240 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			240 lines
		
	
	
		
			7.4 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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								#include "std/math.glsl"
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								#include "std/gbuffer.glsl"
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								#include "std/shadows.glsl"
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								#include "std/imageatomic.glsl"
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								#include "std/conetrace.glsl"
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								#include "std/brdf.glsl"
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								#ifdef _VoxelGI
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								uniform vec3 lightPos;
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								uniform vec3 lightColor;
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								uniform int lightType;
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								uniform vec3 lightDir;
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								uniform vec2 spotData;
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								#ifdef _ShadowMap
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								uniform int lightShadow;
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								uniform vec2 lightProj;
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								uniform float shadowsBias;
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								uniform mat4 LVP;
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								#endif
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								uniform sampler3D voxelsSampler;
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								uniform layout(r32ui) uimage3D voxels;
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								uniform layout(r32ui) uimage3D voxelsLight;
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								uniform layout(rgba8) image3D voxelsB;
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								uniform layout(rgba8) image3D voxelsOut;
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								uniform layout(r16) image3D SDF;
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								#else
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								#ifdef _VoxelAOvar
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								#ifdef _VoxelShadow
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								uniform layout(r16) image3D SDF;
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								#endif
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								uniform layout(r32ui) uimage3D voxels;
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								uniform layout(r16) image3D voxelsB;
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								uniform layout(r16) image3D voxelsOut;
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								#endif
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								#endif
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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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									int res = voxelgiResolution.x;
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									#ifdef _VoxelGI
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									float sdf = float(clipmaps[int(clipmapLevel * 10)]) * 2.0 * res;
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									#else
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									#ifdef _VoxelShadow
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									float sdf = float(clipmaps[int(clipmapLevel * 10)]) * 2.0 * res;
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									#endif
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									#endif
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									ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
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									#ifdef _VoxelGI
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									vec3 light = vec3(0.0);
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									light.r = float(imageLoad(voxelsLight, src)) / 255;
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									light.g = float(imageLoad(voxelsLight, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
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									light.b = float(imageLoad(voxelsLight, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
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									light /= 3;
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									#endif
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									for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
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									{
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										#ifdef _VoxelGI
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										vec4 aniso_colors[6];
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										#else
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										float aniso_colors[6];
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										#endif
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										src = ivec3(gl_GlobalInvocationID.xyz);
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										src.x += i * res;
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										ivec3 dst = src;
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										dst.y += clipmapLevel * res;
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										#ifdef _VoxelGI
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										vec4 radiance = vec4(0.0);
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										vec4 bounce = vec4(0.0);
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										#else
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										float opac = 0.0;
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										#endif
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										if (i < 6) {
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											#ifdef _VoxelGI
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											vec4 basecol = vec4(0.0);
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											basecol.r = float(imageLoad(voxels, src)) / 255;
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											basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
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											basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
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											basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
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											basecol /= 4;
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											vec3 emission = vec3(0.0);
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											emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
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											emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
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											emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
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											emission /= 3;
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											vec3 N = vec3(0.0);
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											N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255;
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											N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
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											N /= 2;
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											vec3 wnormal = decode_oct(N.rg * 2 - 1);
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											vec3 envl = vec3(0.0);
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											envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
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											envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
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											envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
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											envl /= 3;
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											envl *= 100;
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											//clipmap to world
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											vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
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											wposition = wposition * 2.0 - 1.0;
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											wposition *= float(clipmaps[int(clipmapLevel * 10)]);
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											wposition *= voxelgiResolution.x;
