2025-01-22 16:18:30 +01:00
										 
									 
								 
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								/*
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								Copyright (c) 2024 Turánszki János
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								Permission is hereby granted, free of charge, to any person obtaining a copy
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								of this software and associated documentation files (the "Software"), to deal
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								in the Software without restriction, including without limitation the rights
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								to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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								copies of the Software, and to permit persons to whom the Software is
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								furnished to do so, subject to the following conditions:
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								The above copyright notice and this permission notice shall be included in
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								all copies or substantial portions of the Software.
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								THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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								IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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								FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE
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								AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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								LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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								OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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								THE SOFTWARE.
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								 */
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								#version 450
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								layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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								#include "compiled.inc"
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								#include "std/math.glsl"
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								#include "std/gbuffer.glsl"
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								#include "std/imageatomic.glsl"
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								#include "std/conetrace.glsl"
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								uniform sampler2D gbufferD;
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								uniform sampler2D gbuffer0;
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								uniform sampler3D voxels;
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								uniform sampler3D voxelsSDF;
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								uniform layout(rgba8) image2D voxels_specular;
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								uniform float clipmaps[voxelgiClipmapCount * 10];
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								uniform mat4 InvVP;
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								uniform vec2 cameraProj;
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								uniform vec3 eye;
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								uniform vec3 eyeLook;
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								uniform vec2 postprocess_resolution;
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								uniform sampler2D sveloc;
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								void main() {
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									const vec2 pixel = gl_GlobalInvocationID.xy;
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									vec2 uv = (pixel + 0.5) / postprocess_resolution;
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									#ifdef _InvY
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									uv.y = 1.0 - uv.y;
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									#endif
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									float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
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									if (depth == 0) return;
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									float x = uv.x * 2 - 1;
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									float y = uv.y * 2 - 1;
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									vec4 v = vec4(x, y, 1.0, 1.0);
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									v = vec4(InvVP * v);
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									v.xyz /= v.w;
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									vec3 viewRay = v.xyz - eye;
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									vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
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									vec4 g0 = textureLod(gbuffer0, uv, 0.0);
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									vec3 n;
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									n.z = 1.0 - abs(g0.x) - abs(g0.y);
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									n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
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									n = normalize(n);
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									vec2 velocity = -textureLod(sveloc, uv, 0.0).rg;
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									vec3 color = traceSpecular(P, n, voxels, voxelsSDF, normalize(eye - P), g0.z, clipmaps, pixel, velocity).rgb;
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									imageStore(voxels_specular, ivec2(pixel), vec4(color, 1.0));
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								}
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