Update leenkx/Shaders/ssgi_pass/ssgi_pass.frag.glsl
This commit is contained in:
		@ -1,107 +1,506 @@
 | 
			
		||||
#version 450
 | 
			
		||||
 | 
			
		||||
#include "compiled.inc"
 | 
			
		||||
#include "std/math.glsl"
 | 
			
		||||
#include "std/gbuffer.glsl"
 | 
			
		||||
#include "std/brdf.glsl"
 | 
			
		||||
#include "std/math.glsl"
 | 
			
		||||
#ifdef _Clusters
 | 
			
		||||
#include "std/clusters.glsl"
 | 
			
		||||
#endif
 | 
			
		||||
#ifdef _ShadowMap
 | 
			
		||||
#include "std/shadows.glsl"
 | 
			
		||||
#endif
 | 
			
		||||
#ifdef _LTC
 | 
			
		||||
#include "std/ltc.glsl"
 | 
			
		||||
#endif
 | 
			
		||||
#ifdef _LightIES
 | 
			
		||||
#include "std/ies.glsl"
 | 
			
		||||
#endif
 | 
			
		||||
#ifdef _Spot
 | 
			
		||||
#include "std/light_common.glsl"
 | 
			
		||||
#endif
 | 
			
		||||
#include "std/constants.glsl"
 | 
			
		||||
 | 
			
		||||
uniform sampler2D gbuffer0;
 | 
			
		||||
uniform sampler2D gbuffer1;
 | 
			
		||||
uniform sampler2D gbufferD;
 | 
			
		||||
uniform sampler2D gbuffer0; // Normal
 | 
			
		||||
// #ifdef _RTGI
 | 
			
		||||
// uniform sampler2D gbuffer1; // Basecol
 | 
			
		||||
// #endif
 | 
			
		||||
uniform mat4 P;
 | 
			
		||||
uniform mat3 V3;
 | 
			
		||||
 | 
			
		||||
#ifdef _EmissionShaded
 | 
			
		||||
uniform sampler2D gbufferEmission;
 | 
			
		||||
#endif
 | 
			
		||||
uniform sampler2D sveloc;
 | 
			
		||||
uniform vec2 cameraProj;
 | 
			
		||||
uniform vec3 eye;
 | 
			
		||||
uniform vec3 eyeLook;
 | 
			
		||||
uniform vec2 screenSize;
 | 
			
		||||
uniform mat4 invVP;
 | 
			
		||||
 | 
			
		||||
const float angleMix = 0.5f;
 | 
			
		||||
#ifdef _SSGICone9
 | 
			
		||||
const float strength = 2.0 * (1.0 / ssgiStrength);
 | 
			
		||||
#else
 | 
			
		||||
const float strength = 2.0 * (1.0 / ssgiStrength) * 1.8;
 | 
			
		||||
in vec2 texCoord;
 | 
			
		||||
in vec3 viewRay;
 | 
			
		||||
out vec3 fragColor;
 | 
			
		||||
 | 
			
		||||
float metallic;
 | 
			
		||||
uint matid;
 | 
			
		||||
 | 
			
		||||
#ifdef _SMSizeUniform
 | 
			
		||||
//!uniform vec2 smSizeUniform;
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
in vec3 viewRay;
 | 
			
		||||
in vec2 texCoord;
 | 
			
		||||
out float fragColor;
 | 
			
		||||
 | 
			
		||||
vec3 hitCoord;
 | 
			
		||||
vec2 coord;
 | 
			
		||||
float depth;
 | 
			
		||||
// #ifdef _RTGI
 | 
			
		||||
// vec3 col = vec3(0.0);
 | 
			
		||||
// #endif
 | 
			
		||||
vec3 vpos;
 | 
			
		||||
 | 
			
		||||
vec2 getProjectedCoord(vec3 hitCoord) {
 | 
			
		||||
	vec4 projectedCoord = P * vec4(hitCoord, 1.0);
 | 
			
		||||
	projectedCoord.xy /= projectedCoord.w;
 | 
			
		||||
	projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
 | 
			
		||||
	#ifdef _InvY
 | 
			
		||||
	projectedCoord.y = 1.0 - projectedCoord.y;
 | 
			
		||||
#ifdef _Clusters
 | 
			
		||||
uniform vec4 lightsArray[maxLights * 3];
 | 
			
		||||
	#ifdef _Spot
 | 
			
		||||
	uniform vec4 lightsArraySpot[maxLights * 2];
 | 
			
		||||
	#endif
 | 
			
		||||
	return projectedCoord.xy;
 | 
			
		||||
}
 | 
			
		||||
uniform sampler2D clustersData;
 | 
			
		||||
uniform vec2 cameraPlane;
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
float getDeltaDepth(vec3 hitCoord) {
 | 
			
