Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl
This commit is contained in:
		@ -100,33 +100,33 @@ void main() {
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			int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 15)));
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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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								if (count > 0) {
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				vec4 basecol = vec4(0.0);
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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.r = float(imageLoad(voxels, src)) / 1024;
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				basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
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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))) / 255;
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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))) / 255;
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									basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 1024;
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				basecol /= count;
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									basecol /= count;
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				vec3 emission = vec3(0.0);
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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.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))) / 255;
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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))) / 255;
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									emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 1024;
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				emission /= count;
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									emission /= count;
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				// Retrieve encoded normal (stored in 8-bit format)
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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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									vec3 N = vec3(0.0);
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				N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255.0;
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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))) / 255.0;
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									N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 1024.0;
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				N /= count;
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									N /= count;
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				// Decode octahedral normal
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									// Decode octahedral normal
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				N = decode_oct(N.rg * 2.0 - 1.0);
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									N = decode_oct(N.rg * 2.0 - 1.0);
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				vec3 envl = vec3(0.0);
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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.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))) / 255;
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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))) / 255;
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									envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 1024;
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				envl /= count;
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									envl /= count;
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				envl *= envmapStrength;
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									envl *= envmapStrength;
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				vec3 light = vec3(0.0);
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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.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))) / 255;
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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))) / 255;
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									light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 1024;
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				light /= count;
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									light /= count;
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@ -146,7 +146,7 @@ void main() {
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			#else
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								#else
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			int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x)));
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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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								if (count > 0) {
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				opac = float(imageLoad(voxels, src)) / 255;
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									opac = float(imageLoad(voxels, src)) / 1024;
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				opac /= count;
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									opac /= count;
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			}
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								}
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			#endif
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								#endif
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