+ ivec3(0, 0, 1),
+ ivec3(0, 1, -1),
+ ivec3(0, 1, 0),
+ ivec3(0, 1, 1),
+ ivec3(1, -1, -1),
+ ivec3(1, -1, 0),
+ ivec3(1, -1, 1),
+ ivec3(1, 0, -1),
+ ivec3(1, 0, 0),
+ ivec3(1, 0, 1),
+ ivec3(1, 1, -1),
+ ivec3(1, 1, 0),
+ ivec3(1, 1, 1));
+
+ for (uint i = 0; i < offset_count; i++) {
+ ivec3 ofs = pos + offsets[i] * params.step_size;
+ if (any(lessThan(ofs, ivec3(0))) || any(greaterThanEqual(ofs, ivec3(params.grid_size)))) {
+ continue;
+ }
+ uvec4 q = imageLoad(src_positions, ofs);
+
+ if (q.w == 0) {
+ continue; //was not initialized yet, ignore
+ }
+
+ float q_dist = distance(posf, vec3(p.xyz));
+ if (p.w == 0 || q_dist < p_dist) {
+ p = q; //just replace because current is unused
+ p_dist = q_dist;
+ }
+ }
+
+ imageStore(dst_positions, pos, p);
+#endif
+
+#ifdef MODE_JUMPFLOOD_OPTIMIZED
+ //optimized version using shared compute memory
+
+ ivec3 group_offset = ivec3(gl_WorkGroupID.xyz) % params.step_size;
+ ivec3 group_pos = group_offset + (ivec3(gl_WorkGroupID.xyz) / params.step_size) * ivec3(GROUP_SIZE * params.step_size);
+
+ //load data into local group memory
+
+ if (all(lessThan(ivec3(gl_LocalInvocationID.xyz), ivec3((GROUP_SIZE + 2) / 2)))) {
+ //use this thread for loading, this method uses less threads for this but its simpler and less divergent
+ ivec3 base_pos = ivec3(gl_LocalInvocationID.xyz) * 2;
+ for (uint i = 0; i < 8; i++) {
+ ivec3 load_pos = base_pos + ((ivec3(i) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1));
+ ivec3 load_global_pos = group_pos + (load_pos - ivec3(1)) * params.step_size;
+ uvec4 q;
+ if (all(greaterThanEqual(load_global_pos, ivec3(0))) && all(lessThan(load_global_pos, ivec3(params.grid_size)))) {
+ q = imageLoad(src_positions, load_global_pos);
+ } else {
+ q = uvec4(0); //unused
+ }
+
+ group_store(load_pos, q);
+ }
+ }
+
+ ivec3 global_pos = group_pos + ivec3(gl_LocalInvocationID.xyz) * params.step_size;
+
+ if (any(lessThan(global_pos, ivec3(0))) || any(greaterThanEqual(global_pos, ivec3(params.grid_size)))) {
+ return; //do nothing else, end here because outside range
+ }
+
+ //sync
+ groupMemoryBarrier();
+ barrier();
+
+ ivec3 local_pos = ivec3(gl_LocalInvocationID.xyz) + ivec3(1);
+
+ const uint offset_count = 27;
+ const ivec3 offsets[offset_count] = ivec3[](
+ ivec3(-1, -1, -1),
+ ivec3(-1, -1, 0),
+ ivec3(-1, -1, 1),
+ ivec3(-1, 0, -1),
+ ivec3(-1, 0, 0),
+ ivec3(-1, 0, 1),
+ ivec3(-1, 1, -1),
+ ivec3(-1, 1, 0),
+ ivec3(-1, 1, 1),
+ ivec3(0, -1, -1),
+ ivec3(0, -1, 0),
+ ivec3(0, -1, 1),
+ ivec3(0, 0, -1),
+ ivec3(0, 0, 0),
+ ivec3(0, 0, 1),
+ ivec3(0, 1, -1),
+ ivec3(0, 1, 0),
+ ivec3(0, 1, 1),
+ ivec3(1, -1, -1),
+ ivec3(1, -1, 0),
+ ivec3(1, -1, 1),
+ ivec3(1, 0, -1),
+ ivec3(1, 0, 0),
+ ivec3(1, 0, 1),
+ ivec3(1, 1, -1),
+ ivec3(1, 1, 0),
+ ivec3(1, 1, 1));
+
+ //only makes sense if point is inside screen
+ uvec4 closest = uvec4(0);
+ float closest_dist = 0.0;
+
+ vec3 posf = vec3(global_pos);
+
+ if (params.half_size) {
+ posf = posf * 2.0 + 0.5;
+ }
+
+ for (uint i = 0; i < offset_count; i++) {
+ uvec4 point = group_load(local_pos + offsets[i]);
+
+ if (point.w == 0) {
+ continue; //was not initialized yet, ignore
+ }
+
+ float dist = distance(posf, vec3(point.xyz));
+ if (closest.w == 0 || dist < closest_dist) {
+ closest = point;
+ closest_dist = dist;
+ }
+ }
+
+ imageStore(dst_positions, global_pos, closest);
+
+#endif
+
+#ifdef MODE_UPSCALE_JUMP_FLOOD
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+
+ uint c = imageLoad(src_color, pos).r;
+ uvec4 v;
+ if (bool(c & 1)) {
+ //bit set means this is solid
+ v.xyz = uvec3(pos);
+ v.w = 255; //not zero means used
+ } else {
+ v = imageLoad(src_positions_half, pos >> 1);
+ float d = length(vec3(ivec3(v.xyz) - pos));
+
+ ivec3 vbase = ivec3(v.xyz - (v.xyz & uvec3(1)));
+
+ //search around if there is a better candidate from the same block
+ for (int i = 0; i < 8; i++) {
+ ivec3 bits = ((ivec3(i) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1));
+ ivec3 p = vbase + bits;
+
+ float d2 = length(vec3(p - pos));
+ if (d2 < d) { //check valid distance before test so we avoid a read
+ uint c2 = imageLoad(src_color, p).r;
+ if (bool(c2 & 1)) {
+ v.xyz = uvec3(p);
+ d = d2;
+ }
+ }
+ }
+
+ //could validate better position..
