forked from LeenkxTeam/LNXSDK
Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl
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2df86850f8
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@ -100,33 +100,33 @@ void main() {
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int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 15)));
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if (count > 0) {
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vec4 basecol = vec4(0.0);
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basecol.r = float(imageLoad(voxels, src)) / 255;
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basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
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basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
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basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
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basecol.r = float(imageLoad(voxels, src)) / 1024;
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basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 1024;
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basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 1024;
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basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 1024;
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basecol /= count;
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vec3 emission = vec3(0.0);
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emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
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emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
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emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
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emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 1024;
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emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 1024;
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emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 1024;
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emission /= count;
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// Retrieve encoded normal (stored in 8-bit format)
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vec3 N = vec3(0.0);
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N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255.0;
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N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255.0;
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N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 1024.0;
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N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 1024.0;
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N /= count;
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// Decode octahedral normal
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N = decode_oct(N.rg * 2.0 - 1.0);
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vec3 envl = vec3(0.0);
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envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
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envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
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envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
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envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 1024;
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envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 1024;
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envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 1024;
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envl /= count;
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envl *= envmapStrength;
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vec3 light = vec3(0.0);
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light.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 12))) / 255;
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light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 255;
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light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 255;
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light.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 12))) / 1024;
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light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 1024;
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light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 1024;
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light /= count;
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@ -146,7 +146,7 @@ void main() {
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#else
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int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x)));
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if (count > 0) {
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opac = float(imageLoad(voxels, src)) / 255;
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opac = float(imageLoad(voxels, src)) / 1024;
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opac /= count;
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}
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#endif
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