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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 | 
					
						
							|  |  |  | of this software and associated documentation files (the "Software"), to deal | 
					
						
							|  |  |  | in the Software without restriction, including without limitation the rights | 
					
						
							|  |  |  | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | 
					
						
							|  |  |  | copies of the Software, and to permit persons to whom the Software is | 
					
						
							|  |  |  | 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 | 
					
						
							|  |  |  | 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 | 
					
						
							|  |  |  | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | 
					
						
							|  |  |  | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE | 
					
						
							|  |  |  | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | 
					
						
							|  |  |  | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | 
					
						
							|  |  |  | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | 
					
						
							|  |  |  | THE SOFTWARE. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | #version 450 | 
					
						
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							|  |  |  | layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in; | 
					
						
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							|  |  |  | #include "compiled.inc" | 
					
						
							|  |  |  | #include "std/math.glsl" | 
					
						
							|  |  |  | #include "std/gbuffer.glsl" | 
					
						
							|  |  |  | #include "std/imageatomic.glsl" | 
					
						
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										 |  |  | #include "std/constants.glsl" | 
					
						
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							|  |  |  | #ifdef _VoxelGI | 
					
						
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										 |  |  | uniform layout(rgba8) image3D voxelsB; | 
					
						
							|  |  |  | uniform layout(rgba8) image3D voxelsOut; | 
					
						
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										 |  |  | #else | 
					
						
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										 |  |  | uniform layout(r8) image3D voxelsB; | 
					
						
							|  |  |  | uniform layout(r8) image3D voxelsOut; | 
					
						
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										 |  |  | #endif | 
					
						
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							|  |  |  | uniform int clipmapLevel; | 
					
						
							|  |  |  | uniform float voxelBlend; | 
					
						
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							|  |  |  | uniform float clipmaps[voxelgiClipmapCount * 10]; | 
					
						
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							|  |  |  | void main() { | 
					
						
							|  |  |  | 	const int res = voxelgiResolution.x; | 
					
						
							|  |  |  | 	ivec3 src = ivec3(gl_GlobalInvocationID.xyz); | 
					
						
							|  |  |  | 	src.y += clipmapLevel * res; | 
					
						
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							|  |  |  | 	for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		vec4 col = vec4(0.0); | 
					
						
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							|  |  |  | 		ivec3 dst = src; | 
					
						
							|  |  |  | 		dst.x += i * res; | 
					
						
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							|  |  |  | 		if (any(notEqual(vec3(clipmaps[clipmapLevel * 10 + 7], clipmaps[clipmapLevel * 10 + 8], clipmaps[clipmapLevel * 10 + 9]), vec3(0.0)))) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			ivec3 coords = ivec3(dst - vec3(clipmaps[clipmapLevel * 10 + 7], clipmaps[clipmapLevel * 10 + 8], clipmaps[clipmapLevel * 10 + 9])); | 
					
						
							|  |  |  | 			int aniso_face_start_x = i * res; | 
					
						
							|  |  |  | 			int aniso_face_end_x = aniso_face_start_x + res; | 
					
						
							|  |  |  | 			int clipmap_face_start_y = clipmapLevel * res; | 
					
						
							|  |  |  | 			int clipmap_face_end_y = clipmap_face_start_y + res; | 
					
						
							|  |  |  | 			if ( | 
					
						
							|  |  |  | 				coords.x >= aniso_face_start_x && coords.x < aniso_face_end_x && | 
					
						
							|  |  |  | 				coords.y >= clipmap_face_start_y && coords.y < clipmap_face_end_y && | 
					
						
							|  |  |  | 				coords.z >= 0 && coords.z < res | 
					
						
							|  |  |  | 			) | 
					
						
							|  |  |  | 				col = imageLoad(voxelsB, coords); | 
					
						
							|  |  |  | 			else | 
					
						
							|  |  |  | 				col = vec4(0.0); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		else | 
					
						
							|  |  |  | 			col = imageLoad(voxelsB, dst); | 
					
						
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							|  |  |  | 		imageStore(voxelsOut, dst, col); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } |