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- #[vertex]
- #version 450
- #if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
- #extension GL_EXT_multiview : enable
- #endif
- #ifdef USE_MULTIVIEW
- #ifdef has_VK_KHR_multiview
- #define ViewIndex gl_ViewIndex
- #else // has_VK_KHR_multiview
- // !BAS! This needs to become an input once we implement our fallback!
- #define ViewIndex 0
- #endif // has_VK_KHR_multiview
- #else // USE_MULTIVIEW
- // Set to zero, not supported in non stereo
- #define ViewIndex 0
- #endif //USE_MULTIVIEW
- #VERSION_DEFINES
- #define MAX_CASCADES 8
- #define MAX_VIEWS 2
- layout(push_constant, std430) uniform Params {
- uint band_power;
- uint sections_in_band;
- uint band_mask;
- float section_arc;
- vec3 grid_size;
- uint cascade;
- uint pad;
- float y_mult;
- uint probe_debug_index;
- int probe_axis_size;
- }
- params;
- // https://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm
- vec3 get_sphere_vertex(uint p_vertex_id) {
- float x_angle = float(p_vertex_id & 1u) + (p_vertex_id >> params.band_power);
- float y_angle =
- float((p_vertex_id & params.band_mask) >> 1) + ((p_vertex_id >> params.band_power) * params.sections_in_band);
- x_angle *= params.section_arc * 0.5f; // remember - 180AA x rot not 360
- y_angle *= -params.section_arc;
- vec3 point = vec3(sin(x_angle) * sin(y_angle), cos(x_angle), sin(x_angle) * cos(y_angle));
- return point;
- }
- #ifdef MODE_PROBES
- layout(location = 0) out vec3 normal_interp;
- layout(location = 1) out flat uint probe_index;
- #endif
- #ifdef MODE_VISIBILITY
- layout(location = 0) out float visibility;
- #endif
- 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 = 1, std140) uniform Cascades {
- CascadeData data[MAX_CASCADES];
- }
- cascades;
- layout(set = 0, binding = 4) uniform texture3D occlusion_texture;
- layout(set = 0, binding = 3) uniform sampler linear_sampler;
- layout(set = 0, binding = 5, std140) uniform SceneData {
- mat4 projection[MAX_VIEWS];
- }
- scene_data;
- void main() {
- #ifdef MODE_PROBES
- probe_index = gl_InstanceIndex;
- normal_interp = get_sphere_vertex(gl_VertexIndex);
- vec3 vertex = normal_interp * 0.2;
- float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
- ivec3 probe_cell;
- probe_cell.x = int(probe_index % params.probe_axis_size);
- probe_cell.y = int(probe_index / (params.probe_axis_size * params.probe_axis_size));
- probe_cell.z = int((probe_index / params.probe_axis_size) % params.probe_axis_size);
- vertex += (cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size) / vec3(1.0, params.y_mult, 1.0);
- gl_Position = scene_data.projection[ViewIndex] * vec4(vertex, 1.0);
- #endif
- #ifdef MODE_VISIBILITY
- int probe_index = int(params.probe_debug_index);
- vec3 vertex = get_sphere_vertex(gl_VertexIndex) * 0.01;
- float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
- ivec3 probe_cell;
- probe_cell.x = int(probe_index % params.probe_axis_size);
- probe_cell.y = int((probe_index % (params.probe_axis_size * params.probe_axis_size)) / params.probe_axis_size);
- probe_cell.z = int(probe_index / (params.probe_axis_size * params.probe_axis_size));
- vertex += (cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size) / vec3(1.0, params.y_mult, 1.0);
- int probe_voxels = int(params.grid_size.x) / int(params.probe_axis_size - 1);
- int occluder_index = int(gl_InstanceIndex);
- int diameter = probe_voxels * 2;
- ivec3 occluder_pos;
