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Delete leenkx/Shaders/voxel_resolve_refraction/voxel_resolve_refraction.comp.glsl
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/*
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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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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform sampler3D voxels;
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uniform sampler3D voxelsSDF;
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uniform sampler2D gbuffer_refraction;
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uniform layout(rgba8) image2D voxels_refraction;
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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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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) return;
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vec2 ior_opac = textureLod(gbuffer_refraction, uv, 0.0).xy;
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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 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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vec3 color = vec3(0.0);
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if(ior_opac.y < 1.0)
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color = traceRefraction(P, n, voxels, voxelsSDF, normalize(eye - P), ior_opac.x, g0.b, clipmaps, pixel).rgb;
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imageStore(voxels_refraction, ivec2(pixel), vec4(color, 1.0));
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}
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