Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl
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@ -46,15 +46,15 @@ uniform layout(r32ui) uimage3D voxels;
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uniform layout(r32ui) uimage3D voxelsLight;
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uniform layout(rgba8) image3D voxelsB;
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uniform layout(rgba8) image3D voxelsOut;
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uniform layout(r16) image3D SDF;
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uniform layout(r8) image3D SDF;
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#else
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#ifdef _VoxelAOvar
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#ifdef _VoxelShadow
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uniform layout(r16) image3D SDF;
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uniform layout(r8) image3D SDF;
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#endif
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uniform layout(r32ui) uimage3D voxels;
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uniform layout(r16) image3D voxelsB;
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uniform layout(r16) image3D voxelsOut;
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uniform layout(r8) image3D voxelsB;
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uniform layout(r8) image3D voxelsOut;
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#endif
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#endif
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@ -80,7 +80,6 @@ void main() {
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light.r = float(imageLoad(voxelsLight, src)) / 255;
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light.g = float(imageLoad(voxelsLight, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
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light.b = float(imageLoad(voxelsLight, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
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light /= 3;
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#endif
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for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
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@ -125,7 +124,7 @@ void main() {
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envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
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envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
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envl /= 3;
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envl *= 100;
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//clipmap to world
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vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
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@ -137,7 +136,7 @@ void main() {
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radiance = basecol;
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vec4 trace = traceDiffuse(wposition, wnormal, voxelsSampler, clipmaps);
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vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
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radiance.rgb *= light + indirect;
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radiance.rgb *= light / PI + indirect;
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radiance.rgb += emission.rgb;
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#else
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