/* Copyright (c) 2024 Turánszki János Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #version 450 #include "compiled.inc" #include "std/math.glsl" #include "std/gbuffer.glsl" #include "std/shadows.glsl" #include "std/imageatomic.glsl" #include "std/conetrace.glsl" #include "std/brdf.glsl" #ifdef _VoxelGI uniform vec3 lightPos; uniform vec3 lightColor; uniform int lightType; uniform vec3 lightDir; uniform vec2 spotData; #ifdef _ShadowMap uniform int lightShadow; uniform vec2 lightProj; uniform float shadowsBias; uniform mat4 LVP; #endif uniform sampler3D voxelsSampler; uniform layout(r32ui) uimage3D voxels; uniform layout(r32ui) uimage3D voxelsLight; uniform layout(rgba8) image3D voxelsB; uniform layout(rgba8) image3D voxelsOut; uniform layout(r16) image3D SDF; #else #ifdef _VoxelAOvar #ifdef _VoxelShadow uniform layout(r16) image3D SDF; #endif uniform layout(r32ui) uimage3D voxels; uniform layout(r16) image3D voxelsB; uniform layout(r16) image3D voxelsOut; #endif #endif uniform int clipmapLevel; uniform float clipmaps[voxelgiClipmapCount * 10]; layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in; void main() { int res = voxelgiResolution.x; #ifdef _VoxelGI float sdf = float(clipmaps[int(clipmapLevel * 10)]) * 2.0 * res; #else #ifdef _VoxelShadow float sdf = float(clipmaps[int(clipmapLevel * 10)]) * 2.0 * res; #endif #endif ivec3 src = ivec3(gl_GlobalInvocationID.xyz); #ifdef _VoxelGI vec3 light = vec3(0.0); light.r = float(imageLoad(voxelsLight, src)) / 255; light.g = float(imageLoad(voxelsLight, src + ivec3(0, 0, voxelgiResolution.x))) / 255; light.b = float(imageLoad(voxelsLight, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255; light /= 3; #endif for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++) { #ifdef _VoxelGI vec4 aniso_colors[6]; #else float aniso_colors[6]; #endif src = ivec3(gl_GlobalInvocationID.xyz); src.x += i * res; ivec3 dst = src; dst.y += clipmapLevel * res; #ifdef _VoxelGI vec4 radiance = vec4(0.0); vec4 bounce = vec4(0.0); #else float opac = 0.0; #endif if (i < 6) { #ifdef _VoxelGI 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 /= 4; 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 /= 3; vec3 N = vec3(0.0); 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 /= 2; vec3 wnormal = decode_oct(N.rg * 2 - 1); 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 /= 3; envl *= 100; //clipmap to world 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(wposition, wnormal, voxelsSampler, clipmaps); vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a); radiance.rgb *= light + indirect; radiance.rgb += emission.rgb; #else opac = float(imageLoad(voxels, src)) / 255; #endif #ifdef _VoxelGI if (radiance.a > 0) #else if (opac > 0) #endif { if (any(notEqual(vec3(clipmaps[clipmapLevel * 10 + 7], clipmaps[clipmapLevel * 10 + 8], clipmaps[clipmapLevel * 10 + 9]), vec3(0.0)))) { ivec3 coords = ivec3(dst - vec3(clipmaps[clipmapLevel * 10 + 7], clipmaps[clipmapLevel * 10 + 8], clipmaps[clipmapLevel * 10 + 9])); int aniso_face_start_x = i * res; int aniso_face_end_x = aniso_face_start_x + res; int clipmap_face_start_y = clipmapLevel * res; int clipmap_face_end_y = clipmap_face_start_y + res; if ( coords.x >= aniso_face_start_x && coords.x < aniso_face_end_x && coords.y >= clipmap_face_start_y && coords.y < clipmap_face_end_y && coords.z >= 0 && coords.z < res ) #ifdef _VoxelGI radiance = mix(imageLoad(voxelsB, dst), radiance, 0.5); #else opac = mix(imageLoad(voxelsB, dst).r, opac, 0.5); #endif } else #ifdef _VoxelGI radiance = mix(imageLoad(voxelsB, dst), radiance, 0.5); #else opac = mix(imageLoad(voxelsB, dst).r, opac, 0.5); #endif } else #ifdef _VoxelGI radiance = vec4(0.0); #else opac = 0.0; #endif #ifdef _VoxelGI aniso_colors[i] = radiance; if (radiance.a > 0) sdf = 0.0; #else aniso_colors[i] = opac; #ifdef _VoxelShadow if (opac > 0) sdf = 0.0; #endif #endif } else { // precompute cone sampling: vec3 coneDirection = DIFFUSE_CONE_DIRECTIONS[i - 6]; vec3 aniso_direction = -coneDirection; uvec3 face_offsets = uvec3( aniso_direction.x > 0 ? 0 : 1, aniso_direction.y > 0 ? 2 : 3, aniso_direction.z > 0 ? 4 : 5 ); vec3 direction_weights = abs(coneDirection); #ifdef _VoxelGI 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 ; 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 ; opac = sam; #endif } #ifdef _VoxelGI imageStore(voxelsOut, dst, radiance); #else imageStore(voxelsOut, dst, vec4(opac)); #endif } #ifdef _VoxelGI ivec3 dst_sdf = ivec3(gl_GlobalInvocationID.xyz); dst_sdf.y += clipmapLevel * res; imageStore(SDF, dst_sdf, vec4(sdf)); #else #ifdef _VoxelShadow ivec3 dst_sdf = ivec3(gl_GlobalInvocationID.xyz); dst_sdf.y += clipmapLevel * res; imageStore(SDF, dst_sdf, vec4(sdf)); #endif #endif }