Shader fixes
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@ -39,8 +39,8 @@ void main() {
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sumfactor += factor;
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res += factor * col;
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col = textureLod(tex, texCoord - s).r;
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factor = normpdf3(col - colf, 1.0, 0.0) * fw;
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col = textureLod(tex, texCoord - s, 0.0).r;
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factor = normpdf3(col - colf, 1.0) * fw;
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sumfactor += factor;
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res += factor * col;
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}
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@ -3,12 +3,9 @@
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#include "compiled.inc"
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#include "std/gbuffer.glsl"
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#include "std/shadows.glsl"
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uniform sampler2D gbufferD;
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#ifndef _NoShadows
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uniform sampler2D shadowMap;
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#endif
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uniform sampler2DShadow shadowMap;
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uniform sampler2D snoise;
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#ifdef _CSM
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@ -17,14 +14,10 @@ uniform sampler2D snoise;
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uniform mat4 LWVP;
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#endif
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uniform float shadowsBias;
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// uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform vec3 eye;
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uniform vec3 eyeLook;
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uniform vec2 cameraProj;
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// uniform float lightRadius;
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// uniform int lightShadow;
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// uniform vec2 lightPlane;
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in vec2 texCoord;
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in vec3 viewRay;
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@ -35,20 +28,11 @@ const float tAbs = 0.0;
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const float tExt = tScat + tAbs;
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const float stepLen = 1.0 / volumSteps;
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const float lighting = 0.4;
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// float lighting(vec3 p) {
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// vec3 L = lightPos.xyz - p.xyz;
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// float Ldist = length(lightPos.xyz - p.xyz);
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// vec3 Lnorm = L / Ldist;
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// float linearAtenuation = min(1.0, max(0.0, (lightRadius - Ldist) / lightRadius));
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// return linearAtenuation; //* min(1.0, 1.0 / (Ldist * Ldist));
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// }
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void rayStep(inout vec3 curPos, inout float curOpticalDepth, inout float scatteredLightAmount, float stepLenWorld, vec3 viewVecNorm) {
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curPos += stepLenWorld * viewVecNorm;
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const float density = 1.0;
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// float l1 = lighting(curPos) * stepLenWorld * tScat * density;
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float l1 = lighting * stepLenWorld * tScat * density;
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curOpticalDepth *= exp(-tExt * stepLenWorld * density);
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@ -59,7 +43,7 @@ void rayStep(inout vec3 curPos, inout float curOpticalDepth, inout float scatter
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vec4 lightPosition = LWVP * vec4(curPos, 1.0);
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if (lightPosition.w > 0.0) {
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lightPosition.xyz /= lightPosition.w;
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visibility = float(texture(shadowMap, lightPosition.xy).r > lightPosition.z - shadowsBias);
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visibility = texture(shadowMap, vec3(lightPosition.xy, lightPosition.z - shadowsBias));
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}
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scatteredLightAmount += curOpticalDepth * l1 * visibility;
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@ -19,30 +19,10 @@
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"name": "shadowsBias",
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"link": "_lightShadowsBias"
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},
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{
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"name": "lightPos",
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"link": "_lightPosition",
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"ifdef": ["_Disabled"]
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},
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{
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"name": "lightRadius",
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"link": "_lightRadius",
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"ifdef": ["_Disabled"]
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},
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{
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"name": "snoise",
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"link": "_blueNoise64"
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},
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{
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"name": "lightPlane",
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"link": "_lightPlane",
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"ifdef": ["_Disabled"]
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},
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{
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"name": "lightShadow",
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"link": "_lightCastShadow",
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"ifdef": ["_Disabled"]
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},
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{
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"name": "eye",
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"link": "_cameraPosition"
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@ -89,35 +69,10 @@
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"name": "shadowsBias",
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"link": "_lightShadowsBias"
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},
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{
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"name": "lightPos",
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"link": "_lightPosition",
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"ifdef": ["_Disabled"]
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},
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{
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"name": "lightRadius",
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"link": "_lightRadius",
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"ifdef": ["_Disabled"]
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},
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{
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"name": "lightColor",
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"link": "_lightColor"
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},
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{
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"name": "snoise",
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"link": "_noise8",
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"ifdef": ["_Disabled"]
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},
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{
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"name": "lightPlane",
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"link": "_lightPlane",
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"ifdef": ["_Disabled"]
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},
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{
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"name": "lightShadow",
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"link": "_lightCastShadow",
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"ifdef": ["_Disabled"]
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},
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{
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"name": "eye",
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"link": "_cameraPosition"
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@ -301,7 +301,7 @@ class ArmRPListItem(bpy.types.PropertyGroup):
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('FXAA', 'FXAA', 'FXAA'),
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('SMAA', 'SMAA', 'SMAA'),
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('TAA', 'TAA', 'TAA')],
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name="Anti Aliasing", description="Post-process anti aliasing technique", default='FXAA', update=update_renderpath)
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name="Anti Aliasing", description="Post-process anti aliasing technique", default='SMAA', update=update_renderpath)
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rp_volumetriclight: BoolProperty(name="Volumetric Light", description="Use volumetric lighting", default=False, update=update_renderpath)
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rp_ssr: BoolProperty(name="SSR", description="Screen space reflections", default=False, update=update_renderpath)
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rp_ssgi: EnumProperty(
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