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