+ }
+
+ imageStore(dst_positions, pos, v);
+
+#endif
+
+#ifdef MODE_OCCLUSION
+
+ uint invocation_idx = uint(gl_LocalInvocationID.x);
+ ivec3 region = ivec3(gl_WorkGroupID);
+
+ ivec3 region_offset = -ivec3(OCCLUSION_SIZE);
+ region_offset += region * OCCLUSION_SIZE * 2;
+ region_offset += params.probe_offset * OCCLUSION_SIZE;
+
+ if (params.scroll != ivec3(0)) {
+ //validate scroll region
+ ivec3 region_offset_to = region_offset + ivec3(OCCLUSION_SIZE * 2);
+ uvec3 scroll_mask = uvec3(notEqual(params.scroll, ivec3(0))); //save which axes acre scrolling
+ ivec3 scroll_from = mix(ivec3(0), ivec3(params.grid_size) + params.scroll, lessThan(params.scroll, ivec3(0)));
+ ivec3 scroll_to = mix(ivec3(params.grid_size), params.scroll, greaterThan(params.scroll, ivec3(0)));
+
+ if ((uvec3(lessThanEqual(region_offset_to, scroll_from)) | uvec3(greaterThanEqual(region_offset, scroll_to))) * scroll_mask == scroll_mask) { //all axes that scroll are out, exit
+ return; //region outside scroll bounds, quit
+ }
+ }
+
+#define OCC_HALF_SIZE (OCCLUSION_SIZE / 2)
+
+ ivec3 local_ofs = ivec3(uvec3(invocation_idx % OCC_HALF_SIZE, (invocation_idx % (OCC_HALF_SIZE * OCC_HALF_SIZE)) / OCC_HALF_SIZE, invocation_idx / (OCC_HALF_SIZE * OCC_HALF_SIZE))) * 4;
+
+ /* for(int i=0;i<64;i++) {
+ ivec3 offset = region_offset + local_ofs + ((ivec3(i) >> ivec3(0,2,4)) & ivec3(3,3,3));
+ uint facig =
+ if (all(greaterThanEqual(offset,ivec3(0))) && all(lessThan(offset,ivec3(params.grid_size)))) {*/
+
+ for (int i = 0; i < 16; i++) { //skip x, so it can be packed
+
+ ivec3 offset = local_ofs + ((ivec3(i * 4) >> ivec3(0, 2, 4)) & ivec3(3, 3, 3));
+
+ uint facing_pack = 0;
+ for (int j = 0; j < 4; j++) {
+ ivec3 foffset = region_offset + offset + ivec3(j, 0, 0);
+ if (all(greaterThanEqual(foffset, ivec3(0))) && all(lessThan(foffset, ivec3(params.grid_size)))) {
+ uint f = imageLoad(src_facing, foffset).r;
+ facing_pack |= f << (j * 8);
+ }
+ }
+
+ occlusion_facing[(offset.z * (OCCLUSION_SIZE * 2 * OCCLUSION_SIZE * 2) + offset.y * (OCCLUSION_SIZE * 2) + offset.x) / 4] = facing_pack;
+ }
+
+ //sync occlusion saved
+ groupMemoryBarrier();
+ barrier();
+
+ //process occlusion
+
+#define OCC_STEPS (OCCLUSION_SIZE * 3 - 2)
+#define OCC_HALF_STEPS (OCC_STEPS / 2)
+
+ for (int step = 0; step < OCC_STEPS; step++) {
+ bool shrink = step >= OCC_HALF_STEPS;
+ int occ_step = shrink ? OCC_HALF_STEPS - (step - OCC_HALF_STEPS) - 1 : step;
+
+ if (invocation_idx < group_size_offset[occ_step].x) {
+ uint pv = group_pos[group_size_offset[occ_step].y + invocation_idx];
+ ivec3 proc_abs = (ivec3(int(pv)) >> ivec3(0, 8, 16)) & ivec3(0xFF);
+
+ if (shrink) {
+ proc_abs = ivec3(OCCLUSION_SIZE) - proc_abs - ivec3(1);
+ }
+
+ for (int i = 0; i < 8; i++) {
+ ivec3 bits = ((ivec3(i) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1));
+ ivec3 proc_sign = bits * 2 - 1;
+ ivec3 local_offset = ivec3(OCCLUSION_SIZE) + proc_abs * proc_sign - (ivec3(1) - bits);
+ ivec3 offset = local_offset + region_offset;
+ if (all(greaterThanEqual(offset, ivec3(0))) && all(lessThan(offset, ivec3(params.grid_size)))) {
+ float occ;
+
+ uint facing = get_facing(local_offset);
+
+ if (facing != 0) { //solid
+ occ = 0.0;
+ } else if (step == 0) {
+#if 0
+ occ = 0.0;
+ if (get_facing(local_offset - ivec3(proc_sign.x,0,0))==0) {
+ occ+=1.0;
+ }
+ if (get_facing(local_offset - ivec3(0,proc_sign.y,0))==0) {
+ occ+=1.0;
+ }
+ if (get_facing(local_offset - ivec3(0,0,proc_sign.z))==0) {
+ occ+=1.0;
+ }
+ /*
+ if (get_facing(local_offset - proc_sign)==0) {
+ occ+=1.0;
+ }*/
+
+ occ/=3.0;
+#endif
+ occ = 1.0;
+
+ } else {
+ ivec3 read_dir = -proc_sign;
+
+ ivec3 major_axis;
+ if (proc_abs.x < proc_abs.y) {
+ if (proc_abs.z < proc_abs.y) {
+ major_axis = ivec3(0, 1, 0);
+ } else {
+ major_axis = ivec3(0, 0, 1);
+ }
+ } else {
+ if (proc_abs.z < proc_abs.x) {
+ major_axis = ivec3(1, 0, 0);
+ } else {
+ major_axis = ivec3(0, 0, 1);
+ }
+ }
+
+ float avg = 0.0;
+ occ = 0.0;
+
+ ivec3 read_x = offset + ivec3(read_dir.x, 0, 0) + (proc_abs.x == 0 ? major_axis * read_dir : ivec3(0));
+ ivec3 read_y = offset + ivec3(0, read_dir.y, 0) + (proc_abs.y == 0 ? major_axis * read_dir : ivec3(0));
+ ivec3 read_z = offset + ivec3(0, 0, read_dir.z) + (proc_abs.z == 0 ? major_axis * read_dir : ivec3(0));
+
+ uint facing_x = get_facing(read_x - region_offset);
+ if (facing_x == 0) {
+ if (all(greaterThanEqual(read_x, ivec3(0))) && all(lessThan(read_x, ivec3(params.grid_size)))) {
+ occ += imageLoad(dst_occlusion[params.occlusion_index], read_x).r;
+ avg += 1.0;
+ }
+ } else {
+ if (proc_abs.x != 0) { //do not occlude from voxels in the opposite octant
+ avg += 1.0;
+ }
+ }
+
+ uint facing_y = get_facing(read_y - region_offset);
+ if (facing_y == 0) {
+ if (all(greaterThanEqual(read_y, ivec3(0))) && all(lessThan(read_y, ivec3(params.grid_size)))) {
+ occ += imageLoad(dst_occlusion[params.occlusion_index], read_y).r;
+ avg += 1.0;
+ }
+ } else {
+ if (proc_abs.y != 0) {
+ avg += 1.0;
+ }
+ }
+
+ uint facing_z = get_facing(read_z - region_offset);
+ if (facing_z == 0) {
+ if (all(greaterThanEqual(read_z, ivec3(0))) && all(lessThan(read_z, ivec3(params.grid_size)))) {
+ occ += imageLoad(dst_occlusion[params.occlusion_index], read_z).r;
+ avg += 1.0;
+ }
+ } else {
+ if (proc_abs.z != 0) {
+ avg += 1.0;
+ }
+ }
+
+ if (avg > 0.0) {
+ occ /= avg;
+ }
+ }
+
+ imageStore(dst_occlusion[params.occlusion_index], offset, vec4(occ));
+ }
+ }
+ }
+
+ groupMemoryBarrier();
+ barrier();
+ }
+#if 1
+ //bias solid voxels away
+
+ for (int i = 0; i < 64; i++) {
+ ivec3 local_offset = local_ofs + ((ivec3(i) >> ivec3(0, 2, 4)) & ivec3(3, 3, 3));
+ ivec3 offset = region_offset + local_offset;
+
+ if (all(greaterThanEqual(offset, ivec3(0))) && all(lessThan(offset, ivec3(params.grid_size)))) {
+ uint facing = get_facing(local_offset);
+
+ if (facing != 0) {
+ //only work on solids
+
+ ivec3 proc_pos = local_offset - ivec3(OCCLUSION_SIZE);
+ proc_pos += mix(ivec3(0), ivec3(1), greaterThanEqual(proc_pos, ivec3(0)));
+
+ float avg = 0.0;
+ float occ = 0.0;
+
+ ivec3 read_dir = -sign(proc_pos);
+ ivec3 read_dir_x = ivec3(read_dir.x, 0, 0);
+ ivec3 read_dir_y = ivec3(0, read_dir.y, 0);
+ ivec3 read_dir_z = ivec3(0, 0, read_dir.z);
+ //solid
+#if 0
+
+ uvec3 facing_pos_base = (uvec3(facing) >> uvec3(0,1,2)) & uvec3(1,1,1);
+ uvec3 facing_neg_base = (uvec3(facing) >> uvec3(3,4,5)) & uvec3(1,1,1);
+ uvec3 facing_pos= facing_pos_base &((~facing_neg_base)&uvec3(1,1,1));
+ uvec3 facing_neg= facing_neg_base &((~facing_pos_base)&uvec3(1,1,1));
+#else
+ uvec3 facing_pos = (uvec3(facing) >> uvec3(0, 1, 2)) & uvec3(1, 1, 1);
+ uvec3 facing_neg = (uvec3(facing) >> uvec3(3, 4, 5)) & uvec3(1, 1, 1);
+#endif
+ bvec3 read_valid = bvec3(mix(facing_neg, facing_pos, greaterThan(read_dir, ivec3(0))));
+
+ //sides
+ if (read_valid.x) {
+ ivec3 read_offset = local_offset + read_dir_x;
+ uint f = get_facing(read_offset);
+ if (f == 0) {
+ read_offset += region_offset;
+ if (all(greaterThanEqual(read_offset, ivec3(0))) && all(lessThan(read_offset, ivec3(params.grid_size)))) {
+ occ += imageLoad(dst_occlusion[params.occlusion_index], read_offset).r;
+ avg += 1.0;
+ }
+ }
+ }
+
+ if (read_valid.y) {
+ ivec3 read_offset = local_offset + read_dir_y;
+ uint f = get_facing(read_offset);
+ if (f == 0) {
+ read_offset += region_offset;
+ if (all(greaterThanEqual(read_offset, ivec3(0))) && all(lessThan(read_offset, ivec3(params.grid_size)))) {
+ occ += imageLoad(dst_occlusion[params.occlusion_index], read_offset).r;
+ avg += 1.0;
+ }
+ }
+ }
+
+ if (read_valid.z) {
+ ivec3 read_offset = local_offset + read_dir_z;
+ uint f = get_facing(read_offset);
+ if (f == 0) {
+ read_offset += region_offset;
+ if (all(greaterThanEqual(read_offset, ivec3(0))) && all(lessThan(read_offset, ivec3(params.grid_size)))) {
+ occ += imageLoad(dst_occlusion[params.occlusion_index], read_offset).r;
+ avg += 1.0;
+ }
+ }
+ }
+
+ //adjacents
+
+ if (all(read_valid.yz)) {
+ ivec3 read_offset = local_offset + read_dir_y + read_dir_z;
+ uint f = get_facing(read_offset);
+ if (f == 0) {
+ read_offset += region_offset;
+ if (all(greaterThanEqual(read_offset, ivec3(0))) && all(lessThan(read_offset, ivec3(params.grid_size)))) {
+ occ += imageLoad(dst_occlusion[params.occlusion_index], read_offset).r;
+ avg += 1.0;
+ }
+ }
+ }
+
+ if (all(read_valid.xz)) {
+ ivec3 read_offset = local_offset + read_dir_x + read_dir_z;
+ uint f = get_facing(read_offset);
+ if (f == 0) {
+ read_offset += region_offset;
+ if (all(greaterThanEqual(read_offset, ivec3(0))) && all(lessThan(read_offset, ivec3(params.grid_size)))) {
+ occ += imageLoad(dst_occlusion[params.occlusion_index], read_offset).r;
+ avg += 1.0;
+ }
+ }
+ }
+
+ if (all(read_valid.xy)) {
+ ivec3 read_offset = local_offset + read_dir_x + read_dir_y;
+ uint f = get_facing(read_offset);
+ if (f == 0) {
+ read_offset += region_offset;
+ if (all(greaterThanEqual(read_offset, ivec3(0))) && all(lessThan(read_offset, ivec3(params.grid_size)))) {
+ occ += imageLoad(dst_occlusion[params.occlusion_index], read_offset).r;
+ avg += 1.0;
+ }
+ }
+ }
+
+ //diagonal
+
+ if (all(read_valid)) {
+ ivec3 read_offset = local_offset + read_dir;
+ uint f = get_facing(read_offset);
+ if (f == 0) {
+ read_offset += region_offset;
+ if (all(greaterThanEqual(read_offset, ivec3(0))) && all(lessThan(read_offset, ivec3(params.grid_size)))) {
+ occ += imageLoad(dst_occlusion[params.occlusion_index], read_offset).r;
+ avg += 1.0;
+ }
+ }
+ }
+
+ if (avg > 0.0) {
+ occ /= avg;
+ }
+
+ imageStore(dst_occlusion[params.occlusion_index], offset, vec4(occ));
+ }
+ }
+ }
+
+#endif
+
+#if 1
+ groupMemoryBarrier();
+ barrier();
+
+ for (int i = 0; i < 64; i++) {
+ ivec3 local_offset = local_ofs + ((ivec3(i) >> ivec3(0, 2, 4)) & ivec3(3, 3, 3));
+ ivec3 offset = region_offset + local_offset;
+
+ if (all(greaterThanEqual(offset, ivec3(0))) && all(lessThan(offset, ivec3(params.grid_size)))) {
+ uint facing = get_facing(local_offset);
+
+ if (facing == 0) {
+ ivec3 proc_pos = local_offset - ivec3(OCCLUSION_SIZE);
+ proc_pos += mix(ivec3(0), ivec3(1), greaterThanEqual(proc_pos, ivec3(0)));
+
+ ivec3 proc_abs = abs(proc_pos);
+
+ ivec3 read_dir = sign(proc_pos); //opposite direction
+ ivec3 read_dir_x = ivec3(read_dir.x, 0, 0);
+ ivec3 read_dir_y = ivec3(0, read_dir.y, 0);
+ ivec3 read_dir_z = ivec3(0, 0, read_dir.z);
+ //solid
+ uvec3 read_mask = mix(uvec3(1, 2, 4), uvec3(8, 16, 32), greaterThan(read_dir, ivec3(0))); //match positive with negative normals
+ uvec3 block_mask = mix(uvec3(1, 2, 4), uvec3(8, 16, 32), lessThan(read_dir, ivec3(0))); //match positive with negative normals
+
+ block_mask = uvec3(0);
+
+ float visible = 0.0;
+ float occlude_total = 0.0;
+
+ if (proc_abs.x < OCCLUSION_SIZE) {
+ ivec3 read_offset = local_offset + read_dir_x;
+ uint x_mask = get_facing(read_offset);
+ if (x_mask != 0) {
+ read_offset += region_offset;
+ if (all(greaterThanEqual(read_offset, ivec3(0))) && all(lessThan(read_offset, ivec3(params.grid_size)))) {
+ occlude_total += 1.0;
+ if (bool(x_mask & read_mask.x) && !bool(x_mask & block_mask.x)) {
+ visible += 1.0;
+ }
+ }
+ }
+ }
+
+ if (proc_abs.y < OCCLUSION_SIZE) {
+ ivec3 read_offset = local_offset + read_dir_y;
+ uint y_mask = get_facing(read_offset);
+ if (y_mask != 0) {
+ read_offset += region_offset;
+ if (all(greaterThanEqual(read_offset, ivec3(0))) && all(lessThan(read_offset, ivec3(params.grid_size)))) {
+ occlude_total += 1.0;
+ if (bool(y_mask & read_mask.y) && !bool(y_mask & block_mask.y)) {
+ visible += 1.0;
+ }
+ }
+ }
+ }
+
+ if (proc_abs.z < OCCLUSION_SIZE) {
+ ivec3 read_offset = local_offset + read_dir_z;
+ uint z_mask = get_facing(read_offset);
+ if (z_mask != 0) {
+ read_offset += region_offset;
+ if (all(greaterThanEqual(read_offset, ivec3(0))) && all(lessThan(read_offset, ivec3(params.grid_size)))) {
+ occlude_total += 1.0;
+ if (bool(z_mask & read_mask.z) && !bool(z_mask & block_mask.z)) {
+ visible += 1.0;
+ }
+ }
+ }
+ }
+
+ //if near the cartesian plane, test in opposite direction too
+
+ read_mask = mix(uvec3(1, 2, 4), uvec3(8, 16, 32), lessThan(read_dir, ivec3(0))); //match negative with positive normals
+ block_mask = mix(uvec3(1, 2, 4), uvec3(8, 16, 32), greaterThan(read_dir, ivec3(0))); //match negative with positive normals
+ block_mask = uvec3(0);
+
+ if (proc_abs.x == 1) {
+ ivec3 read_offset = local_offset - read_dir_x;
+ uint x_mask = get_facing(read_offset);
+ if (x_mask != 0) {
+ read_offset += region_offset;
+ if (all(greaterThanEqual(read_offset, ivec3(0))) && all(lessThan(read_offset, ivec3(params.grid_size)))) {
+ occlude_total += 1.0;
+ if (bool(x_mask & read_mask.x) && !bool(x_mask & block_mask.x)) {
+ visible += 1.0;
+ }
+ }
+ }
+ }
+
+ if (proc_abs.y == 1) {
+ ivec3 read_offset = local_offset - read_dir_y;
+ uint y_mask = get_facing(read_offset);
+ if (y_mask != 0) {
+ read_offset += region_offset;
+ if (all(greaterThanEqual(read_offset, ivec3(0))) && all(lessThan(read_offset, ivec3(params.grid_size)))) {
+ occlude_total += 1.0;
+ if (bool(y_mask & read_mask.y) && !bool(y_mask & block_mask.y)) {
+ visible += 1.0;
+ }
+ }
+ }
+ }
+
+ if (proc_abs.z == 1) {
+ ivec3 read_offset = local_offset - read_dir_z;
+ uint z_mask = get_facing(read_offset);
+ if (z_mask != 0) {
+ read_offset += region_offset;
+ if (all(greaterThanEqual(read_offset, ivec3(0))) && all(lessThan(read_offset, ivec3(params.grid_size)))) {
+ occlude_total += 1.0;
+ if (bool(z_mask & read_mask.z) && !bool(z_mask & block_mask.z)) {
+ visible += 1.0;
+ }
+ }
+ }
+ }
+
+ if (occlude_total > 0.0) {
+ float occ = imageLoad(dst_occlusion[params.occlusion_index], offset).r;
+ occ *= visible / occlude_total;
+ imageStore(dst_occlusion[params.occlusion_index], offset, vec4(occ));
+ }
+ }
+ }
+ }
+
+#endif
+
+ /*
+ for(int i=0;i<8;i++) {
+ ivec3 local_offset = local_pos + ((ivec3(i) >> ivec3(2,1,0)) & ivec3(1,1,1)) * OCCLUSION_SIZE;
+ ivec3 offset = local_offset - ivec3(OCCLUSION_SIZE); //looking around probe, so starts negative
+ offset += region * OCCLUSION_SIZE * 2; //offset by region
+ offset += params.probe_offset * OCCLUSION_SIZE; // offset by probe offset
+ if (all(greaterThanEqual(offset,ivec3(0))) && all(lessThan(offset,ivec3(params.grid_size)))) {
+ imageStore(dst_occlusion[params.occlusion_index],offset,vec4( occlusion_data[ to_linear(local_offset) ] ));
+ //imageStore(dst_occlusion[params.occlusion_index],offset,vec4( occlusion_solid[ to_linear(local_offset) ] ));
+ }
+ }
+*/
+
+#endif
+
+#ifdef MODE_STORE
+
+ ivec3 local = ivec3(gl_LocalInvocationID.xyz);
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+ // store SDF
+ uvec4 p = imageLoad(src_positions, pos);
+
+ bool solid = false;
+ float d;
+ if (ivec3(p.xyz) == pos) {
+ //solid block
+ d = 0;
+ solid = true;
+ } else {
+ //distance block
+ d = 1.0 + length(vec3(p.xyz) - vec3(pos));
+ }
+
+ d /= 255.0;
+
+ imageStore(dst_sdf, pos, vec4(d));
+
+ // STORE OCCLUSION
+
+ uint occlusion = 0;
+ const uint occlusion_shift[8] = uint[](12, 8, 4, 0, 28, 24, 20, 16);
+ for (int i = 0; i < 8; i++) {
+ float occ = imageLoad(src_occlusion[i], pos).r;
+ occlusion |= uint(clamp(occ * 15.0, 0.0, 15.0)) << occlusion_shift[i];
+ }
+ {
+ ivec3 occ_pos = pos;
+ occ_pos.z += params.cascade * params.grid_size;
+ imageStore(dst_occlusion, occ_pos, uvec4(occlusion & 0xFFFF));
+ occ_pos.x += params.grid_size;
+ imageStore(dst_occlusion, occ_pos, uvec4(occlusion >> 16));
+ }
+
+ // STORE POSITIONS
+
+ if (local == ivec3(0)) {
+ store_position_count = 0; //base one stores as zero, the others wait
+ }
+
+ groupMemoryBarrier();
+ barrier();
+
+ if (solid) {
+ uint index = atomicAdd(store_position_count, 1);
+ // At least do the conversion work in parallel
+ store_positions[index].position = uint(pos.x | (pos.y << 7) | (pos.z << 14));
+
+ //see around which voxels point to this one, add them to the list
+ uint bit_index = 0;
+ uint neighbour_bits = 0;
+ for (int i = -1; i <= 1; i++) {
+ for (int j = -1; j <= 1; j++) {
+ for (int k = -1; k <= 1; k++) {
+ if (i == 0 && j == 0 && k == 0) {
+ continue;
+ }
+ ivec3 npos = pos + ivec3(i, j, k);
+ if (all(greaterThanEqual(npos, ivec3(0))) && all(lessThan(npos, ivec3(params.grid_size)))) {
+ p = imageLoad(src_positions, npos);
+ if (ivec3(p.xyz) == pos) {
+ neighbour_bits |= (1 << bit_index);
+ }
+ }
+ bit_index++;
+ }
+ }
+ }
+
+ uint rgb = imageLoad(src_albedo, pos).r;
+ uint facing = imageLoad(src_facing, pos).r;
+
+ store_positions[index].albedo = rgb >> 1; //store as it comes (555) to avoid precision loss (and move away the alpha bit)
+ store_positions[index].albedo |= (facing & 0x3F) << 15; // store facing in bits 15-21
+
+ store_positions[index].albedo |= neighbour_bits << 21; //store lower 11 bits of neighbours with remaining albedo
+ store_positions[index].position |= (neighbour_bits >> 11) << 21; //store 11 bits more of neighbours with position
+
+ store_positions[index].light = imageLoad(src_light, pos).r;
+ store_positions[index].light_aniso = imageLoad(src_light_aniso, pos).r;
+ //add neighbours
+ store_positions[index].light |= (neighbour_bits >> 22) << 30; //store 2 bits more of neighbours with light
