Update leenkx/Shaders/voxel_resolve_ao/voxel_resolve_ao.comp.glsl
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		@ -29,19 +29,38 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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#include "std/gbuffer.glsl"
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					#include "std/gbuffer.glsl"
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#include "std/imageatomic.glsl"
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					#include "std/imageatomic.glsl"
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#include "std/conetrace.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 sampler3D voxels;
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uniform sampler2D gbufferD;
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					uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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					uniform sampler2D gbuffer0;
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uniform layout(r16) image2D voxels_ao;
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					uniform layout(rgba8) image2D voxels_ao;
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uniform float clipmaps[voxelgiClipmapCount * 10];
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					uniform float clipmaps[voxelgiClipmapCount * 10];
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uniform mat4 InvVP;
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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 eye;
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uniform vec3 eyeLook;
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uniform vec2 postprocess_resolution;
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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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					void main() {
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	const vec2 pixel = gl_GlobalInvocationID.xy;
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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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						vec2 uv = (pixel + 0.5) / postprocess_resolution;
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@ -54,12 +73,11 @@ void main() {
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	float x = uv.x * 2 - 1;
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						float x = uv.x * 2 - 1;
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	float y = uv.y * 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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						vec4 clipPos = vec4(x, y, depth, 1.0);
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	v = vec4(InvVP * v);
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					    vec4 worldPos = InvVP * clipPos;
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	v.xyz /= v.w;
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					    vec3 P = worldPos.xyz / worldPos.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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						vec3 v = normalize(eye - P);
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	vec4 g0 = textureLod(gbuffer0, uv, 0.0);
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						vec4 g0 = textureLod(gbuffer0, uv, 0.0);
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	vec3 n;
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						vec3 n;
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@ -67,7 +85,88 @@ void main() {
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	n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
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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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						n = normalize(n);
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	float occ = 1.0 - traceAO(P, n, voxels, clipmaps);
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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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	imageStore(voxels_ao, ivec2(pixel), vec4(occ));
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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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						imageStore(voxels_ao, ivec2(pixel), vec4(occ, 1.0));
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}
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					}
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