123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186 |
- #[compute]
- #version 450
- #VERSION_DEFINES
- layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
- #define MAX_CASCADES 8
- layout(set = 0, binding = 1) uniform texture3D sdf_cascades[MAX_CASCADES];
- layout(set = 0, binding = 2) uniform texture3D light_cascades[MAX_CASCADES];
- layout(set = 0, binding = 3) uniform texture3D aniso0_cascades[MAX_CASCADES];
- layout(set = 0, binding = 4) uniform texture3D aniso1_cascades[MAX_CASCADES];
- layout(set = 0, binding = 5) uniform texture3D occlusion_texture;
- layout(set = 0, binding = 8) uniform sampler linear_sampler;
- struct CascadeData {
- vec3 offset; //offset of (0,0,0) in world coordinates
- float to_cell; // 1/bounds * grid_size
- ivec3 probe_world_offset;
- uint pad;
- vec4 pad2;
- };
- layout(set = 0, binding = 9, std140) uniform Cascades {
- CascadeData data[MAX_CASCADES];
- }
- cascades;
- layout(rgba16f, set = 0, binding = 10) uniform restrict writeonly image2D screen_buffer;
- layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture;
- layout(push_constant, std430) uniform Params {
- vec3 grid_size;
- uint max_cascades;
- ivec2 screen_size;
- float y_mult;
- float z_near;
- mat3x4 inv_projection;
- // We pack these more tightly than mat3 and vec3, which will require some reconstruction trickery.
- float cam_basis[3][3];
- float cam_origin[3];
- }
- params;
- vec3 linear_to_srgb(vec3 color) {
- //if going to srgb, clamp from 0 to 1.
- color = clamp(color, vec3(0.0), vec3(1.0));
- const vec3 a = vec3(0.055f);
- return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
- }
- vec2 octahedron_wrap(vec2 v) {
- vec2 signVal;
- signVal.x = v.x >= 0.0 ? 1.0 : -1.0;
- signVal.y = v.y >= 0.0 ? 1.0 : -1.0;
- return (1.0 - abs(v.yx)) * signVal;
- }
- vec2 octahedron_encode(vec3 n) {
- // https://twitter.com/Stubbesaurus/status/937994790553227264
- n /= (abs(n.x) + abs(n.y) + abs(n.z));
- n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);
- n.xy = n.xy * 0.5 + 0.5;
- return n.xy;
- }
- void main() {
- // Pixel being shaded
- ivec2 screen_pos = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(screen_pos, params.screen_size))) { //too large, do nothing
- return;
- }
- vec3 ray_pos;
- vec3 ray_dir;
- {
- ray_pos = vec3(params.cam_origin[0], params.cam_origin[1], params.cam_origin[2]);
- ray_dir.xy = ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0);
- ray_dir.z = params.z_near;
- ray_dir = (vec4(ray_dir, 1.0) * mat4(params.inv_projection)).xyz;
- mat3 cam_basis;
- {
- vec3 c0 = vec3(params.cam_basis[0][0], params.cam_basis[0][1], params.cam_basis[0][2]);
- vec3 c1 = vec3(params.cam_basis[1][0], params.cam_basis[1][1], params.cam_basis[1][2]);
- vec3 c2 = vec3(params.cam_basis[2][0], params.cam_basis[2][1], params.cam_basis[2][2]);
- cam_basis = mat3(c0, c1, c2);
- }
- ray_dir = normalize(cam_basis * ray_dir);
- }
- ray_pos.y *= params.y_mult;
- ray_dir.y *= params.y_mult;
- ray_dir = normalize(ray_dir);
- vec3 pos_to_uvw = 1.0 / params.grid_size;
- vec3 light = vec3(0.0);
- float blend = 0.0;
- #if 1
- // No interpolation
- vec3 inv_dir = 1.0 / ray_dir;
- float rough = 0.5;
- bool hit = false;
- for (uint i = 0; i < params.max_cascades; i++) {
- //convert to local bounds
- vec3 pos = ray_pos - cascades.data[i].offset;
- pos *= cascades.data[i].to_cell;
- // Should never happen for debug, since we start mostly at the bounds center,
- // but add anyway.
- //if (any(lessThan(pos,vec3(0.0))) || any(greaterThanEqual(pos,params.grid_size))) {
- // continue; //already past bounds for this cascade, goto next
- //}
- //find maximum advance distance (until reaching bounds)
- vec3 t0 = -pos * inv_dir;
- vec3 t1 = (params.grid_size - pos) * inv_dir;
- vec3 tmax = max(t0, t1);
- float max_advance = min(tmax.x, min(tmax.y, tmax.z));
- float advance = 0.0;
- vec3 uvw;
- hit = false;
- while (advance < max_advance) {
- //read how much to advance from SDF
- uvw = (pos + ray_dir * advance) * pos_to_uvw;
- float distance = texture(sampler3D(sdf_cascades[i], linear_sampler), uvw).r * 255.0 - 1.7;
- if (distance < 0.001) {
- //consider hit
- hit = true;
- break;
- }
- advance += distance;
- }
- if (!hit) {
- pos += ray_dir * min(advance, max_advance);
- pos /= cascades.data[i].to_cell;
- pos += cascades.data[i].offset;
- ray_pos = pos;
- continue;
- }
- //compute albedo, emission and normal at hit point
- const float EPSILON = 0.001;
- vec3 hit_normal = normalize(vec3(
- texture(sampler3D(sdf_cascades[i], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[i], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
- texture(sampler3D(sdf_cascades[i], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[i], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
- texture(sampler3D(sdf_cascades[i], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[i], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
- vec3 hit_light = texture(sampler3D(light_cascades[i], linear_sampler), uvw).rgb;
- vec4 aniso0 = texture(sampler3D(aniso0_cascades[i], linear_sampler), uvw);
- vec3 hit_aniso0 = aniso0.rgb;
- vec3 hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[i], linear_sampler), uvw).rg);
- hit_light *= (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
- light = hit_light;
- break;
- }
- #endif
- imageStore(screen_buffer, screen_pos, vec4(linear_to_srgb(light), 1.0));
- }
|