diff options
Diffstat (limited to 'servers/visual/rasterizer_rd/shaders/giprobe.glsl')
-rw-r--r-- | servers/visual/rasterizer_rd/shaders/giprobe.glsl | 414 |
1 files changed, 182 insertions, 232 deletions
diff --git a/servers/visual/rasterizer_rd/shaders/giprobe.glsl b/servers/visual/rasterizer_rd/shaders/giprobe.glsl index 281156d251..dcbefdb933 100644 --- a/servers/visual/rasterizer_rd/shaders/giprobe.glsl +++ b/servers/visual/rasterizer_rd/shaders/giprobe.glsl @@ -1,3 +1,4 @@ +/* clang-format off */ [compute] #version 450 @@ -5,26 +6,23 @@ VERSION_DEFINES #ifdef MODE_DYNAMIC - 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 #define NO_CHILDREN 0xFFFFFFFF -#define GREY_VEC vec3(0.33333,0.33333,0.33333) +#define GREY_VEC vec3(0.33333, 0.33333, 0.33333) struct CellChildren { uint children[8]; }; -layout(set=0,binding=1,std430) buffer CellChildrenBuffer { - CellChildren data[]; +layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer { + CellChildren data[]; } cell_children; struct CellData { @@ -34,11 +32,10 @@ struct CellData { uint normal; //RGB normal encoded }; -layout(set=0,binding=2,std430) buffer CellDataBuffer { - CellData data[]; +layout(set = 0, binding = 2, std430) buffer CellDataBuffer { + CellData data[]; } cell_data; - #endif // MODE DYNAMIC #define LIGHT_TYPE_DIRECTIONAL 0 @@ -64,23 +61,19 @@ struct Light { bool has_shadow; }; - -layout(set=0,binding=3,std140) uniform Lights { - Light data[MAX_LIGHTS]; +layout(set = 0, binding = 3, std140) uniform Lights { + Light data[MAX_LIGHTS]; } lights; - - #endif // MODE COMPUTE LIGHT - #ifdef MODE_SECOND_BOUNCE -layout (set=0,binding=5) uniform texture3D color_texture; +layout(set = 0, binding = 5) uniform texture3D color_texture; #ifdef MODE_ANISOTROPIC -layout (set=0,binding=7) uniform texture3D aniso_pos_texture; -layout (set=0,binding=8) uniform texture3D aniso_neg_texture; +layout(set = 0, binding = 7) uniform texture3D aniso_pos_texture; +layout(set = 0, binding = 8) uniform texture3D aniso_neg_texture; #endif // MODE ANISOTROPIC #endif // MODE_SECOND_BOUNCE @@ -88,7 +81,6 @@ layout (set=0,binding=8) uniform texture3D aniso_neg_texture; #ifndef MODE_DYNAMIC layout(push_constant, binding = 0, std430) uniform Params { - ivec3 limits; uint stack_size; @@ -101,38 +93,33 @@ layout(push_constant, binding = 0, std430) uniform Params { uint cell_count; float aniso_strength; uint pad; - } params; - -layout(set=0,binding=4,std430) buffer Outputs { - vec4 data[]; +layout(set = 0, binding = 4, std430) buffer Outputs { + vec4 data[]; } outputs; #endif // MODE DYNAMIC -layout (set=0,binding=9) uniform texture3D texture_sdf; -layout (set=0,binding=10) uniform sampler texture_sampler; +layout(set = 0, binding = 9) uniform texture3D texture_sdf; +layout(set = 0, binding = 10) uniform sampler texture_sampler; #ifdef MODE_WRITE_TEXTURE -layout (rgba8,set=0,binding=5) uniform restrict writeonly image3D color_tex; +layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex; #ifdef MODE_ANISOTROPIC -layout (r16ui,set=0,binding=6) uniform restrict writeonly uimage3D aniso_pos_tex; -layout (r16ui,set=0,binding=7) uniform restrict writeonly uimage3D aniso_neg_tex; +layout(r16ui, set = 0, binding = 6) uniform restrict writeonly uimage3D aniso_pos_tex; +layout(r16ui, set = 0, binding = 7) uniform restrict writeonly uimage3D aniso_neg_tex; #endif - #endif - #ifdef MODE_DYNAMIC layout(push_constant, binding = 0, std430) uniform Params { - ivec3 limits; uint light_count; //when not lighting ivec3 x_dir; @@ -155,35 +142,35 @@ layout(push_constant, binding = 0, std430) uniform Params { #ifdef MODE_DYNAMIC_LIGHTING -layout (rgba8,set=0,binding=5) uniform restrict readonly image2D source_albedo; -layout (rgba8,set=0,binding=6) uniform restrict readonly image2D source_normal; -layout (rgba8,set=0,binding=7) uniform restrict readonly image2D source_orm; +layout(rgba8, set = 0, binding = 5) uniform restrict readonly image2D source_albedo; +layout(rgba8, set = 0, binding = 6) uniform restrict readonly image2D source_normal; +layout(rgba8, set = 0, binding = 7) uniform restrict readonly image2D source_orm; //layout (set=0,binding=8) uniform texture2D source_depth; -layout (rgba16f,set=0,binding=11) uniform restrict image2D emission; -layout (r32f,set=0,binding=12) uniform restrict image2D depth; +layout(rgba16f, set = 0, binding = 11) uniform restrict image2D emission; +layout(r32f, set = 0, binding = 12) uniform restrict image2D depth; #endif #ifdef MODE_DYNAMIC_SHRINK -layout (rgba16f,set=0,binding=5) uniform restrict readonly image2D source_light; -layout (r32f,set=0,binding=6) uniform restrict readonly image2D source_depth; +layout(rgba16f, set = 0, binding = 5) uniform restrict readonly image2D source_light; +layout(r32f, set = 0, binding = 6) uniform restrict readonly image2D source_depth; #ifdef MODE_DYNAMIC_SHRINK_WRITE -layout (rgba16f,set=0,binding=7) uniform restrict writeonly image2D light; -layout (r32f,set=0,binding=8) uniform restrict writeonly image2D depth; +layout(rgba16f, set = 0, binding = 7) uniform restrict writeonly image2D light; +layout(r32f, set = 0, binding = 8) uniform restrict writeonly image2D depth; #endif // MODE_DYNAMIC_SHRINK_WRITE #ifdef MODE_DYNAMIC_SHRINK_PLOT -layout (rgba8,set=0,binding=11) uniform restrict image3D color_texture; +layout(rgba8, set = 0, binding = 11) uniform restrict image3D color_texture; #ifdef MODE_ANISOTROPIC -layout (r16ui,set=0,binding=12) uniform restrict writeonly uimage3D aniso_pos_texture; -layout (r16ui,set=0,binding=13) uniform restrict writeonly uimage3D aniso_neg_texture; +layout(r16ui, set = 0, binding = 12) uniform restrict writeonly uimage3D aniso_pos_texture; +layout(r16ui, set = 0, binding = 13) uniform restrict writeonly uimage3D aniso_neg_texture; #endif // MODE ANISOTROPIC @@ -193,25 +180,22 @@ layout (r16ui,set=0,binding=13) uniform restrict writeonly uimage3D aniso_neg_te //layout (rgba8,set=0,binding=5) uniform restrict writeonly image3D color_tex; - #endif // MODE DYNAMIC #if defined(MODE_COMPUTE_LIGHT) || defined(MODE_DYNAMIC_LIGHTING) -float raymarch(float distance,float distance_adv,vec3 from,vec3 direction) { - - +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 - float advance = texture(sampler3D(texture_sdf,texture_sampler),from * cell_size).r * 255.0 - 1.0; - if (advance<0.0) { + float advance = texture(sampler3D(texture_sdf, texture_sampler), from * cell_size).r * 255.0 - 1.0; + if (advance < 0.0) { occlusion = 0.0; break; } - occlusion=min(advance,occlusion); + occlusion = min(advance, occlusion); advance = max(distance_adv, advance - mod(advance, distance_adv)); //should always advance in multiples of distance_adv @@ -219,14 +203,12 @@ float raymarch(float distance,float distance_adv,vec3 from,vec3 direction) { distance -= advance; } - return occlusion;//max(0.0,distance); - + return occlusion; //max(0.0,distance); } -bool compute_light_vector(uint light, vec3 pos,out float attenuation, out vec3 light_pos) { +bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3 light_pos) { - - if (lights.data[light].type==LIGHT_TYPE_DIRECTIONAL) { + if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) { light_pos = pos - lights.data[light].direction * length(vec3(params.limits)); attenuation = 1.0; @@ -239,14 +221,12 @@ bool compute_light_vector(uint light, vec3 pos,out float attenuation, out vec3 l return false; } + attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].