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78
leenkx/Shaders/voxel_offsetprev/voxel_offsetprev.comp.glsl
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78
leenkx/Shaders/voxel_offsetprev/voxel_offsetprev.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 = 8) 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/voxels_constants.glsl"
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#ifdef _VoxelGI
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uniform layout(rgba8) image3D voxelsB;
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uniform layout(rgba8) image3D voxelsOut;
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#else
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uniform layout(r16) image3D voxelsB;
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uniform layout(r16) image3D voxelsOut;
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#endif
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uniform int clipmapLevel;
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uniform float voxelBlend;
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uniform float clipmaps[voxelgiClipmapCount * 10];
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void main() {
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const int res = voxelgiResolution.x;
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ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
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src.y += clipmapLevel * res;
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for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
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{
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vec4 col = vec4(0.0);
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ivec3 dst = src;
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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))))
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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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col = imageLoad(voxelsB, coords);
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else
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col = vec4(0.0);
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}
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else
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col = imageLoad(voxelsB, dst);
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imageStore(voxelsOut, dst, col);
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}
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}
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