Update leenkx/Shaders/voxel_light/voxel_light.comp.glsl

This commit is contained in:
Onek8 2025-04-07 16:04:17 +00:00
parent 03967c7a2b
commit 86661c1012

View File

@ -33,6 +33,7 @@ uniform layout(r32ui) uimage3D voxelsLight;
#ifdef _ShadowMap
uniform sampler2DShadow shadowMap;
uniform sampler2D shadowMapTransparent;
uniform sampler2DShadow shadowMapSpot;
#ifdef _ShadowMapAtlas
uniform sampler2DShadow shadowMapPoint;
@ -86,27 +87,22 @@ float lpToDepth(vec3 lp, const vec2 lightProj) {
void main() {
int res = voxelgiResolution.x;
for (int i = 0; i < 6; i++) {
ivec3 dst = ivec3(gl_GlobalInvocationID.xyz);
dst.y += clipmapLevel * res;
vec3 P = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution;
P = P * 2.0 - 1.0;
P *= clipmaps[int(clipmapLevel * 10)];
P *= voxelgiResolution;
P += vec3(clipmaps[int(clipmapLevel * 10 + 4)], clipmaps[int(clipmapLevel * 10 + 5)], clipmaps[int(clipmapLevel * 10 + 6)]);
vec3 visibility;
float visibility;
vec3 lp = lightPos - P;
vec3 l;
if (lightType == 0) { l = lightDir; visibility = vec3(1.0); }
else { l = normalize(lp); visibility = vec3(attenuate(distance(P, lightPos))); }
if (lightType == 0) { l = lightDir; visibility = 1.0; }
else { l = normalize(lp); visibility = attenuate(distance(P, lightPos)); }
#ifdef _ShadowMap
if (lightShadow == 1) {
vec4 lightPosition = LVP * vec4(P, 1.0);
vec3 lPos = lightPosition.xyz / lightPosition.w;
visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).rrr;
visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).r;
}
else if (lightShadow == 2) {
vec4 lightPosition = LVP * vec4(P, 1.0);
@ -129,10 +125,13 @@ void main() {
#endif
}
#endif
vec3 uvw_light = (P - vec3(clipmaps[int(clipmapLevel * 10 + 4)], clipmaps[int(clipmapLevel * 10 + 5)], clipmaps[int(clipmapLevel * 10 + 6)])) / (float(clipmaps[int(clipmapLevel * 10)]) * voxelgiResolution);
uvw_light = (uvw_light * 0.5 + 0.5);
if (any(notEqual(uvw_light, clamp(uvw_light, 0.0, 1.0)))) return;
vec3 writecoords_light = floor(uvw_light * voxelgiResolution);
vec3 light = visibility * lightColor;
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, 0), uint(light.r * 255));
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x), uint(light.g * 255));
imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x * 2), uint(light.b * 255));
imageAtomicMax(voxelsLight, ivec3(writecoords_light), uint(visibility * lightColor.r * 255));
imageAtomicMax(voxelsLight, ivec3(writecoords_light) + ivec3(0, 0, voxelgiResolution.x), uint(visibility * lightColor.g * 255));
imageAtomicMax(voxelsLight, ivec3(writecoords_light) + ivec3(0, 0, voxelgiResolution.x * 2), uint(visibility * lightColor.b * 255));
}
}