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) { + if (lights.data[light].type == LIGHT_TYPE_SPOT) { vec3 rel = normalize(pos - light_pos); - float angle = acos(dot(rel,lights.data[light].direction)); + float angle = acos(dot(rel, lights.data[light].direction)); if (angle > lights.data[light].spot_angle_radians) { return false; } @@ -279,23 +259,20 @@ float get_normal_advance(vec3 p_normal) { unorm = vec3(1.0, 0.0, 0.0); } - return 1.0 / dot(normal,unorm); + return 1.0 / dot(normal, unorm); } - - - void clip_segment(vec4 plane, vec3 begin, inout vec3 end) { vec3 segment = begin - end; - float den = dot(plane.xyz,segment); + float den = dot(plane.xyz, segment); //printf("den is %i\n",den); if (den < 0.0001) { return; } - float dist = (dot(plane.xyz,begin) - plane.w) / den; + float dist = (dot(plane.xyz, begin) - plane.w) / den; if (dist < 0.0001 || dist > 1.0001) { return; @@ -308,13 +285,13 @@ bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, i float attenuation; vec3 light_pos; - if (!compute_light_vector(index,pos,attenuation,light_pos)) { + if (!compute_light_vector(index, pos, attenuation, light_pos)) { return false; } light_dir = normalize(pos - light_pos); - if (attenuation < 0.01 || (length(normal) > 0.2 && dot(normal,light_dir)>=0)) { + if (attenuation < 0.01 || (length(normal) > 0.2 && dot(normal, light_dir) >= 0)) { return false; //not facing the light, or attenuation is near zero } @@ -322,21 +299,19 @@ bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, i float distance_adv = get_normal_advance(light_dir); - vec3 to = pos; if (length(normal) > 0.2) { to += normal * distance_adv * 0.51; } else { - to -= sign(light_dir)*0.45; //go near the edge towards the light direction to avoid self occlusion + to -= sign(light_dir) * 0.45; //go near the edge towards the light direction to avoid self occlusion } //clip - clip_segment(mix(vec4(-1.0,0.0,0.0,0.0),vec4(1.0,0.0,0.0,float(params.limits.x-1)),bvec4(light_dir.x < 0.0)),to,light_pos); - clip_segment(mix(vec4(0.0,-1.0,0.0,0.0),vec4(0.0,1.0,0.0,float(params.limits.y-1)),bvec4(light_dir.y < 0.0)),to,light_pos); - clip_segment(mix(vec4(0.0,0.0,-1.0,0.0),vec4(0.0,0.0,1.0,float(params.limits.z-1)),bvec4(light_dir.z < 0.0)),to,light_pos); + clip_segment(mix(vec4(-1.0, 0.0, 0.0, 0.0), vec4(1.0, 0.0, 0.0, float(params.limits.x - 1)), bvec4(light_dir.x < 0.0)), to, light_pos); + clip_segment(mix(vec4(0.0, -1.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, float(params.limits.y - 1)), bvec4(light_dir.y < 0.0)), to, light_pos); + clip_segment(mix(vec4(0.0, 0.0, -1.0, 0.0), vec4(0.0, 0.0, 1.0, float(params.limits.z - 1)), bvec4(light_dir.z < 0.0)), to, light_pos); - - float distance = length(to-light_pos); + float distance = length(to - light_pos); if (distance < 0.1) { return false; // hit } @@ -355,14 +330,13 @@ bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, i attenuation *= 1.0 - smoothstep(0.1*distance_adv,distance_adv,dist); */ - float occlusion = raymarch(distance,distance_adv,light_pos,light_dir); + float occlusion = raymarch(distance, distance_adv, light_pos, light_dir); - if (occlusion==0.0) { + if (occlusion == 0.0) { return false; } - attenuation *= occlusion;//1.0 - smoothstep(0.1*distance_adv,distance_adv,dist); - + attenuation *= occlusion; //1.0 - smoothstep(0.1*distance_adv,distance_adv,dist); } light = lights.data[index].color * attenuation * lights.data[index].energy; @@ -375,91 +349,88 @@ void main() { #ifndef MODE_DYNAMIC - uint cell_index = gl_GlobalInvocationID.x;; + uint cell_index = gl_GlobalInvocationID.x; if (cell_index >= params.cell_count) { return; } cell_index += params.cell_offset; - uvec3 posu = uvec3(cell_data.data[cell_index].position&0x7FF,(cell_data.data[cell_index].position>>11)&0x3FF,cell_data.data[cell_index].position>>21); + uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21); vec4 albedo = unpackUnorm4x8(cell_data.data[cell_index].albedo); #endif -/////////////////COMPUTE LIGHT/////////////////////////////// + /////////////////COMPUTE LIGHT/////////////////////////////// #ifdef MODE_COMPUTE_LIGHT vec3 pos = vec3(posu) + vec3(0.5); - vec3 emission = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff,(cell_data.data[cell_index].emission >> 9) & 0x1ff,(cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0); + vec3 emission = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0); vec3 normal = unpackSnorm4x8(cell_data.data[cell_index].normal).xyz; #ifdef MODE_ANISOTROPIC - vec3 accum[6]=vec3[](vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0)); - const vec3 accum_dirs[6]=vec3[](vec3(1.0,0.0,0.0),vec3(-1.0,0.0,0.0),vec3(0.0,1.0,0.0),vec3(0.0,-1.0,0.0),vec3(0.0,0.0,1.0),vec3(0.0,0.0,-1.0)); + vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); + const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0)); #else vec3 accum = vec3(0.0); #endif - for(uint i=0;i<params.light_count;i++) { + 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)) { + if (!compute_light_at_pos(i, pos, normal.xyz, light, light_dir)) { continue; } - light*= albedo.rgb; + light *= albedo.rgb; #ifdef MODE_ANISOTROPIC - for(uint j=0;j<6;j++) { + for (uint j = 0; j < 6; j++) { - accum[j]+=max(0.0,dot(accum_dirs[j],-light_dir))*light; + accum[j] += max(0.0, dot(accum_dirs[j], -light_dir)) * light; } #else if (length(normal) > 0.2) { - accum+=max(0.0,dot(normal,-light_dir))*light; + accum += max(0.0, dot(normal, -light_dir)) * light; } else { //all directions - accum+=light; + accum += light; } #endif } - #ifdef MODE_ANISOTROPIC - for(uint i=0;i<6;i++) { + for (uint i = 0; i < 6; i++) { vec3 light = accum[i]; if (length(normal) > 0.2) { - light += max(0.0,dot(accum_dirs[i],-normal)) * emission; + light += max(0.0, dot(accum_dirs[i], -normal)) * emission; } else { light += emission; } - outputs.data[cell_index*6+i] = vec4(light,0.0); + outputs.data[cell_index * 6 + i] = vec4(light, 0.0); } #else - outputs.data[cell_index]=vec4(accum + emission,0.0); + outputs.data[cell_index] = vec4(accum + emission, 0.0); #endif - - #endif //MODE_COMPUTE_LIGHT -/////////////////SECOND BOUNCE/////////////////////////////// + /////////////////SECOND BOUNCE/////////////////////////////// + #ifdef MODE_SECOND_BOUNCE vec3 pos = vec3(posu) + vec3(0.5); ivec3 ipos = ivec3(posu); vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal); - #ifdef MODE_ANISOTROPIC vec3 accum[6]; - const vec3 accum_dirs[6]=vec3[](vec3(1.0,0.0,0.0),vec3(-1.0,0.0,0.0),vec3(0.0,1.0,0.0),vec3(0.0,-1.0,0.0),vec3(0.0,0.0,1.0),vec3(0.0,0.0,-1.0)); + const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0)); /*vec3 src_color = texelFetch(sampler3D(color_texture,texture_sampler),ipos,0).rgb * params.dynamic_range; vec3 src_aniso_pos = texelFetch(sampler3D(aniso_pos_texture,texture_sampler),ipos,0).rgb; @@ -471,12 +442,12 @@ void main() { accum[4]=src_col * src_aniso_pos.z; accum[5]=src_col * src_aniso_neg.z;*/ - accum[0] = outputs.data[cell_index*6+0].rgb; - accum[1] = outputs.data[cell_index*6+1].rgb; - accum[2] = outputs.data[cell_index*6+2].rgb; - accum[3] = outputs.data[cell_index*6+3].rgb; - accum[4] = outputs.data[cell_index*6+4].rgb; - accum[5] = outputs.data[cell_index*6+5].rgb; + accum[0] = outputs.data[cell_index * 6 + 0].rgb; + accum[1] = outputs.data[cell_index * 6 + 1].rgb; + accum[2] = outputs.data[cell_index * 6 + 2].rgb; + accum[3] = outputs.data[cell_index * 6 + 3].rgb; + accum[4] = outputs.data[cell_index * 6 + 4].rgb; + accum[5] = outputs.data[cell_index * 6 + 5].rgb; #else vec3 accum = outputs.data[cell_index].rgb; @@ -493,12 +464,12 @@ void main() { #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)); + 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 tan_half_angle = 0.577; @@ -514,7 +485,7 @@ void main() { vec3 cell_size = 1.0 / vec3(params.limits); #ifdef MODE_ANISOTROPIC - vec3 aniso_normal = mix(direction,normal.xyz,params.aniso_strength); + vec3 aniso_normal = mix(direction, normal.xyz, params.aniso_strength); #endif while (dist < max_distance && color.a < 0.95) { float diameter = max(1.0, 2.0 * tan_half_angle * dist); @@ -526,148 +497,141 @@ void main() { //} float log2_diameter = log2(diameter); - vec4 scolor = textureLod(sampler3D(color_texture,texture_sampler), uvw_pos, log2_diameter); + vec4 scolor = textureLod(sampler3D(color_texture, texture_sampler), uvw_pos, log2_diameter); #ifdef MODE_ANISOTROPIC - vec3 aniso_neg = textureLod(sampler3D(aniso_neg_texture,texture_sampler), uvw_pos, log2_diameter).rgb; - vec3 aniso_pos = textureLod(sampler3D(aniso_pos_texture,texture_sampler), uvw_pos, log2_diameter).rgb; + vec3 aniso_neg = textureLod(sampler3D(aniso_neg_texture, texture_sampler), uvw_pos, log2_diameter).rgb; + vec3 aniso_pos = textureLod(sampler3D(aniso_pos_texture, texture_sampler), uvw_pos, log2_diameter).rgb; - scolor.rgb*=dot(max(vec3(0.0),(aniso_normal * aniso_pos)),vec3(1.0)) + dot(max(vec3(0.0),(-aniso_normal * aniso_neg)),vec3(1.0)); + scolor.rgb *= dot(max(vec3(0.0), (aniso_normal * aniso_pos)), vec3(1.0)) + dot(max(vec3(0.0), (-aniso_normal * aniso_neg)), vec3(1.0)); #endif float a = (1.0 - color.a); color += a * scolor; dist += half_diameter; - } - } - color *= cone_weights[i] * vec4(albedo.rgb,1.0) * params.dynamic_range; //restore range + color *= cone_weights[i] * vec4(albedo.rgb, 1.0) * params.dynamic_range; //restore range #ifdef MODE_ANISOTROPIC - for(uint j=0;j<6;j++) { + for (uint j = 0; j < 6; j++) { - accum[j]+=max(0.0,dot(accum_dirs[j],direction))*color.rgb; + accum[j] += max(0.0, dot(accum_dirs[j], direction)) * color.rgb; } #else - accum+=color.rgb; + accum += color.rgb; #endif } } #ifdef MODE_ANISOTROPIC - outputs.data[cell_index*6+0]=vec4(accum[0],0.0); - outputs.data[cell_index*6+1]=vec4(accum[1],0.0); - outputs.data[cell_index*6+2]=vec4(accum[2],0.0); - outputs.data[cell_index*6+3]=vec4(accum[3],0.0); - outputs.data[cell_index*6+4]=vec4(accum[4],0.0); - outputs.data[cell_index*6+5]=vec4(accum[5],0.0); + outputs.data[cell_index * 6 + 0] = vec4(accum[0], 0.0); + outputs.data[cell_index * 6 + 1] = vec4(accum[1], 0.0); + outputs.data[cell_index * 6 + 2] = vec4(accum[2], 0.0); + outputs.data[cell_index * 6 + 3] = vec4(accum[3], 0.0); + outputs.data[cell_index * 6 + 4] = vec4(accum[4], 0.0); + outputs.data[cell_index * 6 + 5] = vec4(accum[5], 0.0); #else - outputs.data[cell_index]=vec4(accum,0.0); + outputs.data[cell_index] = vec4(accum, 0.0); #endif #endif // MODE_SECOND_BOUNCE -/////////////////UPDATE MIPMAPS/////////////////////////////// + + /////////////////UPDATE MIPMAPS/////////////////////////////// #ifdef MODE_UPDATE_MIPMAPS { #ifdef MODE_ANISOTROPIC - vec3 