forked from LeenkxTeam/LNXSDK
Update leenkx/Shaders/voxel_resolve_diffuse/voxel_resolve_diffuse.comp.glsl
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@ -29,19 +29,38 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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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(rgba16) image2D voxels_diffuse;
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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 vec2 cameraProj;
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uniform vec3 eye;
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uniform vec3 eyeLook;
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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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@ -50,16 +69,14 @@ void main() {
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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) return;
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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 v = vec4(x, y, 1.0, 1.0);
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v = vec4(InvVP * v);
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v.xyz /= v.w;
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vec3 viewRay = v.xyz - eye;
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vec3 P = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
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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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@ -67,7 +84,91 @@ void main() {
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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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vec4 color = traceDiffuse(P, n, voxels, clipmaps);
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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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imageStore(voxels_diffuse, ivec2(pixel), color);
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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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