+ store_positions[index].light_aniso |= (neighbour_bits >> 24) << 30; //store 2 bits more of neighbours with aniso
+ }
+
+ groupMemoryBarrier();
+ barrier();
+
+ // global increment only once per group, to reduce pressure
+
+ if (local == ivec3(0) && store_position_count > 0) {
+ store_from_index = atomicAdd(dispatch_data.total_count, store_position_count);
+ uint group_count = (store_from_index + store_position_count - 1) / 64 + 1;
+ atomicMax(dispatch_data.x, group_count);
+ }
+
+ groupMemoryBarrier();
+ barrier();
+
+ uint read_index = uint(local.z * 4 * 4 + local.y * 4 + local.x);
+ uint write_index = store_from_index + read_index;
+
+ if (read_index < store_position_count) {
+ dst_process_voxels.data[write_index] = store_positions[read_index];
+ }
+
+ if (pos == ivec3(0)) {
+ //this thread clears y and z
+ dispatch_data.y = 1;
+ dispatch_data.z = 1;
+ }
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl b/servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl
new file mode 100644
index 0000000000..29443ae7db
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl
@@ -0,0 +1,105 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+#define BLOCK_SIZE 8
+
+layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
+
+#ifdef MODE_REDUCE
+
+shared float tmp_data[BLOCK_SIZE * BLOCK_SIZE];
+const uint swizzle_table[BLOCK_SIZE] = uint[](0, 4, 2, 6, 1, 5, 3, 7);
+const uint unswizzle_table[BLOCK_SIZE] = uint[](0, 0, 0, 1, 0, 2, 1, 3);
+
+#endif
+
+layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_depth;
+layout(r32f, set = 0, binding = 1) uniform restrict writeonly image2D dst_depth;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ ivec2 source_size;
+ ivec2 source_offset;
+ uint min_size;
+ uint gaussian_kernel_version;
+ ivec2 filter_dir;
+}
+params;
+
+void main() {
+#ifdef MODE_REDUCE
+
+ uvec2 pos = gl_LocalInvocationID.xy;
+
+ ivec2 image_offset = params.source_offset;
+ ivec2 image_pos = image_offset + ivec2(gl_GlobalInvocationID.xy);
+ uint dst_t = swizzle_table[pos.y] * BLOCK_SIZE + swizzle_table[pos.x];
+ tmp_data[dst_t] = imageLoad(source_depth, min(image_pos, params.source_size - ivec2(1))).r;
+ ivec2 image_size = params.source_size;
+
+ uint t = pos.y * BLOCK_SIZE + pos.x;
+
+ //neighbours
+ uint size = BLOCK_SIZE;
+
+ do {
+ groupMemoryBarrier();
+ barrier();
+
+ size >>= 1;
+ image_size >>= 1;
+ image_offset >>= 1;
+
+ if (all(lessThan(pos, uvec2(size)))) {
+ uint nx = t + size;
+ uint ny = t + (BLOCK_SIZE * size);
+ uint nxy = ny + size;
+
+ tmp_data[t] += tmp_data[nx];
+ tmp_data[t] += tmp_data[ny];
+ tmp_data[t] += tmp_data[nxy];
+ tmp_data[t] /= 4.0;
+ }
+
+ } while (size > params.min_size);
+
+ if (all(lessThan(pos, uvec2(size)))) {
+ image_pos = ivec2(unswizzle_table[size + pos.x], unswizzle_table[size + pos.y]);
+ image_pos += image_offset + ivec2(gl_WorkGroupID.xy) * int(size);
+
+ image_size = max(ivec2(1), image_size); //in case image size became 0
+
+ if (all(lessThan(image_pos, uvec2(image_size)))) {
+ imageStore(dst_depth, image_pos, vec4(tmp_data[t]));
+ }
+ }
+#endif
+
+#ifdef MODE_FILTER
+
+ ivec2 image_pos = params.source_offset + ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(image_pos, params.source_size))) {
+ return;
+ }
+
+ ivec2 clamp_min = ivec2(params.source_offset);
+ ivec2 clamp_max = ivec2(params.source_size) - 1;
+
+ //gaussian kernel, size 9, sigma 4
+ const int kernel_size = 9;
+ const float gaussian_kernel[kernel_size * 3] = float[](
+ 0.000229, 0.005977, 0.060598, 0.241732, 0.382928, 0.241732, 0.060598, 0.005977, 0.000229,
+ 0.028532, 0.067234, 0.124009, 0.179044, 0.20236, 0.179044, 0.124009, 0.067234, 0.028532,
+ 0.081812, 0.101701, 0.118804, 0.130417, 0.134535, 0.130417, 0.118804, 0.101701, 0.081812);
+ float accum = 0.0;
+ for (int i = 0; i < kernel_size; i++) {
+ ivec2 ofs = clamp(image_pos + params.filter_dir * (i - kernel_size / 2), clamp_min, clamp_max);
+ accum += imageLoad(source_depth, ofs).r * gaussian_kernel[params.gaussian_kernel_version + i];
+ }
+
+ imageStore(dst_depth, image_pos, vec4(accum));
+
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/sky.glsl b/servers/rendering/rasterizer_rd/shaders/sky.glsl
index 536077980d..9c59be6841 100644
--- a/servers/rendering/rasterizer_rd/shaders/sky.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sky.glsl
@@ -1,12 +1,10 @@
-/* clang-format off */
-[vertex]
+#[vertex]
#version 450
VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
-/* clang-format on */
layout(push_constant, binding = 1, std430) uniform Params {
mat3 orientation;
@@ -17,14 +15,12 @@ layout(push_constant, binding = 1, std430) uniform Params {
params;
void main() {
-
vec2 base_arr[4] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(1.0, -1.0));
uv_interp = base_arr[gl_VertexIndex];
gl_Position = vec4(uv_interp, 1.0, 1.0);
}
-/* clang-format off */
-[fragment]
+#[fragment]
#version 450
@@ -33,7 +29,6 @@ VERSION_DEFINES
#define M_PI 3.14159265359
layout(location = 0) in vec2 uv_interp;
-/* clang-format on */
layout(push_constant, binding = 1, std430) uniform Params {
mat3 orientation;
@@ -109,6 +104,7 @@ struct DirectionalLightData {
layout(set = 3, binding = 0, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
+
directional_lights;
/* clang-format off */
@@ -120,7 +116,6 @@ FRAGMENT_SHADER_GLOBALS
layout(location = 0) out vec4 frag_color;
void main() {
-
vec3 cube_normal;
cube_normal.z = -1.0;
cube_normal.x = (cube_normal.z * (-uv_interp.x - params.proj.x)) / params.proj.y;
diff --git a/servers/rendering/rasterizer_rd/shaders/specular_merge.glsl b/servers/rendering/rasterizer_rd/shaders/specular_merge.glsl
index b28250318e..0b8f406213 100644