- occluder_pos.x = int(occluder_index % diameter);
- occluder_pos.y = int(occluder_index / (diameter * diameter));
- occluder_pos.z = int((occluder_index / diameter) % diameter);
- float cell_size = 1.0 / cascades.data[params.cascade].to_cell;
- ivec3 occluder_offset = occluder_pos - ivec3(diameter / 2);
- vertex += ((vec3(occluder_offset) + vec3(0.5)) * cell_size) / vec3(1.0, params.y_mult, 1.0);
- ivec3 global_cell = probe_cell + cascades.data[params.cascade].probe_world_offset;
- uint occlusion_layer = 0;
- if ((global_cell.x & 1) != 0) {
- occlusion_layer |= 1;
- }
- if ((global_cell.y & 1) != 0) {
- occlusion_layer |= 2;
- }
- if ((global_cell.z & 1) != 0) {
- occlusion_layer |= 4;
- }
- ivec3 tex_pos = probe_cell * probe_voxels + occluder_offset;
- const vec4 layer_axis[4] = vec4[](
- vec4(1, 0, 0, 0),
- vec4(0, 1, 0, 0),
- vec4(0, 0, 1, 0),
- vec4(0, 0, 0, 1));
- tex_pos.z += int(params.cascade) * int(params.grid_size);
- if (occlusion_layer >= 4) {
- tex_pos.x += int(params.grid_size.x);
- occlusion_layer &= 3;
- }
- visibility = dot(texelFetch(sampler3D(occlusion_texture, linear_sampler), tex_pos, 0), layer_axis[occlusion_layer]);
- gl_Position = scene_data.projection[ViewIndex] * vec4(vertex, 1.0);
- #endif
- }
- #[fragment]
- #version 450
- #if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
- #extension GL_EXT_multiview : enable
- #endif
- #ifdef USE_MULTIVIEW
- #ifdef has_VK_KHR_multiview
- #define ViewIndex gl_ViewIndex
- #else // has_VK_KHR_multiview
- // !BAS! This needs to become an input once we implement our fallback!
- #define ViewIndex 0
- #endif // has_VK_KHR_multiview
- #else // USE_MULTIVIEW
- // Set to zero, not supported in non stereo
- #define ViewIndex 0
- #endif //USE_MULTIVIEW
- #VERSION_DEFINES
- #define MAX_VIEWS 2
- layout(location = 0) out vec4 frag_color;
- layout(set = 0, binding = 2) uniform texture2DArray lightprobe_texture;
- layout(set = 0, binding = 3) uniform sampler linear_sampler;
- layout(push_constant, std430) uniform Params {
- uint band_power;
- uint sections_in_band;
- uint band_mask;
- float section_arc;
- vec3 grid_size;
- uint cascade;
- uint pad;
- float y_mult;
- uint probe_debug_index;
- int probe_axis_size;
- }
- params;
- #ifdef MODE_PROBES
- layout(location = 0) in vec3 normal_interp;
- layout(location = 1) in flat uint probe_index;
- #endif
- #ifdef MODE_VISIBILITY
- layout(location = 0) in float visibility;
- #endif
- 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() {
- #ifdef MODE_PROBES
- ivec3 tex_pos;
- tex_pos.x = int(probe_index) % params.probe_axis_size; //x
- tex_pos.y = int(probe_index) / (params.probe_axis_size * params.probe_axis_size);
- tex_pos.x += params.probe_axis_size * ((int(probe_index) / params.probe_axis_size) % params.probe_axis_size); //z
- tex_pos.z = int(params.cascade);
- vec3 tex_pos_ofs = vec3(octahedron_encode(normal_interp) * float(OCT_SIZE), 0.0);
- vec3 tex_posf = vec3(vec2(tex_pos.xy * (OCT_SIZE + 2) + ivec2(1)), float(tex_pos.z)) + tex_pos_ofs;
- tex_posf.xy /= vec2(ivec2(params.probe_axis_size * params.probe_axis_size * (OCT_SIZE + 2), params.probe_axis_size * (OCT_SIZE + 2)));
- vec4 indirect_light = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), tex_posf, 0.0);
- frag_color = indirect_light;
- #endif
- #ifdef MODE_VISIBILITY
- frag_color = vec4(vec3(1, visibility, visibility), 1.0);
- #endif
- }
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