VOX_PATCH_2 + VOX_5
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@ -110,7 +110,7 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
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float diam = max(voxelSize0, dist * coneCoefficient);
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float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
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float clipmap_index = floor(lod);
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float clipmap_blend = fract(lod);
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float clipmap_blend = smoothstep(0.0, 1.0, fract(lod));
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vec3 p0 = start_pos + dir * dist;
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samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
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@ -121,11 +121,17 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
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continue;
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}
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// Edge fade: blend toward coarser clipmap near boundaries
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vec3 edgeDist = min(samplePos, 1.0 - samplePos);
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float minEdgeDist = min(min(edgeDist.x, edgeDist.y), edgeDist.z);
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float edgeBlend = 1.0 - smoothstep(0.0, 0.1, minEdgeDist);
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float totalBlend = max(clipmap_blend, edgeBlend);
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mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, precomputed_direction, face_offset, direction_weight);
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if(clipmap_blend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
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if(totalBlend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
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vec4 mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, precomputed_direction, face_offset, direction_weight);
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mipSample = mix(mipSample, mipSampleNext, clipmap_blend);
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mipSample = mix(mipSample, mipSampleNext, totalBlend);
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}
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sampleCol += (1.0 - sampleCol.a) * mipSample;
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@ -148,9 +154,8 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
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vec4 traceDiffuse(const vec3 origin, const vec3 normal, const sampler3D voxels, const float clipmaps[voxelgiClipmapCount * 10]) {
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float sum = 0.0;
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vec4 amount = vec4(0.0);
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mat3 TBN = makeTangentBasis(normal);
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for (int i = 0; i < DIFFUSE_CONE_COUNT; ++i) {
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vec3 coneDir = TBN * DIFFUSE_CONE_DIRECTIONS[i];
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vec3 coneDir = DIFFUSE_CONE_DIRECTIONS[i];
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const float cosTheta = dot(normal, coneDir);
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if (cosTheta <= 0)
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continue;
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@ -159,7 +164,7 @@ vec4 traceDiffuse(const vec3 origin, const vec3 normal, const sampler3D voxels,
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sum += cosTheta;
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}
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amount /= sum;
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amount /= max(sum, 0.0001);
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amount.rgb = max(amount.rgb, vec3(0.0));
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amount.a = clamp(amount.a, 0.0, 1.0);
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@ -215,10 +220,10 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
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float diam = max(voxelSize0, dist * coneCoefficient);
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float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
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float clipmap_index = floor(lod);
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float clipmap_blend = fract(lod);
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float clipmap_blend = smoothstep(0.0, 1.0, fract(lod));
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vec3 p0 = start_pos + dir * dist;
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samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution.x);
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samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
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samplePos = samplePos * 0.5 + 0.5;
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if ((any(notEqual(clamp(samplePos, 0.0, 1.0), samplePos)))) {
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@ -226,11 +231,17 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
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continue;
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}
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// Edge fade: blend toward coarser clipmap near boundaries
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vec3 edgeDist = min(samplePos, 1.0 - samplePos);
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float minEdgeDist = min(min(edgeDist.x, edgeDist.y), edgeDist.z);
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float edgeBlend = 1.0 - smoothstep(0.0, 0.1, minEdgeDist);
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float totalBlend = max(clipmap_blend, edgeBlend);
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mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, precomputed_direction, face_offset, direction_weight);
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if(clipmap_blend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
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if(totalBlend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
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float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, precomputed_direction, face_offset, direction_weight);
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mipSample = mix(mipSample, mipSampleNext, clipmap_blend);
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mipSample = mix(mipSample, mipSampleNext, totalBlend);
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}
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sampleCol += (1.0 - sampleCol) * mipSample;
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@ -254,7 +265,7 @@ float traceAO(const vec3 origin, const vec3 normal, const sampler3D voxels, cons
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amount += traceConeAO(voxels, origin, normal, coneDir, precomputed_direction, DIFFUSE_CONE_APERTURE, 1.0, clipmaps) * cosTheta;
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sum += cosTheta;
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}
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amount /= sum;
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amount /= max(sum, 0.0001);
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amount = clamp(amount, 0.0, 1.0);
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return amount * voxelgiOcc;
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}
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@ -284,7 +295,7 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
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float diam = max(voxelSize0, dist * coneCoefficient);
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float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
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float clipmap_index = floor(lod);
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float clipmap_blend = fract(lod);
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float clipmap_blend = smoothstep(0.0, 1.0, fract(lod));
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vec3 p0 = start_pos + dir * dist;
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samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
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@ -295,19 +306,25 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
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continue;
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}
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// Edge fade: blend toward coarser clipmap near boundaries
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vec3 edgeDist = min(samplePos, 1.0 - samplePos);
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float minEdgeDist = min(min(edgeDist.x, edgeDist.y), edgeDist.z);
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float edgeBlend = 1.0 - smoothstep(0.0, 0.1, minEdgeDist);
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float totalBlend = max(clipmap_blend, edgeBlend);
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#ifdef _VoxelAOvar
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mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, 0, face_offset, direction_weight);
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#else
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mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, 0, face_offset, direction_weight).a;
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#endif
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if(clipmap_blend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
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if(totalBlend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
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#ifdef _VoxelAOvar
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float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, 0, face_offset, direction_weight);
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#else
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float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, 0, face_offset, direction_weight).a;
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#endif
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mipSample = mix(mipSample, mipSampleNext, clipmap_blend);
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mipSample = mix(mipSample, mipSampleNext, totalBlend);
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}
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sampleCol += (1.0 - sampleCol) * mipSample;
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