--- a/servers/rendering/rasterizer_rd/shaders/specular_merge.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/specular_merge.glsl
@@ -1,30 +1,25 @@
-/* clang-format off */
-[vertex]
+#[vertex]
#version 450
VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
-/* clang-format on */
void main() {
-
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp = base_arr[gl_VertexIndex];
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
}
-/* clang-format off */
-[fragment]
+#[fragment]
#version 450
VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
-/* clang-format on */
layout(set = 0, binding = 0) uniform sampler2D specular;
@@ -43,13 +38,12 @@ layout(set = 2, binding = 0) uniform sampler2D diffuse;
layout(location = 0) out vec4 frag_color;
void main() {
-
frag_color.rgb = texture(specular, uv_interp).rgb;
frag_color.a = 0.0;
#ifdef MODE_SSR
- vec4 ssr = texture(ssr, uv_interp);
- frag_color.rgb = mix(frag_color.rgb, ssr.rgb, ssr.a);
+ vec4 ssr_color = texture(ssr, uv_interp);
+ frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a);
#endif
#ifdef MODE_MERGE
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao.glsl b/servers/rendering/rasterizer_rd/shaders/ssao.glsl
index c9d7134610..346338181a 100644
--- a/servers/rendering/rasterizer_rd/shaders/ssao.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/ssao.glsl
@@ -1,12 +1,10 @@
-/* clang-format off */
-[compute]
+#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-/* clang-format on */
#define TWO_PI 6.283185307179586476925286766559
@@ -49,7 +47,6 @@ const int ROTATIONS[] = int[](
29, 21, 19, 27, 31, 29, 21, 18, 17, 29,
31, 31, 23, 18, 25, 26, 25, 23, 19, 34,
19, 27, 21, 25, 39, 29, 17, 21, 27);
-/* clang-format on */
//#define NUM_SPIRAL_TURNS (7)
const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1];
@@ -212,7 +209,7 @@ float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius, in f
void main() {
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
+ if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
return;
}
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl b/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
index e90c788e08..3e63e3cb59 100644
--- a/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
@@ -1,12 +1,10 @@
-/* clang-format off */
-[compute]
+#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-/* clang-format on */
layout(set = 0, binding = 0) uniform sampler2D source_ssao;
layout(set = 1, binding = 0) uniform sampler2D source_depth;
@@ -46,10 +44,9 @@ const float gaussian[R + 1] =
//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
void main() {
-
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
+ if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
return;
}
@@ -122,7 +119,6 @@ void main() {
// We already handled the zero case above. This loop should be unrolled and the static branch optimized out,
// so the IF statement has no runtime cost
if (r != 0) {
-
ivec2 ppos = ssC + params.axis * (r * params.filter_scale);
float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r;
ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit);
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl b/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
index 8728154347..263fca386f 100644
--- a/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
@@ -1,12 +1,10 @@
-/* clang-format off */
-[compute]
+#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-/* clang-format on */
layout(push_constant, binding = 1, std430) uniform Params {
vec2 pixel_size;
@@ -26,7 +24,6 @@ layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_imag
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
void main() {
-
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos, params.source_size >> 1))) { //too large, do nothing
diff --git a/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
index 41f8fde3ca..88a953562f 100644
--- a/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
@@ -1,16 +1,11 @@
-/* clang-format off */
-[compute]
+#[compute]
#version 450
VERSION_DEFINES
-
-
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-/* clang-format on */
-
#ifdef USE_25_SAMPLES
const int kernel_size = 13;
@@ -93,7 +88,6 @@ const vec4 skin_kernel[kernel_size] = vec4[](
#endif //USE_11_SAMPLES
layout(push_constant, binding = 1, std430) uniform Params {
-
ivec2 screen_size;
float camera_z_far;
float camera_z_near;
@@ -113,7 +107,6 @@ layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D dest_im
layout(set = 2, binding = 0) uniform sampler2D source_depth;
void do_filter(inout vec3 color_accum, inout vec3 divisor, vec2 uv, vec2 step, bool p_skin) {
-
// Accumulate the other samples:
for (int i = 1; i < kernel_size; i++) {
// Fetch color and depth for current sample:
@@ -138,11 +131,10 @@ void do_filter(inout vec3 color_accum, inout vec3 divisor, vec2 uv, vec2 step, b
}
void main() {
-
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
+ if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
return;
}
@@ -153,7 +145,6 @@ void main() {
float strength = abs(base_color.a);
if (strength > 0.0) {
-
vec2 dir = params.vertical ? vec2(0.0, 1.0) : vec2(1.0, 0.0);
// Fetch linear depth of current pixel:
diff --git a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
index a142d263e2..b7c46a7d0e 100644
--- a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
@@ -1,29 +1,24 @@
-/* clang-format off */
-[vertex]
+#[vertex]
#version 450
VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
-/* clang-format on */
void main() {
-
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp = base_arr[gl_VertexIndex];
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
}
-/* clang-format off */
-[fragment]