		||||
	coord = getProjectedCoord(hitCoord);
 | 
			
		||||
	depth = textureLod(gbufferD, coord, 0.0).r * 2.0 - 1.0;
 | 
			
		||||
	vec3 p = getPosView(viewRay, depth, cameraProj);
 | 
			
		||||
	return p.z - hitCoord.z;
 | 
			
		||||
}
 | 
			
		||||
#ifdef _SinglePoint // Fast path for single light
 | 
			
		||||
uniform vec3 pointPos;
 | 
			
		||||
uniform vec3 pointCol;
 | 
			
		||||
	#ifdef _ShadowMap
 | 
			
		||||
	uniform float pointBias;
 | 
			
		||||
	#endif
 | 
			
		||||
	#ifdef _Spot
 | 
			
		||||
	uniform vec3 spotDir;
 | 
			
		||||
	uniform vec3 spotRight;
 | 
			
		||||
	uniform vec4 spotData;
 | 
			
		||||
	#endif
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
void rayCast(vec3 dir) {
 | 
			
		||||
	hitCoord = vpos;
 | 
			
		||||
	dir *= ssgiRayStep * 2;
 | 
			
		||||
	float dist = 0.15;
 | 
			
		||||
	for (int i = 0; i < ssgiMaxSteps; i++) {
 | 
			
		||||
		hitCoord += dir;
 | 
			
		||||
		float delta = getDeltaDepth(hitCoord);
 | 
			
		||||
		if (delta > 0.0 && delta < 0.2) {
 | 
			
		||||
			dist = distance(vpos, hitCoord);
 | 
			
		||||
			break;
 | 
			
		||||
#ifdef _CPostprocess
 | 
			
		||||
    uniform vec3 PPComp12;
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef _ShadowMap
 | 
			
