Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl
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		@ -35,28 +35,26 @@ uniform vec3 lightColor;
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uniform int lightType;
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uniform vec3 lightDir;
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uniform vec2 spotData;
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uniform float envmapStrength;
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#ifdef _ShadowMap
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uniform int lightShadow;
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uniform vec2 lightProj;
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uniform float shadowsBias;
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uniform mat4 LVP;
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#endif
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uniform float envmapStrength;
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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(rgba16f) image3D voxelsB;
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uniform layout(rgba16f) image3D voxelsOut;
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uniform layout(r16f) 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(r16f) 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(r16f) image3D voxelsB;
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uniform layout(r16f) 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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@ -76,6 +74,9 @@ void main() {
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	#endif
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	#endif
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	mat3 TBN = mat3(1.0);
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	vec3 avgNormal = vec3(0.0);
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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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@ -100,45 +101,46 @@ void main() {
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			int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 15)));
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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)) / 1024;
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				basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 1024;
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				basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 1024;
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				basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 1024;
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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 /= 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))) / 1024;
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				emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 1024;
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				emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 1024;
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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 /= count;
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				// Retrieve encoded normal (stored in 8-bit format)
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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))) / 1024.0;
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				N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 1024.0;
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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 /= count;
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				// Decode octahedral normal
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				N = decode_oct(N.rg * 2.0 - 1.0);
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				avgNormal += N;
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				if (i == 5)
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					TBN = makeTangentBasis(normalize(avgNormal));
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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))) / 1024;
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				envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 1024;
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				envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 1024;
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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 /= count;
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				envl *= envmapStrength;
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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))) / 1024;
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				light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 1024;
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				light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 1024;
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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 P = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
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				P = P * 2.0 - 1.0;
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				P *= float(clipmaps[int(clipmapLevel * 10)]);
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				P *= voxelgiResolution.x;
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				P += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
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				vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
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				wposition = wposition * 2.0 - 1.0;
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				wposition *= float(clipmaps[int(clipmapLevel * 10)]);
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				wposition *= voxelgiResolution.x;
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				wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
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				radiance = basecol;
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				vec4 trace = traceDiffuse(P, N, voxelsSampler, clipmaps);
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				vec4 trace = traceDiffuse(wposition, N, 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 += emission.rgb;
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@ -146,7 +148,7 @@ void main() {
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			#else
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			int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x)));
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			if (count > 0) {
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				opac = float(imageLoad(voxels, src)) / 1024;
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				opac = float(imageLoad(voxels, src)) / 255;
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				opac /= count;
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			}
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			#endif
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@ -202,7 +204,7 @@ void main() {
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		}
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		else {
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			// precompute cone sampling:
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			vec3 coneDirection = DIFFUSE_CONE_DIRECTIONS[i - 6];
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			vec3 coneDirection = TBN * DIFFUSE_CONE_DIRECTIONS[i - 6];
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			vec3 aniso_direction = -coneDirection;
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			uvec3 face_offsets = uvec3(
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				aniso_direction.x > 0 ? 0 : 1,
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@ -214,13 +216,15 @@ void main() {
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			vec4 sam =
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				aniso_colors[face_offsets.x] * direction_weights.x +
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				aniso_colors[face_offsets.y] * direction_weights.y +
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				aniso_colors[face_offsets.z] * direction_weights.z;
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				aniso_colors[face_offsets.z] * direction_weights.z
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				;
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			radiance = sam;
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			#else
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			float sam =
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				aniso_colors[face_offsets.x] * direction_weights.x +
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				aniso_colors[face_offsets.y] * direction_weights.y +
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				aniso_colors[face_offsets.z] * direction_weights.z;
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				aniso_colors[face_offsets.z] * direction_weights.z
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				;
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			opac = sam;
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			#endif
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		}
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