+#[fragment]
#version 450
VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
-/* clang-format on */
layout(set = 0, binding = 0) uniform sampler2D source_color;
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
@@ -260,7 +255,6 @@ vec3 apply_color_correction(vec3 color, sampler3D correction_tex) {
}
vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
-
const float FXAA_REDUCE_MIN = (1.0 / 128.0);
const float FXAA_REDUCE_MUL = (1.0 / 8.0);
const float FXAA_SPAN_MAX = 8.0;
@@ -298,10 +292,11 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz * exposure);
float lumaB = dot(rgbB, luma);
- if ((lumaB < lumaMin) || (lumaB > lumaMax))
+ if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
return rgbA;
- else
+ } else {
return rgbB;
+ }
}
void main() {
@@ -320,7 +315,6 @@ void main() {
// Early Tonemap & SRGB Conversion
if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
-
vec3 glow = gather_glow(source_glow, uv_interp);
color.rgb = mix(color.rgb, glow, params.glow_intensity);
}
@@ -335,7 +329,6 @@ void main() {
// Glow
if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) {
-
vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity;
// high dynamic range -> SRGB
diff --git a/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl b/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
new file mode 100644
index 0000000000..cb19fb0b69
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
@@ -0,0 +1,530 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+#if defined(MODE_FOG) || defined(MODE_FILTER)
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#endif
+
+#if defined(MODE_DENSITY)
+
+layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
+
+#endif
+
+#include "cluster_data_inc.glsl"
+
+#define M_PI 3.14159265359
+
+layout(set = 0, binding = 1) uniform texture2D shadow_atlas;
+layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas;
+
+layout(set = 0, binding = 3, std430) restrict readonly buffer Lights {
+ LightData data[];
+}
+lights;
+
+layout(set = 0, binding = 4, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+directional_lights;
+
+layout(set = 0, binding = 5) uniform utexture3D cluster_texture;
+
+layout(set = 0, binding = 6, std430) restrict readonly buffer ClusterData {
+ uint indices[];
+}
+cluster_data;
+
+layout(set = 0, binding = 7) uniform sampler linear_sampler;
+
+#ifdef MODE_DENSITY
+layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict readonly image3D fog_map; //unused
+#endif
+
+#ifdef MODE_FOG
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map;
+#endif
+
+#ifdef MODE_FILTER
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map;
+#endif
+
+layout(set = 0, binding = 10) uniform sampler shadow_sampler;
+
+#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 mipmaps;
+};
+
+layout(set = 0, binding = 11, std140) uniform GIProbes {
+ GIProbeData data[MAX_GI_PROBES];
+}
+gi_probes;
+
+layout(set = 0, binding = 12) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
+
+layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps;
+
+#ifdef ENABLE_SDFGI
+
+// SDFGI Integration on set 1
+#define SDFGI_MAX_CASCADES 8
+
+struct SDFGIProbeCascadeData {
+ vec3 position;
+ float to_probe;
+ ivec3 probe_world_offset;
+ float to_cell; // 1/bounds * grid_size
+};
+
+layout(set = 1, binding = 0, 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;
+
+ SDFGIProbeCascadeData cascades[SDFGI_MAX_CASCADES];
+}
+sdfgi;
+
+layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture;
+
+layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture;
+
+#endif //SDFGI
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ vec2 fog_frustum_size_begin;
+ vec2 fog_frustum_size_end;
+
+ float fog_frustum_end;
+ float z_near;
+ float z_far;
+ int filter_axis;
+
+ ivec3 fog_volume_size;
+ uint directional_light_count;
+
+ vec3 light_color;
+ float base_density;
+
+ float detail_spread;
+ float gi_inject;
+ uint max_gi_probes;
+ uint pad;
+
+ mat3x4 cam_rotation;
+}
+params;
+
+float get_depth_at_pos(float cell_depth_size, int z) {
+ float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
+ d = pow(d, params.detail_spread);
+ return params.fog_frustum_end * d;
+}
+
+vec3 hash3f(uvec3 x) {
+ x = ((x >> 16) ^ x) * 0x45d9f3b;
+ x = ((x >> 16) ^ x) * 0x45d9f3b;
+ x = (x >> 16) ^ x;
+ return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF));
+}
+
+void main() {
+ vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
+
+#ifdef MODE_DENSITY
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+ if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ return; //do not compute
+ }
+
+ vec3 posf = vec3(pos);
+
+ //posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0;
+
+ vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
+ fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
+
+ vec3 view_pos;
+ 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));
+ view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.y = -view_pos.y;
+
+ vec3 total_light = params.light_color;
+
+ float total_density = params.base_density;
+ float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
+ //compute directional lights
+
+ for (uint i = 0; i < params.directional_light_count; i++) {
+ vec3 shadow_attenuation = vec3(1.0);
+
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -view_pos.z;
+
+ vec4 pssm_coord;
+ vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb;
+ vec3 light_dir = directional_lights.data[i].direction;
+ vec4 v = vec4(view_pos, 1.0);
+ float z_range;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.x;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.y;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.z;
+
