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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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								#include "std/brdf.glsl"
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								#include "std/shirr.glsl"
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								uniform sampler3D voxels;
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								uniform sampler2D gbufferD;
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								uniform sampler2D gbuffer0;
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								uniform layout(rgba8) image2D voxels_ao;
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								uniform float clipmaps[voxelgiClipmapCount * 10];
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								uniform mat4 InvVP;
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								uniform vec3 eye;
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								uniform vec2 postprocess_resolution;
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								uniform sampler2D gbuffer1;
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								#ifdef _gbuffer2
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								uniform sampler2D gbuffer2;
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								#endif
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								uniform float envmapStrength;
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								#ifdef _Irr
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								uniform float shirr[7 * 4];
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								#endif
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								#ifdef _Brdf
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								uniform sampler2D senvmapBrdf;
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								#endif
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								#ifdef _Rad
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								uniform sampler2D senvmapRadiance;
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								uniform int envmapNumMipmaps;
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								#endif
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								#ifdef _EnvCol
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								uniform vec3 backgroundCol;
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								#endif
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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 clipPos = vec4(x, y, depth, 1.0);
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								    vec4 worldPos = InvVP * clipPos;
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								    vec3 P = worldPos.xyz / worldPos.w;
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									vec3 v = normalize(eye - P);
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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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									float roughness = g0.b;
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									float metallic;
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									uint matid;
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									unpackFloatInt16(g0.a, metallic, matid);
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									vec4 g1 = textureLod(gbuffer1, uv, 0.0); // Basecolor.rgb, spec/occ
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									vec2 occspec = unpackFloat2(g1.a);
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									vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
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									vec3 f0 = surfaceF0(g1.rgb, metallic);
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									float dotNV = max(dot(n, v), 0.0);
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								#ifdef _gbuffer2
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									vec4 g2 = textureLod(gbuffer2, uv, 0.0);
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								#endif
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								#ifdef _MicroShadowing
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									occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
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								#endif
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								#ifdef _Brdf
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									vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
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								#endif
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									// Envmap
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								#ifdef _Irr
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									vec4 shPacked[7];
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								    for (int i = 0; i < 7; i++) {
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								        int base = i * 4;
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								        shPacked[i] = vec4(
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								            shirr[base],
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								            shirr[base + 1],
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								            shirr[base + 2],
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								            shirr[base + 3]
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								        );
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								    }
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									vec3 envl = shIrradiance(n, shPacked);
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									#ifdef _gbuffer2
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										if (g2.b < 0.5) {
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											envl = envl;
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										} else {
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											envl = vec3(0.0);
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										}
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									#endif
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									#ifdef _EnvTex
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										envl /= PI;
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									#endif
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								#else
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									vec3 envl = vec3(0.0);
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								#endif
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								#ifdef _Rad
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									vec3 reflectionWorld = reflect(-v, n);
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									float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
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									vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
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								#endif
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								#ifdef _EnvLDR
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									envl.rgb = pow(envl.rgb, vec3(2.2));
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									#ifdef _Rad
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										prefilteredColor = pow(prefilteredColor, vec3(2.2));
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									#endif
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								#endif
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									envl.rgb *= albedo;
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								#ifdef _Brdf
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									envl.rgb *= 1.0 - (f0 * envBRDF.x + envBRDF.y); //LV: We should take refracted light into account
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								#endif
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								#ifdef _Rad // Indirect specular
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									envl.rgb += prefilteredColor * (f0 * envBRDF.x + envBRDF.y); //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
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								#else
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									#ifdef _EnvCol
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									envl.rgb += backgroundCol * (f0 * envBRDF.x + envBRDF.y); //LV: Eh, what's the point of weighting it only by F0?
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									#endif
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								#endif
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									envl.rgb *= envmapStrength * occspec.x;
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									vec3 occ = envl * (1.0 - traceAO(P, n, voxels, clipmaps));
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											2025-01-22 16:18:30 +01:00
										 
									 
								 
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											2025-05-21 02:07:21 +00:00
										 
									 
								 
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									imageStore(voxels_ao, ivec2(pixel), vec4(occ, 1.0));
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											2025-01-22 16:18:30 +01:00
										 
									 
								 
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								}
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