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											wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
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											radiance = basecol;
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											vec4 trace = traceDiffuse(wposition, wnormal, voxelsSampler, clipmaps);
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											vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
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											radiance.rgb *= light + indirect;
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											radiance.rgb += emission.rgb;
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											#else
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											opac = float(imageLoad(voxels, src)) / 255;
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											#endif
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											#ifdef _VoxelGI
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											if (radiance.a > 0)
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											#else
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											if (opac > 0)
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											#endif
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											{
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												if (any(notEqual(vec3(clipmaps[clipmapLevel * 10 + 7], clipmaps[clipmapLevel * 10 + 8], clipmaps[clipmapLevel * 10 + 9]), vec3(0.0))))
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												{
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													ivec3 coords = ivec3(dst - vec3(clipmaps[clipmapLevel * 10 + 7], clipmaps[clipmapLevel * 10 + 8], clipmaps[clipmapLevel * 10 + 9]));
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													int aniso_face_start_x = i * res;
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													int aniso_face_end_x = aniso_face_start_x + res;
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													int clipmap_face_start_y = clipmapLevel * res;
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													int clipmap_face_end_y = clipmap_face_start_y + res;
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													if (
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														coords.x >= aniso_face_start_x && coords.x < aniso_face_end_x &&
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														coords.y >= clipmap_face_start_y && coords.y < clipmap_face_end_y &&
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														coords.z >= 0 && coords.z < res
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													)
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														#ifdef _VoxelGI
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														radiance = mix(imageLoad(voxelsB, dst), radiance, 0.5);
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														#else
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														opac = mix(imageLoad(voxelsB, dst).r, opac, 0.5);
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														#endif
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												}
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												else
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													#ifdef _VoxelGI
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													radiance = mix(imageLoad(voxelsB, dst), radiance, 0.5);
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													#else
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													opac = mix(imageLoad(voxelsB, dst).r, opac, 0.5);
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													#endif
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											}
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											else
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												#ifdef _VoxelGI
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												radiance = vec4(0.0);
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												#else
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												opac = 0.0;
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												#endif
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											#ifdef _VoxelGI
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											aniso_colors[i] = radiance;
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											if (radiance.a > 0)
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												sdf = 0.0;
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											#else
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											aniso_colors[i] = opac;
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											#ifdef _VoxelShadow
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											if (opac > 0)
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												sdf = 0.0;
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											#endif
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											#endif
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										}
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										else {
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											// precompute cone sampling:
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											vec3 coneDirection = DIFFUSE_CONE_DIRECTIONS[i - 6];
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											vec3 aniso_direction = -coneDirection;
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											uvec3 face_offsets = uvec3(
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												aniso_direction.x > 0 ? 0 : 1,
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												aniso_direction.y > 0 ? 2 : 3,
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												aniso_direction.z > 0 ? 4 : 5
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											);
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											vec3 direction_weights = abs(coneDirection);
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											#ifdef _VoxelGI
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											vec4 sam =
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												aniso_colors[face_offsets.x] * direction_weights.x +
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												aniso_colors[face_offsets.y] * direction_weights.y +
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												aniso_colors[face_offsets.z] * direction_weights.z
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												;
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											radiance = sam;
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											#else
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											float sam =
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												aniso_colors[face_offsets.x] * direction_weights.x +
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												aniso_colors[face_offsets.y] * direction_weights.y +
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												aniso_colors[face_offsets.z] * direction_weights.z
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												;
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											opac = sam;
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											#endif
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										}
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										#ifdef _VoxelGI
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										imageStore(voxelsOut, dst, radiance);
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										#else
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										imageStore(voxelsOut, dst, vec4(opac));
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										#endif
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									}
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									#ifdef _VoxelGI
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									ivec3 dst_sdf = ivec3(gl_GlobalInvocationID.xyz);
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									dst_sdf.y += clipmapLevel * res;
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									imageStore(SDF, dst_sdf, vec4(sdf));
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									#else
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									#ifdef _VoxelShadow
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									ivec3 dst_sdf = ivec3(gl_GlobalInvocationID.xyz);
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									dst_sdf.y += clipmapLevel * res;
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									imageStore(SDF, dst_sdf, vec4(sdf));
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									#endif
							 | 
						||
| 
								 | 
							
									#endif
							 | 
						||
| 
								 | 
							
								}
							 |