Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl

This commit is contained in:
Onek8 2025-05-30 19:19:33 +00:00
parent 6ad615a961
commit c4378be891

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@ -35,28 +35,26 @@ uniform vec3 lightColor;
uniform int lightType;
uniform vec3 lightDir;
uniform vec2 spotData;
uniform float envmapStrength;
#ifdef _ShadowMap
uniform int lightShadow;
uniform vec2 lightProj;
uniform float shadowsBias;
uniform mat4 LVP;
#endif
uniform float envmapStrength;
uniform sampler3D voxelsSampler;
uniform layout(r32ui) uimage3D voxels;
uniform layout(r32ui) uimage3D voxelsLight;
uniform layout(rgba16f) image3D voxelsB;
uniform layout(rgba16f) image3D voxelsOut;
uniform layout(r16f) image3D SDF;
uniform layout(r8) image3D SDF;
#else
#ifdef _VoxelAOvar
#ifdef _VoxelShadow
uniform layout(r16f) image3D SDF;
uniform layout(r8) image3D SDF;
#endif
uniform layout(r32ui) uimage3D voxels;
uniform layout(r16f) image3D voxelsB;
uniform layout(r16f) image3D voxelsOut;
uniform layout(r8) image3D voxelsB;
uniform layout(r8) image3D voxelsOut;
#endif
#endif
@ -76,6 +74,9 @@ void main() {
#endif
#endif
mat3 TBN = mat3(1.0);
vec3 avgNormal = vec3(0.0);
for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
{
#ifdef _VoxelGI
@ -100,45 +101,46 @@ void main() {
int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 15)));
if (count > 0) {
vec4 basecol = vec4(0.0);
basecol.r = float(imageLoad(voxels, src)) / 1024;
basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 1024;
basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 1024;
basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 1024;
basecol.r = float(imageLoad(voxels, src)) / 255;
basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
basecol /= count;
vec3 emission = vec3(0.0);
emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 1024;
emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 1024;
emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 1024;
emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
emission /= count;
// Retrieve encoded normal (stored in 8-bit format)
vec3 N = vec3(0.0);
N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 1024.0;
N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 1024.0;
N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255;
N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
N /= count;
// Decode octahedral normal
N = decode_oct(N.rg * 2.0 - 1.0);
avgNormal += N;
if (i == 5)
TBN = makeTangentBasis(normalize(avgNormal));
vec3 envl = vec3(0.0);
envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 1024;
envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 1024;
envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 1024;
envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
envl /= count;
envl *= envmapStrength;
vec3 light = vec3(0.0);
light.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 12))) / 1024;
light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 1024;
light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 1024;
light.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 12))) / 255;
light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 255;
light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 255;
light /= count;
//clipmap to world
vec3 P = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
P = P * 2.0 - 1.0;
P *= float(clipmaps[int(clipmapLevel * 10)]);
P *= voxelgiResolution.x;
P += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
wposition = wposition * 2.0 - 1.0;
wposition *= float(clipmaps[int(clipmapLevel * 10)]);
wposition *= voxelgiResolution.x;
wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
radiance = basecol;
vec4 trace = traceDiffuse(P, N, voxelsSampler, clipmaps);
vec4 trace = traceDiffuse(wposition, N, voxelsSampler, clipmaps);
vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
radiance.rgb *= light + indirect;
radiance.rgb += emission.rgb;
@ -146,7 +148,7 @@ void main() {
#else
int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x)));
if (count > 0) {
opac = float(imageLoad(voxels, src)) / 1024;
opac = float(imageLoad(voxels, src)) / 255;
opac /= count;
}
#endif
@ -202,7 +204,7 @@ void main() {
}
else {
// precompute cone sampling:
vec3 coneDirection = DIFFUSE_CONE_DIRECTIONS[i - 6];
vec3 coneDirection = TBN * DIFFUSE_CONE_DIRECTIONS[i - 6];
vec3 aniso_direction = -coneDirection;
uvec3 face_offsets = uvec3(
aniso_direction.x > 0 ? 0 : 1,
@ -214,13 +216,15 @@ void main() {
vec4 sam =
aniso_colors[face_offsets.x] * direction_weights.x +
aniso_colors[face_offsets.y] * direction_weights.y +
aniso_colors[face_offsets.z] * direction_weights.z;
aniso_colors[face_offsets.z] * direction_weights.z
;
radiance = sam;
#else
float sam =
aniso_colors[face_offsets.x] * direction_weights.x +
aniso_colors[face_offsets.y] * direction_weights.y +
aniso_colors[face_offsets.z] * direction_weights.z;
aniso_colors[face_offsets.z] * direction_weights.z
;
opac = sam;
#endif
}