		||||
	#ifdef _SinglePoint
 | 
			
		||||
		#ifdef _Spot
 | 
			
		||||
			#ifndef _LTC
 | 
			
		||||
				uniform sampler2DShadow shadowMapSpot[1];
 | 
			
		||||
				uniform sampler2D shadowMapSpotTransparent[1];
 | 
			
		||||
				uniform mat4 LWVPSpot[1];
 | 
			
		||||
			#endif
 | 
			
		||||
		#else
 | 
			
		||||
			uniform samplerCubeShadow shadowMapPoint[1];
 | 
			
		||||
			uniform samplerCube shadowMapPointTransparent[1];
 | 
			
		||||
			uniform vec2 lightProj;
 | 
			
		||||
		#endif
 | 
			
		||||
	#endif
 | 
			
		||||
	#ifdef _Clusters
 | 
			
		||||
		#ifdef _SingleAtlas
 | 
			
		||||
		uniform sampler2DShadow shadowMapAtlas;
 | 
			
		||||
		uniform sampler2D shadowMapAtlasTransparent;
 | 
			
		||||
		#endif
 | 
			
		||||
		uniform vec2 lightProj;
 | 
			
		||||
		#ifdef _ShadowMapAtlas
 | 
			
		||||
		#ifndef _SingleAtlas
 | 
			
		||||
		uniform sampler2DShadow shadowMapAtlasPoint;
 | 
			
		||||
		uniform sampler2D shadowMapAtlasPointTransparent;
 | 
			
		||||
		//!uniform vec4 pointLightDataArray[maxLightsCluster * 6];
 | 
			
		||||
		#else
 | 
			
		||||
		uniform samplerCubeShadow shadowMapPoint[4];
 | 
			
		||||
		uniform samplerCube shadowMapPointTransparent[4];
 | 
			
		||||
		#endif
 | 
			
		||||
		#endif
 | 
			
		||||
		#ifdef _Spot
 | 
			
		||||
			#ifdef _ShadowMapAtlas
 | 
			
		||||
			#ifndef _SingleAtlas
 | 
			
		||||
			uniform sampler2DShadow shadowMapAtlasSpot;
 | 
			
		||||
			uniform sampler2D shadowMapAtlasSpotTransparent;
 | 
			
		||||
			#endif
 | 
			
		||||
			#else
 | 
			
		||||
			uniform sampler2DShadow shadowMapSpot[4];
 | 
			
		||||
			uniform sampler2D shadowMapSpotTransparent[4];
 | 
			
		||||
			#endif
 | 
			
		||||
			uniform mat4 LWVPSpotArray[maxLightsCluster];
 | 
			
		||||
		#endif
 | 
			
		||||
	#endif
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef _LTC
 | 
			
		||||
uniform vec3 lightArea0;
 | 
			
		||||
uniform vec3 lightArea1;
 | 
			
		||||
uniform vec3 lightArea2;
 | 
			
		||||
uniform vec3 lightArea3;
 | 
			
		||||
uniform sampler2D sltcMat;
 | 
			
		||||
uniform sampler2D sltcMag;
 | 
			
		||||
#ifdef _ShadowMap
 | 
			
		||||
#ifndef _Spot
 | 
			
		||||
	#ifdef _SinglePoint
 | 
			
		||||
		uniform sampler2DShadow shadowMapSpot[1];
 | 
			
		||||
		uniform sampler2D shadowMapSpotTransparent[1];
 | 
			
		||||
		uniform mat4 LWVPSpot[1];
 | 
			
		||||
	#endif
 | 
			
		||||
	#ifdef _Clusters
 | 
			
		||||
		uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
 | 
			
		||||
		uniform mat4 LWVPSpotArray[maxLightsCluster];
 | 
			
		||||
	#endif
 | 
			
		||||
#endif
 | 
			
		||||
#endif
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef _Sun
 | 
			
		||||
uniform vec3 sunDir;
 | 
			
		||||
uniform vec3 sunCol;
 | 
			
		||||
	#ifdef _ShadowMap
 | 
			
		||||
	#ifdef _ShadowMapAtlas
 | 
			
		||||
	#ifndef _SingleAtlas
 | 
			
		||||
	uniform sampler2DShadow shadowMapAtlasSun;
 | 
			
		||||
	uniform sampler2D shadowMapAtlasSunTransparent;
 | 
			
		||||
	#endif
 | 
			
		||||
	#else
 | 
			
		||||
	uniform sampler2DShadow shadowMap;
 | 
			
		||||
	uniform sampler2D shadowMapTransparent;
 | 
			
		||||
	#endif
 | 
			
		||||
	uniform float shadowsBias;
 | 
			
		||||
	#ifdef _CSM
 | 
			
		||||
	//!uniform vec4 casData[shadowmapCascades * 4 + 4];
 | 
			
		||||
	#else
 | 
			
		||||
	uniform mat4 LWVP;
 | 
			
		||||
	#endif
 | 
			
		||||
	#endif // _ShadowMap
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
vec3 sampleLight(const vec3 p, const vec3 n, const vec3 lp, const vec3 lightCol
 | 
			
