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- #[compute]
- #version 450
- #VERSION_DEFINES
- layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
- #define NO_CHILDREN 0xFFFFFFFF
- struct CellChildren {
- uint children[8];
- };
- layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
- CellChildren data[];
- }
- cell_children;
- struct CellData {
- uint position; // xyz 10 bits
- uint albedo; //rgb albedo
- uint emission; //rgb normalized with e as multiplier
- uint normal; //RGB normal encoded
- };
- layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
- CellData data[];
- }
- cell_data;
- #define LIGHT_TYPE_DIRECTIONAL 0
- #define LIGHT_TYPE_OMNI 1
- #define LIGHT_TYPE_SPOT 2
- #ifdef MODE_COMPUTE_LIGHT
- struct Light {
- uint type;
- float energy;
- float radius;
- float attenuation;
- vec3 color;
- float cos_spot_angle;
- vec3 position;
- float inv_spot_attenuation;
- vec3 direction;
- bool has_shadow;
- };
- layout(set = 0, binding = 3, std140) uniform Lights {
- Light data[MAX_LIGHTS];
- }
- lights;
- #endif
- layout(push_constant, std430) uniform Params {
- ivec3 limits;
- uint stack_size;
- float emission_scale;
- float propagation;
- float dynamic_range;
- uint light_count;
- uint cell_offset;
- uint cell_count;
- uint pad[2];
- }
- params;
- layout(set = 0, binding = 4, std140) uniform Outputs {
- vec4 data[];
- }
- output;
- #ifdef MODE_COMPUTE_LIGHT
- uint raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
- uint result = NO_CHILDREN;
- ivec3 size = ivec3(max(max(params.limits.x, params.limits.y), params.limits.z));
- while (distance > -distance_adv) { //use this to avoid precision errors
- uint cell = 0;
- ivec3 pos = ivec3(from);
- if (all(greaterThanEqual(pos, ivec3(0))) && all(lessThan(pos, size))) {
- ivec3 ofs = ivec3(0);
- ivec3 half_size = size / 2;
- for (int i = 0; i < params.stack_size - 1; i++) {
- bvec3 greater = greaterThanEqual(pos, ofs + half_size);
- ofs += mix(ivec3(0), half_size, greater);
- uint child = 0; //wonder if this can be done faster
- if (greater.x) {
- child |= 1;
- }
- if (greater.y) {
- child |= 2;
- }
- if (greater.z) {
- child |= 4;
- }
- cell = cell_children.data[cell].children[child];
- if (cell == NO_CHILDREN) {
- break;
- }
- half_size >>= ivec3(1);
- }
- if (cell != NO_CHILDREN) {
- return cell; //found cell!
- }
- }
- from += direction * distance_adv;
- distance -= distance_adv;
- }
- return NO_CHILDREN;
- }
- bool compute_light_vector(uint light, uint cell, vec3 pos, out float attenuation, out vec3 light_pos) {
- if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
- light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
- attenuation = 1.0;
- } else {
- light_pos = lights.data[light].position;
- float distance = length(pos - light_pos);
- if (distance >= lights.data[light].radius) {
- return false;
- }
- attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation);
- if (lights.data[light].type == LIGHT_TYPE_SPOT) {
- vec3 rel = normalize(pos - light_pos);
- float cos_spot_angle = lights.data[light].cos_spot_angle;
- float cos_angle = dot(rel, lights.data[light].direction);
- if (cos_angle < cos_spot_angle) {
- return false;
- }
- float scos = max(cos_angle, cos_spot_angle);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle));
- attenuation *= 1.0 - pow(spot_rim, lights.data[light].inv_spot_attenuation);
- }
- }
- return true;
- }
- float get_normal_advance(vec3 p_normal) {
- vec3 normal = p_normal;
- vec3 unorm = abs(normal);
- if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
- // x code
- unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
- } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
- // y code
- unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
- } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
- // z code
- unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
- } else {
- // oh-no we messed up code
- // has to be
- unorm = vec3(1.0, 0.0, 0.0);
- }
- return 1.0 / dot(normal, unorm);
- }
- #endif
- void main() {
- uint cell_index = gl_GlobalInvocationID.x;
- if (cell_index >= params.cell_count) {
- return;
- }
- cell_index += params.cell_offset;
- uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21);
- vec4 albedo = unpackUnorm4x8(cell_data.data[cell_index].albedo);
- #ifdef MODE_COMPUTE_LIGHT
- vec3 pos = vec3(posu) + vec3(0.5);
- vec3 emission = vec3(ivec3(cell_data.data[cell_index].emission & 0x3FF, (cell_data.data[cell_index].emission >> 10) & 0x7FF, cell_data.data[cell_index].emission >> 21)) * params.emission_scale;
- vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
- vec3 accum = vec3(0.0);
- for (uint i = 0; i < params.light_count; i++) {
- float attenuation;
- vec3 light_pos;
- if (!compute_light_vector(i, cell_index, pos, attenuation, light_pos)) {
- continue;
- }
- vec3 light_dir = pos - light_pos;
- float distance = length(light_dir);
- light_dir = normalize(light_dir);
- if (length(normal.xyz) > 0.2 && dot(normal.xyz, light_dir) >= 0) {
- continue; //not facing the light
- }
- if (lights.data[i].has_shadow) {
- float distance_adv = get_normal_advance(light_dir);
- distance += distance_adv - mod(distance, distance_adv); //make it reach the center of the box always
- vec3 from = pos - light_dir * distance; //approximate
- from -= sign(light_dir) * 0.45; //go near the edge towards the light direction to avoid self occlusion
- uint result = raymarch(distance, distance_adv, from, light_dir);
- if (result != cell_index) {
- continue; //was occluded
- }
- }
- vec3 light = lights.data[i].color * albedo.rgb * attenuation * lights.data[i].energy;
- if (length(normal.xyz) > 0.2) {
- accum += max(0.0, dot(normal.xyz, -light_dir)) * light + emission;
- } else {
- //all directions
- accum += light + emission;
- }
- }
- output.data[cell_index] = vec4(accum, 0.0);
- #endif //MODE_COMPUTE_LIGHT
- #ifdef MODE_UPDATE_MIPMAPS
- {
- vec3 light_accum = vec3(0.0);
- float count = 0.0;
- for (uint i = 0; i < 8; i++) {
- uint child_index = cell_children.data[cell_index].children[i];
- if (child_index == NO_CHILDREN) {
- continue;
- }
- light_accum += output.data[child_index].rgb;
- count += 1.0;
- }
- float divisor = mix(8.0, count, params.propagation);
- output.data[cell_index] = vec4(light_accum / divisor, 0.0);
- }
- #endif
- #ifdef MODE_WRITE_TEXTURE
- {
- }
- #endif
- }
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