+ } else {
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.w;
+ }
+
+ float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
+ float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade);
+
+ /*
+ //float shadow = textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord);
+ float shadow = 0.0;
+ for(float xi=-1;xi<=1;xi++) {
+ for(float yi=-1;yi<=1;yi++) {
+ vec2 ofs = vec2(xi,yi) * 1.5 * params.directional_shadow_pixel_size;
+ shadow += textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord + vec4(ofs,0.0,0.0));
+ }
+
+ }
+
+ shadow /= 3.0 * 3.0;
+
+*/
+ 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
+
+ shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
+ }
+
+ total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy / M_PI;
+ }
+
+ //compute lights from cluster
+
+ vec3 cluster_pos;
+ cluster_pos.xy = fog_unit_pos.xy;
+ cluster_pos.z = clamp((abs(view_pos.z) - params.z_near) / (params.z_far - params.z_near), 0.0, 1.0);
+
+ uvec4 cluster_cell = texture(usampler3D(cluster_texture, linear_sampler), cluster_pos);
+
+ uint omni_light_count = cluster_cell.x >> CLUSTER_COUNTER_SHIFT;
+ uint omni_light_pointer = cluster_cell.x & CLUSTER_POINTER_MASK;
+
+ for (uint i = 0; i < omni_light_count; i++) {
+ uint light_index = cluster_data.indices[omni_light_pointer + i];
+
+ vec3 light_pos = lights.data[i].position;
+ float d = distance(lights.data[i].position, view_pos) * lights.data[i].inv_radius;
+ vec3 shadow_attenuation = vec3(1.0);
+
+ if (d < 1.0) {
+ vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
+ vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
+
+ float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x);
+
+ vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
+
+ vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[i].shadow_color_enabled);
+
+ if (shadow_color_enabled.a > 0.5) {
+ //has shadow
+ vec4 v = vec4(view_pos, 1.0);
+
+ vec4 splane = (lights.data[i].shadow_matrix * v);
+ float shadow_len = length(splane.xyz); //need to remember shadow len from here
+
+ splane.xyz = normalize(splane.xyz);
+ vec4 clamp_rect = lights.data[i].atlas_rect;
+
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
+
+ clamp_rect.y += clamp_rect.w;
+
+ } else {
+ splane.z = 1.0 - splane.z;
+ }
+
+ splane.xy /= splane.z;
+
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len * lights.data[i].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
+
+ float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
+ float shadow = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade);
+
+ shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+ }
+ total_light += light * attenuation * shadow_attenuation;
+ }
+ }
+
+ uint spot_light_count = cluster_cell.y >> CLUSTER_COUNTER_SHIFT;
+ uint spot_light_pointer = cluster_cell.y & CLUSTER_POINTER_MASK;
+
+ for (uint i = 0; i < spot_light_count; i++) {
+ uint light_index = cluster_data.indices[spot_light_pointer + i];
+
+ vec3 light_pos = lights.data[i].position;
+ vec3 light_rel_vec = lights.data[i].position - view_pos;
+ float d = length(light_rel_vec) * lights.data[i].inv_radius;
+ vec3 shadow_attenuation = vec3(1.0);
+
+ if (d < 1.0) {
+ vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
+ vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
+
+ float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x);
+
+ vec3 spot_dir = lights.data[i].direction;
+ vec2 spot_att_angle = unpackHalf2x16(lights.data[i].cone_attenuation_angle);
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_att_angle.y));
+ attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x);
+
+ vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
+
+ vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[i].shadow_color_enabled);
+
+ if (shadow_color_enabled.a > 0.5) {
+ //has shadow
+ vec4 v = vec4(view_pos, 1.0);
+
+ vec4 splane = (lights.data[i].shadow_matrix * v);
+ splane /= splane.w;
+
+ float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
+ float shadow = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade);
+
+ shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+ }
+
+ total_light += light * attenuation * shadow_attenuation;
+ }
+ }
+
+ vec3 world_pos = mat3(params.cam_rotation) * view_pos;
+
+ for (uint i = 0; i < params.max_gi_probes; i++) {
+ vec3 position = (gi_probes.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, gi_probes.data[i].bounds))))) {
+ position /= gi_probes.data[i].bounds;
+
+ vec4 light = vec4(0.0);
+ for (uint j = 0; j < gi_probes.data[i].mipmaps; j++) {
+ vec4 slight = textureLod(sampler3D(gi_probe_textures[i], linear_sampler_with_mipmaps), position, float(j));
+ float a = (1.0 - light.a);
+ light += a * slight;
+ }
+
+ light.rgb *= gi_probes.data[i].dynamic_range * params.gi_inject;
+
+ 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;
+ 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
+
+ imageStore(density_map, pos, vec4(total_light, total_density));
+#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);
+ float prev_z = 0.0;
+
+ float t = 1.0;
+
+ 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 previos pos
+ float d = abs(prev_z - z);
+ //compute exinction based on beer's
+ float extinction = t * exp(-d * fog.a);
+ //compute alpha based on different of extinctions
+ float alpha = t - extinction;
+ //update extinction
+ t = extinction;
+
+ fog_accum += vec4(fog.rgb * alpha, alpha);
+ prev_z = z;
+
+ vec4 fog_value;
+
+ if (fog_accum.a > 0.0) {
+ fog_value = vec4(fog_accum.rgb / fog_accum.a, 1.0 - t);
+ } else {
+ fog_value = vec4(0.0);
+ }
+
+ imageStore(fog_map, fog_pos, fog_value);
+ }
+
+#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
+}