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

This commit is contained in:
Onek8 2025-05-27 18:42:41 +00:00
parent 2df86850f8
commit df0e24c307

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@ -100,33 +100,33 @@ 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)) / 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.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 /= count;
vec3 emission = vec3(0.0);
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.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 /= 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))) / 255.0;
N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255.0;
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 /= count;
// Decode octahedral normal
N = decode_oct(N.rg * 2.0 - 1.0);
vec3 envl = vec3(0.0);
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.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 /= count;
envl *= envmapStrength;
vec3 light = vec3(0.0);
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.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 /= count;
@ -146,7 +146,7 @@ void main() {
#else
int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x)));
if (count > 0) {
opac = float(imageLoad(voxels, src)) / 255;
opac = float(imageLoad(voxels, src)) / 1024;
opac /= count;
}
#endif