		||||
	#ifdef _ShadowMap
 | 
			
		||||
		, int index, float bias, bool receiveShadow, bool transparent
 | 
			
		||||
	#endif
 | 
			
		||||
	#ifdef _Spot
 | 
			
		||||
		, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
 | 
			
		||||
	#endif
 | 
			
		||||
	) {
 | 
			
		||||
 | 
			
		||||
	vec3 ld = lp - p;
 | 
			
		||||
	vec3 l = normalize(ld);
 | 
			
		||||
 | 
			
		||||
	vec3 visibility = lightCol;
 | 
			
		||||
	visibility *= attenuate(distance(p, lp));
 | 
			
		||||
 | 
			
		||||
	#ifdef _LTC
 | 
			
		||||
	#ifdef _ShadowMap
 | 
			
		||||
		if (receiveShadow) {
 | 
			
		||||
			#ifdef _SinglePoint
 | 
			
		||||
			vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
 | 
			
		||||
			visibility *= shadowTest(shadowMapSpot[0],
 | 
			
		||||
							shadowMapSpotTransparent[0],
 | 
			
		||||
							lPos.xyz / lPos.w, bias, transparent);
 | 
			
		||||
			#endif
 | 
			
		||||
			#ifdef _Clusters
 | 
			
		||||
			vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
 | 
			
		||||
			if (index == 0) visibility *= shadowTest(shadowMapSpot[0],
 | 
			
		||||
					shadowMapSpotTransparent[0],
 | 
			
		||||
					lPos.xyz / lPos.w, bias, transparent);
 | 
			
		||||
			else if (index == 1) visibility *= shadowTest(shadowMapSpot[1],
 | 
			
		||||
					shadowMapSpotTransparent[1],
 | 
			
		||||
					, lPos.xyz / lPos.w, bias, transparent);
 | 
			
		||||
			else if (index == 2) visibility *= shadowTest(shadowMapSpot[2],
 | 
			
		||||
					shadowMapSpotTransparent[2],
 | 
			
		||||
					lPos.xyz / lPos.w, bias, transparent);
 | 
			
		||||
			else if (index == 3) visibility *= shadowTest(shadowMapSpot[3],
 | 
			
		||||
					shadowMapSpotTransparent[3],
 | 
			
		||||
					lPos.xyz / lPos.w, bias, transparent);
 | 
			
		||||
			#endif
 | 
			
		||||
		}
 | 
			
		||||
	#endif
 | 
			
		||||
	return visibility;
 | 
			
		||||
	#endif
 | 
			
		||||
 | 
			
		||||
	#ifdef _Spot
 | 
			
		||||
	if (isSpot) {
 | 
			
		||||
		visibility *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
 | 
			
		||||
 | 
			
		||||
		#ifdef _ShadowMap
 | 
			
		||||
			if (receiveShadow) {
 | 
			
		||||
				#ifdef _SinglePoint
 | 
			
		||||
				vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
 | 
			
		||||
				visibility *= shadowTest(shadowMapSpot[0],
 | 
			
		||||
									 shadowMapSpotTransparent[0],
 | 
			
		||||
									lPos.xyz / lPos.w, bias, transparent);
 | 
			
		||||
				#endif
 | 
			
		||||
				#ifdef _Clusters
 | 
			
		||||
					vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
 | 
			
		||||
					#ifdef _ShadowMapAtlas
 | 
			
		||||
						visibility *= shadowTest(
 | 
			
		||||
							#ifndef _SingleAtlas
 | 
			
		||||
							shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
 | 
			
		||||
							#else
 | 
			
		||||
							shadowMapAtlas, shadowMapAtlasTransparent
 | 
			
		||||
							#endif
 | 
			
		||||
							, lPos.xyz / lPos.w, bias, transparent
 | 
			
		||||
						);
 | 
			
		||||
					#else
 | 
			
		||||
							 if (index == 0) visibility *= shadowTest(shadowMapSpot[0],
 | 
			
		||||
									shadowMapSpotTransparent[0],
 | 
			
		||||
									lPos.xyz / lPos.w, bias, transparent);
 | 
			
		||||
						else if (index == 1) visibility *= shadowTest(shadowMapSpot[1],
 | 
			
		||||
									shadowMapSpotTransparent[1],
 | 
			
		||||
									lPos.xyz / lPos.w, bias, transparent);
 | 
			
		||||
						else if (index == 2) visibility *= shadowTest(shadowMapSpot[2],
 | 
			
		||||
									shadowMapSpotTransparent[2],
 | 
			
		||||
									lPos.xyz / lPos.w, bias, transparent);
 | 
			
		||||
						else if (index == 3) visibility *= shadowTest(shadowMapSpot[3],
 | 
			
		||||
									shadowMapSpotTransparent[3],
 | 
			
		||||
									lPos.xyz / lPos.w, bias, transparent);
 | 
			
		||||
					#endif
 | 
			
		||||
				#endif
 | 
			
		||||
			}
 | 
			
		||||
	fragColor += dist;
 | 
			
		||||
	// #ifdef _RTGI
 | 
			
		||||
	// col += textureLod(gbuffer1, coord, 0.0).rgb * ((ssgiRayStep * ssgiMaxSteps) - dist);
 | 
			
		||||
	// #endif
 | 
			
		||||
		#endif
 | 
			
		||||
		return visibility;
 | 
			
		||||
	}
 | 
			
		||||
	#endif
 | 
			
		||||
 | 
			
		||||
	#ifdef _LightIES
 | 
			
		||||
	visibility *= iesAttenuation(-l);
 | 
			
		||||
	#endif
 | 
			
		||||
 | 
			
		||||
	#ifdef _ShadowMap
 | 
			
		||||
		if (receiveShadow) {
 | 
			
		||||
			#ifdef _SinglePoint
 | 
			
		||||
			#ifndef _Spot
 | 
			
		||||
			visibility *= PCFCube(shadowMapPoint[0],
 | 
			
		||||
							shadowMapPointTransparent[0],
 | 
			
		||||
							ld, -l, bias, lightProj, n, transparent);
 | 
			
		||||
			#endif
 | 
			
		||||
			#endif
 | 
			
		||||
			#ifdef _Clusters
 | 
			
		||||
				#ifdef _ShadowMapAtlas
 | 
			
		||||
				visibility *= PCFFakeCube(
 | 
			
		||||
					#ifndef _SingleAtlas
 | 
			
		||||
					shadowMapAtlasPoint, shadowMapAtlasPointTransparent
 | 
			
		||||
					#else
 | 
			
		||||
					shadowMapAtlas, shadowMapAtlasTransparent
 | 
			
		||||
					#endif
 | 
			
		||||
					, ld, -l, bias, lightProj, n, index, transparent
 | 
			
		||||
				);
 | 
			
		||||
				#else
 | 
			
		||||
					 if (index == 0) visibility *= PCFCube(shadowMapPoint[0],
 | 
			
		||||
								shadowMapPointTransparent[0],
 | 
			
		||||
								ld, -l, bias, lightProj, n, transparent);
 | 
			
		||||
				else if (index == 1) visibility *= PCFCube(shadowMapPoint[1],
 | 
			
		||||
								shadowMapPointTransparent[1],
 | 
			
		||||
								ld, -l, bias, lightProj, n, transparent);
 | 
			
		||||
				else if (index == 2) visibility *= PCFCube(shadowMapPoint[2],
 | 
			
		||||
								shadowMapPointTransparent[2],
 | 
			
		||||
								ld, -l, bias, lightProj, n, transparent);
 | 
			
		||||
				else if (index == 3) visibility *= PCFCube(shadowMapPoint[3],
 | 
			
		||||
								shadowMapPointTransparent[3],
 | 
			
		||||
								ld, -l, bias, lightProj, n, transparent);
 | 
			
		||||
				#endif
 | 
			
		||||
			#endif
 | 
			
		||||
		}
 | 
			
		||||
	#endif
 | 
			
		||||
 | 
			
		||||
	return visibility;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
vec3 tangent(const vec3 n) {
 | 
			
