diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/gi.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/gi.glsl | 85 |
1 files changed, 45 insertions, 40 deletions
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl index 35522103df..92a5682572 100644 --- a/servers/rendering/renderer_rd/shaders/gi.glsl +++ b/servers/rendering/renderer_rd/shaders/gi.glsl @@ -363,57 +363,62 @@ void sdfgi_process(vec3 vertex, vec3 normal, vec3 reflection, float roughness, o 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; - } + uint i = 0; + bool found = false; + while (true) { + if (length(ray_pos) >= max_distance || light_accum.a > 0.99) { + break; + } + if (!found && i >= cascade && length(ray_pos) < radius_sizes[i]) { + uint next_i = min(i + 1, sdfgi.max_cascades - 1); + cascade = max(i, cascade); //never go down - distance /= sdfgi.cascades[i].to_cell; + vec3 pos = ray_pos - sdfgi.cascades[i].position; + pos *= sdfgi.cascades[i].to_cell * pos_to_uvw; - 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 fdistance = textureLod(sampler3D(sdf_cascades[i], linear_sampler), pos, 0.0).r * 255.0 - 1.1; - float distance2 = texture(sampler3D(sdf_cascades[i + 1], linear_sampler), pos).r * 255.0 - 1.1; + vec4 hit_light = vec4(0.0); + if (fdistance < softness) { + hit_light.rgb = textureLod(sampler3D(light_cascades[i], linear_sampler), pos, 0.0).rgb; + hit_light.rgb *= 0.5; //approximation given value read is actually meant for anisotropy + hit_light.a = clamp(1.0 - (fdistance / softness), 0.0, 1.0); + hit_light.rgb *= hit_light.a; + } - 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; - } + fdistance /= sdfgi.cascades[i].to_cell; - 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); + if (i < (sdfgi.max_cascades - 1)) { + pos = ray_pos - sdfgi.cascades[next_i].position; + pos *= sdfgi.cascades[next_i].to_cell * pos_to_uvw; - distance2 /= sdfgi.cascades[i + 1].to_cell; + float fdistance2 = textureLod(sampler3D(sdf_cascades[next_i], linear_sampler), pos, 0.0).r * 255.0 - 1.1; - hit_light = mix(hit_light, hit_light2, blend); - distance = mix(distance, distance2, blend); + vec4 hit_light2 = vec4(0.0); + if (fdistance2 < softness) { + hit_light2.rgb = textureLod(sampler3D(light_cascades[next_i], linear_sampler), pos, 0.0).rgb; + hit_light2.rgb *= 0.5; //approximation given value read is actually meant for anisotropy + hit_light2.a = clamp(1.0 - (fdistance2 / softness), 0.0, 1.0); + hit_light2.rgb *= hit_light2.a; } - light_accum += hit_light; - ray_pos += ray_dir * distance; - break; + float prev_radius = i == 0 ? 0.0 : radius_sizes[max(0, i - 1)]; + float blend = clamp((length(ray_pos) - prev_radius) / (radius_sizes[i] - prev_radius), 0.0, 1.0); + + fdistance2 /= sdfgi.cascades[next_i].to_cell; + + hit_light = mix(hit_light, hit_light2, blend); + fdistance = mix(fdistance, fdistance2, blend); } - } - if (light_accum.a > 0.99) { - break; + light_accum += hit_light; + ray_pos += ray_dir * fdistance; + found = true; + } + i++; + if (i == sdfgi.max_cascades) { + i = 0; + found = false; } } |