75 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			75 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
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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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								#include "compiled.inc"
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								uniform layout(r16) image3D input_sdf;
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								uniform layout(r16) image3D output_sdf;
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								uniform float jump_size;
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								uniform int clipmapLevel;
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								uniform float clipmaps[voxelgiClipmapCount * 10];
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								layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
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								void main()
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								{
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									int res = voxelgiResolution.x;
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									int clipmap_start = clipmapLevel * res;
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									int clipmap_end = clipmap_start + res;
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									ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
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									src.y += clipmap_start;
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									ivec3 dst = src;
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									float voxelSize = clipmaps[int(clipmapLevel * 10)];
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									float best_distance = imageLoad(input_sdf, src).r;
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									for (int x = -1; x <= 1; ++x)
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									{
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										for (int y = -1; y <= 1; ++y)
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										{
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											for (int z = -1; z <= 1; ++z)
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											{
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												ivec3 offset = ivec3(x, y, z) * int(jump_size);
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												ivec3 pixel = src + offset;
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												if (
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													pixel.x >= 0 && pixel.x < res &&
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													pixel.y >= clipmap_start && pixel.y < clipmap_end &&
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													pixel.z >= 0 && pixel.z < res
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													)
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												{
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													float sdf = imageLoad(input_sdf, pixel).r;
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													float dist = sdf + length(vec3(offset) * voxelSize);
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													if (dist < best_distance)
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													{
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														best_distance = dist;
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													}
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												}
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											}
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										}
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									}
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									imageStore(output_sdf, dst, vec4(best_distance));
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								}
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