		||||
	vec3 t1 = cross(n, vec3(0, 0, 1));
 | 
			
		||||
	vec3 t2 = cross(n, vec3(0, 1, 0));
 | 
			
		||||
	if (length(t1) > length(t2)) return normalize(t1);
 | 
			
		||||
	else return normalize(t2);
 | 
			
		||||
vec3 getVisibility(vec3 p, vec3 n, float depth, vec2 uv) {
 | 
			
		||||
		vec3 visibility = vec3(0.0);
 | 
			
		||||
#ifdef _Sun
 | 
			
		||||
	#ifdef _ShadowMap
 | 
			
		||||
		#ifdef _CSM
 | 
			
		||||
			visibility = shadowTestCascade(
 | 
			
		||||
				#ifdef _ShadowMapAtlas
 | 
			
		||||
					#ifndef _SingleAtlas
 | 
			
		||||
					shadowMapAtlasSun, shadowMapAtlasSunTransparent
 | 
			
		||||
					#else
 | 
			
		||||
					shadowMapAtlas, shadowMapAtlasTransparent
 | 
			
		||||
					#endif
 | 
			
		||||
				#else
 | 
			
		||||
				shadowMap, shadowMapTransparent
 | 
			
		||||
				#endif
 | 
			
		||||
				, eye, p + n * shadowsBias * 10, shadowsBias, false
 | 
			
		||||
			);
 | 
			
		||||
		#else
 | 
			
		||||
			vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
 | 
			
		||||
			if (lPos.w > 0.0) {
 | 
			
		||||
				visibility = shadowTest(
 | 
			
		||||
					#ifdef _ShadowMapAtlas
 | 
			
		||||
						#ifndef _SingleAtlas
 | 
			
		||||
						shadowMapAtlasSun, shadowMapAtlasSunTransparent
 | 
			
		||||
						#else
 | 
			
		||||
						shadowMapAtlas, shadowMapAtlasTransparent
 | 
			
		||||
						#endif
 | 
			
		||||
					#else
 | 
			
		||||
					shadowMap, shadowMapTransparent
 | 
			
		||||
					#endif
 | 
			
		||||
					, lPos.xyz / lPos.w, shadowsBias, false
 | 
			
		||||
				);
 | 
			
		||||
			}
 | 
			
		||||
		#endif
 | 
			
		||||
	#endif
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef _SinglePoint
 | 
			
		||||
	visibility += sampleLight(
 | 
			
		||||
		p, n, pointPos, pointCol
 | 
			
		||||
		#ifdef _ShadowMap
 | 
			
		||||
			, 0, pointBias, true, false
 | 
			
		||||
		#endif
 | 
			
		||||
		#ifdef _Spot
 | 
			
		||||
		, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight
 | 
			
		||||
		#endif
 | 
			
		||||
	);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef _Clusters
 | 
			
		||||
	float viewz = linearize(depth, cameraProj);
 | 
			
		||||
	int clusterI = getClusterI(uv, viewz, cameraPlane);
 | 
			
		||||
	int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255);
 | 
			
		||||
 | 
			
		||||
	#ifdef HLSL
 | 
			
		||||
	viewz += textureLod(clustersData, vec2(0.0), 0.0).r * 1e-9; // TODO: krafix bug, needs to generate sampler
 | 
			
		||||
	#endif
 | 
			
		||||
 | 
			
		||||
	#ifdef _Spot
 | 
			
		||||
	int numSpots = int(texelFetch(clustersData, ivec2(clusterI, 1 + maxLightsCluster), 0).r * 255);
 | 
			
		||||
	int numPoints = numLights - numSpots;
 | 
			
		||||
	#endif
 | 
			
		||||
 | 
			
		||||
	for (int i = 0; i < min(numLights, maxLightsCluster); i++) {
 | 
			
		||||
		int li = int(texelFetch(clustersData, ivec2(clusterI, i + 1), 0).r * 255);
 | 
			
		||||
		visibility += sampleLight(
 | 
			
		||||
			p,
 | 
			
		||||
			n,
 | 
			
		||||
			lightsArray[li * 3].xyz, // lp
 | 
			
		||||
			lightsArray[li * 3 + 1].xyz // lightCol
 | 
			
		||||
			#ifdef _ShadowMap
 | 
			
		||||
				// light index, shadow bias, cast_shadows
 | 
			
		||||
				, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, false
 | 
			
		||||
			#endif
 | 
			
		||||
			#ifdef _Spot
 | 
			
		||||
			, lightsArray[li * 3 + 2].y != 0.0
 | 
			
		||||
			, lightsArray[li * 3 + 2].y // spot size (cutoff)
 | 
			
		||||
			, lightsArraySpot[li * 2].w // spot blend (exponent)
 | 
			
		||||
			, lightsArraySpot[li * 2].xyz // spotDir
 | 
			
		||||
			, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale
 | 
			
		||||
			, lightsArraySpot[li * 2 + 1].xyz // right
 | 
			
		||||
			#endif
 | 
			
		||||
		);
 | 
			
		||||
	}
 | 
			
		||||
#endif // _Clusters
 | 
			
		||||
	return visibility;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void main() {
 | 
			
		||||
	fragColor = 0;
 | 
			
		||||
	vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
 | 
			
		||||
	float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
 | 
			
		||||
vec3 getWorldPos(vec2 uv, float depth) {
 | 
			
		||||
    vec4 pos = invVP * vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
 | 
			
		||||
    return pos.xyz / pos.w;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
vec3 getNormal(vec2 uv) {
 | 
			
