75 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			75 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
/*
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Copyright (c) 2024 Turánszki János
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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 */
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#version 450
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#include "compiled.inc"
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uniform layout(r16f) image3D input_sdf;
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uniform layout(r16f) image3D output_sdf;
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uniform float jump_size;
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uniform int clipmapLevel;
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uniform float clipmaps[voxelgiClipmapCount * 10];
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layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
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void main()
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{
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	int res = voxelgiResolution.x;
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	int clipmap_start = clipmapLevel * res;
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	int clipmap_end = clipmap_start + res;
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	ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
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	src.y += clipmap_start;
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	ivec3 dst = src;
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	float voxelSize = clipmaps[int(clipmapLevel * 10)];
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	float best_distance = imageLoad(input_sdf, src).r;
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	for (int x = -1; x <= 1; ++x)
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	{
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		for (int y = -1; y <= 1; ++y)
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		{
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			for (int z = -1; z <= 1; ++z)
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			{
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				ivec3 offset = ivec3(x, y, z) * int(jump_size);
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				ivec3 pixel = src + offset;
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				if (
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					pixel.x >= 0 && pixel.x < res &&
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					pixel.y >= clipmap_start && pixel.y < clipmap_end &&
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					pixel.z >= 0 && pixel.z < res
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					)
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				{
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					float sdf = imageLoad(input_sdf, pixel).r;
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					float dist = sdf + length(vec3(offset) * voxelSize);
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					if (dist < best_distance)
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					{
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						best_distance = dist;
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					}
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				}
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			}
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		}
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	}
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	imageStore(output_sdf, dst, vec4(best_distance));
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}
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