light_accum[6] = vec3[](vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0)); + vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); #else vec3 light_accum = vec3(0.0); #endif float count = 0.0; - for(uint i=0;i<8;i++) { + for (uint i = 0; i < 8; i++) { uint child_index = cell_children.data[cell_index].children[i]; - if (child_index==NO_CHILDREN) { + if (child_index == NO_CHILDREN) { continue; } #ifdef MODE_ANISOTROPIC - light_accum[0] += outputs.data[child_index*6+0].rgb; - light_accum[1] += outputs.data[child_index*6+1].rgb; - light_accum[2] += outputs.data[child_index*6+2].rgb; - light_accum[3] += outputs.data[child_index*6+3].rgb; - light_accum[4] += outputs.data[child_index*6+4].rgb; - light_accum[5] += outputs.data[child_index*6+5].rgb; + light_accum[0] += outputs.data[child_index * 6 + 0].rgb; + light_accum[1] += outputs.data[child_index * 6 + 1].rgb; + light_accum[2] += outputs.data[child_index * 6 + 2].rgb; + light_accum[3] += outputs.data[child_index * 6 + 3].rgb; + light_accum[4] += outputs.data[child_index * 6 + 4].rgb; + light_accum[5] += outputs.data[child_index * 6 + 5].rgb; #else light_accum += outputs.data[child_index].rgb; #endif - count+=1.0; + count += 1.0; } - float divisor = mix(8.0,count,params.propagation); + float divisor = mix(8.0, count, params.propagation); #ifdef MODE_ANISOTROPIC - outputs.data[cell_index*6+0]=vec4(light_accum[0] / divisor,0.0); - outputs.data[cell_index*6+1]=vec4(light_accum[1] / divisor,0.0); - outputs.data[cell_index*6+2]=vec4(light_accum[2] / divisor,0.0); - outputs.data[cell_index*6+3]=vec4(light_accum[3] / divisor,0.0); - outputs.data[cell_index*6+4]=vec4(light_accum[4] / divisor,0.0); - outputs.data[cell_index*6+5]=vec4(light_accum[5] / divisor,0.0); + outputs.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0); + outputs.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0); + outputs.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0); + outputs.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0); + outputs.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0); + outputs.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0); #else - outputs.data[cell_index]=vec4(light_accum / divisor,0.0); + outputs.data[cell_index] = vec4(light_accum / divisor, 0.0); #endif - - - } #endif -///////////////////WRITE TEXTURE///////////////////////////// + ///////////////////WRITE TEXTURE///////////////////////////// #ifdef MODE_WRITE_TEXTURE { #ifdef MODE_ANISOTROPIC vec3 accum_total = vec3(0.0); - accum_total += outputs.data[cell_index*6+0].rgb; - accum_total += outputs.data[cell_index*6+1].rgb; - accum_total += outputs.data[cell_index*6+2].rgb; - accum_total += outputs.data[cell_index*6+3].rgb; - accum_total += outputs.data[cell_index*6+4].rgb; - accum_total += outputs.data[cell_index*6+5].rgb; - - float accum_total_energy = max(dot(accum_total,GREY_VEC),0.00001); - vec3 iso_positive = vec3(dot(outputs.data[cell_index*6+0].rgb,GREY_VEC),dot(outputs.data[cell_index*6+2].rgb,GREY_VEC),dot(outputs.data[cell_index*6+4].rgb,GREY_VEC))/vec3(accum_total_energy); - vec3 iso_negative = vec3(dot(outputs.data[cell_index*6+1].rgb,GREY_VEC),dot(outputs.data[cell_index*6+3].rgb,GREY_VEC),dot(outputs.data[cell_index*6+5].rgb,GREY_VEC))/vec3(accum_total_energy); + accum_total += outputs.data[cell_index * 6 + 0].rgb; + accum_total += outputs.data[cell_index * 6 + 1].rgb; + accum_total += outputs.data[cell_index * 6 + 2].rgb; + accum_total += outputs.data[cell_index * 6 + 3].rgb; + accum_total += outputs.data[cell_index * 6 + 4].rgb; + accum_total += outputs.data[cell_index * 6 + 5].rgb; + float accum_total_energy = max(dot(accum_total, GREY_VEC), 0.00001); + vec3 iso_positive = vec3(dot(outputs.data[cell_index * 6 + 0].