Update leenkx/Shaders/voxel_light/voxel_light.comp.glsl
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@ -33,6 +33,7 @@ uniform layout(r32ui) uimage3D voxelsLight;
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#ifdef _ShadowMap
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uniform sampler2DShadow shadowMap;
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uniform sampler2D shadowMapTransparent;
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uniform sampler2DShadow shadowMapSpot;
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#ifdef _ShadowMapAtlas
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uniform sampler2DShadow shadowMapPoint;
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@ -86,27 +87,22 @@ float lpToDepth(vec3 lp, const vec2 lightProj) {
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void main() {
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int res = voxelgiResolution.x;
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for (int i = 0; i < 6; i++) {
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ivec3 dst = ivec3(gl_GlobalInvocationID.xyz);
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dst.y += clipmapLevel * res;
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vec3 P = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution;
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P = P * 2.0 - 1.0;
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P *= clipmaps[int(clipmapLevel * 10)];
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P *= voxelgiResolution;
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P += vec3(clipmaps[int(clipmapLevel * 10 + 4)], clipmaps[int(clipmapLevel * 10 + 5)], clipmaps[int(clipmapLevel * 10 + 6)]);
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vec3 visibility;
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float visibility;
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vec3 lp = lightPos - P;
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vec3 l;
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if (lightType == 0) { l = lightDir; visibility = vec3(1.0); }
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else { l = normalize(lp); visibility = vec3(attenuate(distance(P, lightPos))); }
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if (lightType == 0) { l = lightDir; visibility = 1.0; }
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else { l = normalize(lp); visibility = attenuate(distance(P, lightPos)); }
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#ifdef _ShadowMap
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if (lightShadow == 1) {
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vec4 lightPosition = LVP * vec4(P, 1.0);
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vec3 lPos = lightPosition.xyz / lightPosition.w;
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visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).rrr;
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visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).r;
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}
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else if (lightShadow == 2) {
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vec4 lightPosition = LVP * vec4(P, 1.0);
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@ -128,11 +124,14 @@ void main() {
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visibility *= texture(shadowMapPoint, vec4(-l, lpToDepth(lp, lightProj) - shadowsBias)).r;
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#endif
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}
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#endif
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#endif
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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);
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uvw_light = (uvw_light * 0.5 + 0.5);
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if (any(notEqual(uvw_light, clamp(uvw_light, 0.0, 1.0)))) return;
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vec3 writecoords_light = floor(uvw_light * voxelgiResolution);
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vec3 light = visibility * lightColor;
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imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, 0), uint(light.r * 255));
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imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x), uint(light.g * 255));
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imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x * 2), uint(light.b * 255));
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imageAtomicMax(voxelsLight, ivec3(writecoords_light), uint(visibility * lightColor.r * 255));
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imageAtomicMax(voxelsLight, ivec3(writecoords_light) + ivec3(0, 0, voxelgiResolution.x), uint(visibility * lightColor.g * 255));
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imageAtomicMax(voxelsLight, ivec3(writecoords_light) + ivec3(0, 0, voxelgiResolution.x * 2), uint(visibility * lightColor.b * 255));
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}
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}
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