175 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			175 lines
		
	
	
		
			4.5 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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layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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#include "compiled.inc"
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#include "std/math.glsl"
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#include "std/gbuffer.glsl"
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#include "std/imageatomic.glsl"
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#include "std/conetrace.glsl"
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#include "std/brdf.glsl"
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#include "std/shirr.glsl"
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uniform sampler3D voxels;
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform layout(rgba8) image2D voxels_diffuse;
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uniform float clipmaps[voxelgiClipmapCount * 10];
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uniform mat4 InvVP;
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uniform vec3 eye;
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uniform vec2 postprocess_resolution;
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uniform sampler2D gbuffer1;
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#ifdef _gbuffer2
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uniform sampler2D gbuffer2;
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#endif
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uniform float envmapStrength;
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#ifdef _Irr
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uniform float shirr[7 * 4];
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#endif
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#ifdef _Brdf
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uniform sampler2D senvmapBrdf;
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#endif
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#ifdef _Rad
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uniform sampler2D senvmapRadiance;
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uniform int envmapNumMipmaps;
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#endif
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#ifdef _EnvCol
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uniform vec3 backgroundCol;
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#endif
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void main() {
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	const vec2 pixel = gl_GlobalInvocationID.xy;
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	vec2 uv = (pixel + 0.5) / postprocess_resolution;
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	#ifdef _InvY
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	uv.y = 1.0 - uv.y;
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	#endif
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	float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
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	if (depth == 0.0) return;
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	float x = uv.x * 2 - 1;
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	float y = uv.y * 2 - 1;
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	vec4 clipPos = vec4(x, y, depth, 1.0);
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    vec4 worldPos = InvVP * clipPos;
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    vec3 P = worldPos.xyz / worldPos.w;
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	vec3 v = normalize(eye - P);
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	vec4 g0 = textureLod(gbuffer0, uv, 0.0);
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	vec3 n;
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	n.z = 1.0 - abs(g0.x) - abs(g0.y);
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	n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
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	n = normalize(n);
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	float roughness = g0.b;
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	float metallic;
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	uint matid;
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	unpackFloatInt16(g0.a, metallic, matid);
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	vec4 g1 = textureLod(gbuffer1, uv, 0.0); // Basecolor.rgb, spec/occ
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	vec2 occspec = unpackFloat2(g1.a);
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	vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
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	vec3 f0 = surfaceF0(g1.rgb, metallic);
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	float dotNV = max(dot(n, v), 0.0);
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#ifdef _gbuffer2
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	vec4 g2 = textureLod(gbuffer2, uv, 0.0);
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#endif
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#ifdef _MicroShadowing
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	occspec.x = mix(1.0, occspec.x, dotNV); // AO Fresnel
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#endif
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#ifdef _Brdf
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	vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
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	vec3 F = f0 * envBRDF.x + envBRDF.y;
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#endif
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	// Envmap
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#ifdef _Irr
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	vec4 shPacked[7];
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    for (int i = 0; i < 7; i++) {
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        int base = i * 4;
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        shPacked[i] = vec4(
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            shirr[base],
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            shirr[base + 1],
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            shirr[base + 2],
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            shirr[base + 3]
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        );
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    }
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	vec3 envl = shIrradiance(n, shPacked);
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	#ifdef _gbuffer2
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		if (g2.b < 0.5) {
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			envl = envl;
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		} else {
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			envl = vec3(0.0);
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		}
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	#endif
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	#ifdef _EnvTex
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		envl /= PI;
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	#endif
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#else
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	vec3 envl = vec3(0.0);
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#endif
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#ifdef _Rad
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	vec3 reflectionWorld = reflect(-v, n);
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	float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
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	vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
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#endif
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#ifdef _EnvLDR
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	envl.rgb = pow(envl.rgb, vec3(2.2));
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	#ifdef _Rad
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		prefilteredColor = pow(prefilteredColor, vec3(2.2));
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	#endif
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#endif
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	envl.rgb *= albedo;
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#ifdef _Brdf
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	envl.rgb *= 1.0 - F; //LV: We should take refracted light into account
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#endif
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#ifdef _Rad // Indirect specular
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	envl.rgb += prefilteredColor * F; //LV: Removed "1.5 * occspec.y". Specular should be weighted only by FV LUT
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#else
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	#ifdef _EnvCol
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	envl.rgb += backgroundCol * F; //LV: Eh, what's the point of weighting it only by F0?
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	#endif
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#endif
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	envl.rgb *= envmapStrength * occspec.x;
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	vec4 trace = traceDiffuse(P, n, voxels, clipmaps);
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	vec3 color = trace.rgb * albedo * (1.0 - F);
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	color += envl * (1.0 - trace.a);
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	imageStore(voxels_diffuse, ivec2(pixel), vec4(color, 1.0));
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}
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