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 2].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 4].rgb, GREY_VEC)) / vec3(accum_total_energy); + vec3 iso_negative = vec3(dot(outputs.data[cell_index * 6 + 1].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 3].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 5].rgb, GREY_VEC)) / vec3(accum_total_energy); { - uint aniso_pos = uint(clamp(iso_positive.b * 31.0,0.0,31.0)); - aniso_pos |= uint(clamp(iso_positive.g * 63.0,0.0,63.0))<<5; - aniso_pos |= uint(clamp(iso_positive.r * 31.0,0.0,31.0))<<11; - imageStore(aniso_pos_tex,ivec3(posu),uvec4(aniso_pos)); + uint aniso_pos = uint(clamp(iso_positive.b * 31.0, 0.0, 31.0)); + aniso_pos |= uint(clamp(iso_positive.g * 63.0, 0.0, 63.0)) << 5; + aniso_pos |= uint(clamp(iso_positive.r * 31.0, 0.0, 31.0)) << 11; + imageStore(aniso_pos_tex, ivec3(posu), uvec4(aniso_pos)); } { - uint aniso_neg = uint(clamp(iso_negative.b * 31.0,0.0,31.0)); - aniso_neg |= uint(clamp(iso_negative.g * 63.0,0.0,63.0))<<5; - aniso_neg |= uint(clamp(iso_negative.r * 31.0,0.0,31.0))<<11; - imageStore(aniso_neg_tex,ivec3(posu),uvec4(aniso_neg)); + uint aniso_neg = uint(clamp(iso_negative.b * 31.0, 0.0, 31.0)); + aniso_neg |= uint(clamp(iso_negative.g * 63.0, 0.0, 63.0)) << 5; + aniso_neg |= uint(clamp(iso_negative.r * 31.0, 0.0, 31.0)) << 11; + imageStore(aniso_neg_tex, ivec3(posu), uvec4(aniso_neg)); } - imageStore(color_tex,ivec3(posu),vec4(accum_total / params.dynamic_range ,albedo.a)); + imageStore(color_tex, ivec3(posu), vec4(accum_total / params.dynamic_range, albedo.a)); #else - imageStore(color_tex,ivec3(posu),vec4(outputs.data[cell_index].rgb / params.dynamic_range,albedo.a)); + imageStore(color_tex, ivec3(posu), vec4(outputs.data[cell_index].rgb / params.dynamic_range, albedo.a)); #endif - - } #endif -///////////////////DYNAMIC LIGHTING///////////////////////////// + ///////////////////DYNAMIC LIGHTING///////////////////////////// #ifdef MODE_DYNAMIC ivec2 pos_xy = ivec2(gl_GlobalInvocationID.xy); - if (any(greaterThanEqual(pos_xy,params.rect_size))) { + if (any(greaterThanEqual(pos_xy, params.rect_size))) { return; //out of bounds } @@ -679,47 +643,38 @@ void main() { uv_xy.y = params.rect_size.y - pos_xy.y - 1; } - #ifdef MODE_DYNAMIC_LIGHTING - { + float z = params.z_base + imageLoad(depth, uv_xy).x * params.z_sign; + ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(z); - float z = params.z_base + imageLoad(depth,uv_xy).x * params.z_sign; - - ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(z); - - vec3 normal = imageLoad(source_normal,uv_xy).xyz * 2.0 - 1.0; - normal = vec3(params.x_dir) * normal.x * mix(1.0,-1.0,params.flip_x) + vec3(params.y_dir) * normal.y * mix(1.0,-1.0,params.flip_y) - vec3(params.z_dir) * normal.z; - - - + vec3 normal = imageLoad(source_normal, uv_xy).xyz * 2.0 - 1.0; + normal = vec3(params.x_dir) * normal.x * mix(1.0, -1.0, params.flip_x) + vec3(params.y_dir) * normal.y * mix(1.0, -1.0, params.flip_y) - vec3(params.z_dir) * normal.z; - vec4 albedo = imageLoad(source_albedo,uv_xy); + vec4 albedo = imageLoad(source_albedo, uv_xy); //determine the position in space vec3 accum = vec3(0.0); - for(uint i=0;i<params.light_count;i++) { + 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)) { + if (!compute_light_at_pos(i, vec3(pos) * params.pos_multiplier, normal, light, light_dir)) { continue; } - light*= albedo.rgb; - - accum+=max(0.0,dot(normal,-light_dir))*light; + light *= albedo.rgb; + accum += max(0.0, dot(normal, -light_dir)) * light; } - accum+=imageLoad(emission,uv_xy).xyz; - - imageStore(emission,uv_xy,vec4(accum,albedo.a)); - imageStore(depth,uv_xy,vec4(z)); + accum += imageLoad(emission, uv_xy).xyz; + imageStore(emission, uv_xy, vec4(accum, albedo.a)); + imageStore(depth, uv_xy, vec4(z)); } #endif // MODE DYNAMIC LIGHTING @@ -731,9 +686,9 @@ void main() { float accum_z = 0.0; float count = 0.0; - for(int i=0;i<4;i++) { - ivec2 ofs = pos_xy*2 + ivec2(i&1,i>>1) - params.prev_rect_ofs; - if (any(lessThan(ofs,ivec2(0))) || any(greaterThanEqual(ofs,params.prev_rect_size))) { + for (int i = 0; i < 4; i++) { + ivec2 ofs = pos_xy * 2 + ivec2(i & 1, i >> 1) - params.prev_rect_ofs; + if (any(lessThan(ofs, ivec2(0))) || any(greaterThanEqual(ofs, params.prev_rect_size))) { continue; } if (params.flip_x) { @@ -743,67 +698,64 @@ void main() { ofs.y = params.prev_rect_size.y - ofs.y - 1; } - vec4 light = imageLoad(source_light,ofs); - if (light.a==0.0) { //ignore empty + vec4 light = imageLoad(source_light, ofs); + if (light.a == 0.0) { //ignore empty continue; } accum += light; - float z = imageLoad(source_depth,ofs).x; - accum_z += z*0.5; //shrink half too - count+=1.0; + float z = imageLoad(source_depth, ofs).x; + accum_z += z * 0.5; //shrink half too + count += 1.0; } - if (params.on_mipmap) { - accum.rgb /= mix(8.0,count,params.propagation); + accum.rgb /= mix(8.0, count, params.propagation); accum.a /= 8.0; } else { - accum/=4.0; + accum /= 4.0; } - if (count==0.0) { - accum_z=0.0; //avoid nan + if (count == 0.0) { + accum_z = 0.0; //avoid nan } else { - accum_z/=count; + accum_z /= count; } #ifdef MODE_DYNAMIC_SHRINK_WRITE - imageStore(light,uv_xy,accum); - imageStore(depth,uv_xy,vec4(accum_z)); + imageStore(light, uv_xy, accum); + imageStore(depth, uv_xy, vec4(accum_z)); #endif #ifdef MODE_DYNAMIC_SHRINK_PLOT - - if (accum.a<0.001) { + if (accum.a < 0.001) { return; //do not blit if alpha is too low } - ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(accum_z); + ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(accum_z); float z_frac = fract(accum_z); - for(int i = 0; i< 2; i++) { + for (int i = 0; i < 2; i++) { ivec3 pos3d = pos + abs(params.z_dir) * i; - if (any(lessThan(pos3d,ivec3(0))) || any(greaterThanEqual(pos3d,params.limits))) { + if (any(lessThan(pos3d, ivec3(0))) || any(greaterThanEqual(pos3d, params.limits))) { //skip if offlimits continue; } - vec4 color_blit = accum * (i==0 ? 1.0 - z_frac : z_frac ); - vec4 color = imageLoad(color_texture,pos3d); - color.rgb *=params.dynamic_range; + vec4 color_blit = accum * (i == 0 ? 1.0 - z_frac : z_frac); + vec4 color = imageLoad(color_texture, pos3d); + color.rgb *= params.dynamic_range; #if 0 color.rgb = mix(color.rgb,color_blit.rgb,color_blit.a); color.a+=color_blit.a; #else - float sa = 1.0 - color_blit.a; vec4 result; result.a = color.a * sa + color_blit.a; - if (result.a==0.0) { + if (result.a == 0.0) { result = vec4(0.0); } else { result.rgb = (color.rgb * color.a * sa + color_blit.rgb * color_blit.a) / result.a; @@ -812,19 +764,17 @@ void main() { #endif color.rgb /= params.dynamic_range; - imageStore(color_texture,pos3d,color); + imageStore(color_texture, pos3d, color); //imageStore(color_texture,pos3d,vec4(1,1,1,1)); #ifdef MODE_ANISOTROPIC //do not care about anisotropy for dynamic objects, just store full lit in all directions - imageStore(aniso_pos_texture,pos3d,uvec4(0xFFFF)); - imageStore(aniso_neg_texture,pos3d,uvec4(0xFFFF)); + imageStore(aniso_pos_texture, pos3d, uvec4(0xFFFF)); + imageStore(aniso_neg_texture, pos3d, uvec4(0xFFFF)); #endif // ANISOTROPIC } #endif // MODE_DYNAMIC_SHRINK_PLOT - - } #endif |