		||||
    vec4 g0 = textureLod(gbuffer0, uv, 0.0);
 | 
			
		||||
    vec2 enc = g0.rg;
 | 
			
		||||
    vec3 n;
 | 
			
		||||
    n.z = 1.0 - abs(enc.x) - abs(enc.y);
 | 
			
		||||
    n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
 | 
			
		||||
	n = normalize(V3 * n);
 | 
			
		||||
 | 
			
		||||
	vpos = getPosView(viewRay, d, cameraProj);
 | 
			
		||||
 | 
			
		||||
	rayCast(n);
 | 
			
		||||
	vec3 o1 = normalize(tangent(n));
 | 
			
		||||
	vec3 o2 = (cross(o1, n));
 | 
			
		||||
	vec3 c1 = 0.5f * (o1 + o2);
 | 
			
		||||
	vec3 c2 = 0.5f * (o1 - o2);
 | 
			
		||||
	rayCast(mix(n, o1, angleMix));
 | 
			
		||||
	rayCast(mix(n, o2, angleMix));
 | 
			
		||||
	rayCast(mix(n, -c1, angleMix));
 | 
			
		||||
	rayCast(mix(n, -c2, angleMix));
 | 
			
		||||
 | 
			
		||||
	#ifdef _SSGICone9
 | 
			
		||||
	rayCast(mix(n, -o1, angleMix));
 | 
			
		||||
	rayCast(mix(n, -o2, angleMix));
 | 
			
		||||
	rayCast(mix(n, c1, angleMix));
 | 
			
		||||
	rayCast(mix(n, c2, angleMix));
 | 
			
		||||
	#endif
 | 
			
		||||
    return normalize(n);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
vec3 calculateIndirectLight(vec2 uv, vec3 pos, vec3 normal, float depth) {
 | 
			
		||||
    // Simplified visibility - replace with your full visibility function if needed
 | 
			
		||||
    vec3 sampleColor = textureLod(gbuffer1, uv, 0.0).rgb * getVisibility(pos, normal, depth, uv);
 | 
			
		||||
 | 
			
		||||
	#ifdef _EmissionShadeless
 | 
			
		||||
		if (matid == 1) { // pure emissive material, color stored in basecol
 | 
			
		||||
			sampleColor += textureLod(gbuffer1, uv, 0.0).rgb;
 | 
			
		||||
		}
 | 
			
		||||
	#endif
 | 
			
		||||
	#ifdef _EmissionShaded
 | 
			
		||||
		#ifdef _EmissionShadeless
 | 
			
		||||
		else {
 | 
			
		||||
		#endif
 | 
			
		||||
			vec3 sampleEmission = textureLod(gbufferEmission, uv, 0.0).rgb;
 | 
			
		||||
			sampleColor += sampleEmission; // Emission should be added directly
 | 
			
		||||
		#ifdef _EmissionShadeless
 | 
			
		||||
		}
 | 
			
		||||
		#endif
 | 
			
		||||
	#endif
 | 
			
		||||
 | 
			
		||||
	return sampleColor;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Improved sampling parameters
 | 
			
		||||
const float GOLDEN_ANGLE = 2.39996323;
 | 
			
		||||
const float MAX_DEPTH_DIFFERENCE = 0.9; // More conservative depth threshold
 | 
			
		||||
const float SAMPLE_BIAS = 0.01; // Small offset to avoid self-occlusion
 | 
			
		||||
 | 
			
		||||
void main() {
 | 
			
		||||
    float depth = textureLod(gbufferD, texCoord, 0.0).r;
 | 
			
		||||
    if (depth >= 1.0) {
 | 
			
		||||
        fragColor = vec3(0.0);
 | 
			
		||||
        return;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
	vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
 | 
			
