249 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			249 lines
		
	
	
		
			7.8 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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#include "std/math.glsl"
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#include "std/gbuffer.glsl"
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#include "std/shadows.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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#ifdef _VoxelGI
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uniform vec3 lightPos;
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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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#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 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(rgba8) image3D voxelsB;
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uniform layout(rgba8) image3D voxelsOut;
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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(r8) image3D SDF;
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#endif
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uniform layout(r32ui) uimage3D voxels;
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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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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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	int res = voxelgiResolution.x;
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	#ifdef _VoxelGI
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	float sdf = float(clipmaps[int(clipmapLevel * 10)]) * 2.0 * res;
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	#else
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	#ifdef _VoxelShadow
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	float sdf = float(clipmaps[int(clipmapLevel * 10)]) * 2.0 * res;
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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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		vec4 aniso_colors[6];
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		#else
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		float aniso_colors[6];
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		#endif
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		ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
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		src.x += i * res;
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		ivec3 dst = src;
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		dst.y += clipmapLevel * res;
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		#ifdef _VoxelGI
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		vec4 radiance = vec4(0.0);
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		vec4 bounce = vec4(0.0);
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		#else
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		float opac = 0.0;
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		#endif
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		if (i < 6) {
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			#ifdef _VoxelGI
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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)) / 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))) / 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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				vec3 N = vec3(0.0);
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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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				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))) / 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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				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.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 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(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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			}
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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)) / 255;
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				opac /= count;
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			}
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			#endif
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			#ifdef _VoxelGI
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			if (radiance.a > 0)
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			#else
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			if (opac > 0)
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			#endif
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			{
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				if (any(notEqual(vec3(clipmaps[clipmapLevel * 10 + 7], clipmaps[clipmapLevel * 10 + 8], clipmaps[clipmapLevel * 10 + 9]), vec3(0.0))))
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				{
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					ivec3 coords = ivec3(dst - vec3(clipmaps[clipmapLevel * 10 + 7], clipmaps[clipmapLevel * 10 + 8], clipmaps[clipmapLevel * 10 + 9]));
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					int aniso_face_start_x = i * res;
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					int aniso_face_end_x = aniso_face_start_x + res;
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					int clipmap_face_start_y = clipmapLevel * res;
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					int clipmap_face_end_y = clipmap_face_start_y + res;
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					if (
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						coords.x >= aniso_face_start_x && coords.x < aniso_face_end_x &&
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						coords.y >= clipmap_face_start_y && coords.y < clipmap_face_end_y &&
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						coords.z >= 0 && coords.z < res
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					)
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						#ifdef _VoxelGI
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						radiance = mix(imageLoad(voxelsB, dst), radiance, 0.5);
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						#else
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						opac = mix(imageLoad(voxelsB, dst).r, opac, 0.5);
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						#endif
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				}
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				else
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					#ifdef _VoxelGI
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					radiance = mix(imageLoad(voxelsB, dst), radiance, 0.5);
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					#else
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					opac = mix(imageLoad(voxelsB, dst).r, opac, 0.5);
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					#endif
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			}
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			else
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				#ifdef _VoxelGI
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				radiance = vec4(0.0);
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				#else
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				opac = 0.0;
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				#endif
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			#ifdef _VoxelGI
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			aniso_colors[i] = radiance;
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			if (radiance.a > 0)
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				sdf = 0.0;
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			#else
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			aniso_colors[i] = opac;
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			#ifdef _VoxelShadow
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			if (opac > 0)
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				sdf = 0.0;
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			#endif
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			#endif
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		}
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		else {
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			// precompute cone sampling:
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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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				aniso_direction.y > 0 ? 2 : 3,
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				aniso_direction.z > 0 ? 4 : 5
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			);
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			vec3 direction_weights = abs(coneDirection);
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			#ifdef _VoxelGI
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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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				;
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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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				;
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			opac = sam;
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			#endif
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		}
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		#ifdef _VoxelGI
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		imageStore(voxelsOut, dst, radiance);
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		#else
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		imageStore(voxelsOut, dst, vec4(opac));
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		#endif
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	}
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	#ifdef _VoxelGI
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	ivec3 dst_sdf = ivec3(gl_GlobalInvocationID.xyz);
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	dst_sdf.y += clipmapLevel * res;
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	imageStore(SDF, dst_sdf, vec4(sdf));
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	#else
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	#ifdef _VoxelShadow
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	ivec3 dst_sdf = ivec3(gl_GlobalInvocationID.xyz);
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	dst_sdf.y += clipmapLevel * res;
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	imageStore(SDF, dst_sdf, vec4(sdf));
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	#endif
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	#endif
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}
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