VOX_PATCH_2 + VOX_5
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@ -43,7 +43,6 @@ uniform mat4 LVP;
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#endif
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uniform sampler3D voxelsSampler;
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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(r8) image3D SDF;
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@ -75,21 +74,13 @@ void main() {
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#endif
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#ifdef _VoxelGI
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vec3 light = vec3(0.0);
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light.r = float(imageLoad(voxelsLight, ivec3(gl_GlobalInvocationID.xyz)).r) / 255;
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light.g = float(imageLoad(voxelsLight, ivec3(gl_GlobalInvocationID.xyz) + ivec3(0, 0, voxelgiResolution.x)).r) / 255;
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light.b = float(imageLoad(voxelsLight, ivec3(gl_GlobalInvocationID.xyz) + ivec3(0, 0, voxelgiResolution.x * 2)).r) / 255;
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light /= 3;
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vec4 aniso_colors[6];
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#else
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float aniso_colors[6];
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#endif
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for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
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{
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#ifdef _VoxelGI
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vec4 aniso_colors[6];
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#else
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float aniso_colors[6];
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#endif
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ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
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src.x += i * res;
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ivec3 dst = src;
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@ -103,30 +94,37 @@ void main() {
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if (i < 6) {
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#ifdef _VoxelGI
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uint count = imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 15)).r;
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if (count > 0) {
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vec4 basecol = vec4(0.0);
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basecol.r = float(imageLoad(voxels, src)) / 255;
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basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
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basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
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basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
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basecol /= 4;
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basecol /= count;
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vec3 emission = vec3(0.0);
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emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
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emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
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emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
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emission /= 3;
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emission /= count;
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vec3 N = vec3(0.0);
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N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255;
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N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
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N /= 2;
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N /= count;
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vec3 wnormal = decode_oct(N.rg * 2 - 1);
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vec3 envl = vec3(0.0);
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envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
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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 /= count;
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#ifdef _HOSEK
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envl *= 100;
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#endif
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vec3 light = vec3(0.0);
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light.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 12))) / 255;
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light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 255;
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light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 255;
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light /= count;
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//clipmap to world
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vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
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@ -140,6 +138,7 @@ void main() {
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vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
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radiance.rgb *= light.rgb + indirect.rgb;
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radiance.rgb += emission.rgb;
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}
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#else
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opac = float(imageLoad(voxels, src)) / 255;
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