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-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl141
1 files changed, 71 insertions, 70 deletions
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
index 30dbf5871f..ed0a8a4b86 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
@@ -143,10 +143,78 @@ void main() {
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];
-
+ vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
uint valid_aniso = (voxel_albedo >> 15) & 0x3F;
+ 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));
+
+ // Add indirect light first, in order to save computation resources
+#ifdef MODE_PROCESS_DYNAMIC
+ 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);
+
+ 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;
+ vec3 indirect_light = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb;
+
+ light_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] /= weight_accum[k];
+ light_accum[k] *= albedo;
+ }
+ }
+ }
+
+#endif
+
{
uint rgbe = process_voxels.data[voxel_index].light;
@@ -162,18 +230,10 @@ void main() {
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;
+ 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;
@@ -292,65 +352,6 @@ void main() {
}
}
- // 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];