		||||
	unpackFloatInt16(g0.a, metallic, matid);
 | 
			
		||||
 | 
			
		||||
	vec2 velocity = -textureLod(sveloc, texCoord, 0.0).rg;
 | 
			
		||||
 | 
			
		||||
	vec3 n;
 | 
			
		||||
	n.z = 1.0 - abs(g0.x) - abs(g0.y);
 | 
			
		||||
	n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
 | 
			
		||||
	n = normalize(n);
 | 
			
		||||
 | 
			
		||||
    vec3 pos = getWorldPos(texCoord, depth);
 | 
			
		||||
    vec3 normal = getNormal(texCoord);
 | 
			
		||||
    vec3 centerColor = textureLod(gbuffer1, texCoord, 0.0).rgb;
 | 
			
		||||
 | 
			
		||||
    float radius = ssaoRadius;
 | 
			
		||||
 | 
			
		||||
    vec3 gi = vec3(0.0);
 | 
			
		||||
    float totalWeight = 0.0;
 | 
			
		||||
    float angle = fract(sin(dot(texCoord, vec2(12.9898, 78.233))) * 100.0);
 | 
			
		||||
 | 
			
		||||
	for (int i = 0; i < ssgiSamples; i++) {
 | 
			
		||||
		// Use quasi-random sequence for better coverage
 | 
			
		||||
		float r = sqrt((float(i) + 0.5) / float(ssgiSamples)) * radius;
 | 
			
		||||
		float a = (float(i) * GOLDEN_ANGLE) + angle;
 | 
			
		||||
 | 
			
		||||
		vec2 offset = vec2(cos(a), sin(a)) * r * radius;
 | 
			
		||||
		vec2 sampleUV = clamp(texCoord + offset * (BayerMatrix8[int(gl_FragCoord.x + velocity.x) % 8][int(gl_FragCoord.y + velocity.y) % 8] - 0.5) / screenSize, vec2(0.001), vec2(0.999));
 | 
			
		||||
 | 
			
		||||
		float sampleDepth = textureLod(gbufferD, sampleUV, 0.0).r;
 | 
			
		||||
		if (sampleDepth >= 1.0) continue;
 | 
			
		||||
 | 
			
		||||
		vec3 samplePos = getWorldPos(sampleUV, sampleDepth);
 | 
			
		||||
		vec3 sampleNormal = getNormal(sampleUV);
 | 
			
		||||
 | 
			
		||||
		// Apply small bias to sample position to avoid self-occlusion
 | 
			
		||||
		samplePos += sampleNormal * SAMPLE_BIAS;
 | 
			
		||||
 | 
			
		||||
		vec3 dir = pos - samplePos;
 | 
			
		||||
		float dist = length(dir);
 | 
			
		||||
 | 
			
		||||
		if (abs(pos.z - samplePos.z) > MAX_DEPTH_DIFFERENCE) continue;;
 | 
			
		||||
 | 
			
		||||
		vec3 sampleColor = calculateIndirectLight(sampleUV, samplePos, sampleNormal, sampleDepth);
 | 
			
		||||
		float weight = 1.0 / (1.0 + dist * dist * 2.0) * max(dot(sampleNormal, n), 0.0);
 | 
			
		||||
 | 
			
		||||
		gi += sampleColor * weight;
 | 
			
		||||
		totalWeight += weight;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
    // Normalize and apply intensity
 | 
			
		||||
    if (totalWeight > 0.0) {
 | 
			
		||||
        gi /= totalWeight;
 | 
			
		||||
        #ifdef _CPostprocess
 | 
			
		||||
            gi *= PPComp12.x;
 | 
			
		||||
        #else
 | 
			
		||||
            gi *= ssaoStrength;
 | 
			
		||||
        #endif
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
	#ifdef _EmissionShadeless
 | 
			
		||||
		if (matid == 1) { // pure emissive material, color stored in basecol
 | 
			
		||||
			gi += textureLod(gbuffer1, texCoord, 0.0).rgb;
 | 
			
		||||
		}
 | 
			
		||||
	#endif
 | 
			
		||||
	#ifdef _EmissionShaded
 | 
			
		||||
		#ifdef _EmissionShadeless
 | 
			
		||||
		else {
 | 
			
		||||
		#endif
 | 
			
		||||
			gi += textureLod(gbufferEmission, texCoord, 0.0).rgb;
 | 
			
		||||
		#ifdef _EmissionShadeless
 | 
			
		||||
		}
 | 
			
		||||
		#endif
 | 
			
		||||
	#endif
 | 
			
		||||
	fragColor = gi / (gi + vec3(1.0)); // Reinhard tone mapping
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
		Reference in New Issue
	
	Block a user