#version 450 // layout (local_size_x = 4, local_size_y = 4, local_size_z = 4) in; layout (local_size_x = 64, local_size_y = 1, local_size_z = 1) in; #include "compiled.glsl" #include "std/math.glsl" #include "std/gbuffer.glsl" #include "std/shadows.glsl" #include "std/imageatomic.glsl" uniform vec3 lightPos; uniform vec3 lightColor; uniform int lightType; uniform vec3 lightDir; uniform int lightShadow; uniform vec2 lightProj; uniform float shadowsBias; uniform mat4 LVP; uniform vec2 spotData; uniform layout(binding = 0, rgba8) readonly image3D voxelsOpac; uniform layout(binding = 1, r32ui) readonly uimage3D voxelsNor; // uniform layout(binding = 2, rgba8) writeonly image3D voxels; uniform layout(binding = 2, r32ui) uimage3D voxels; uniform layout(binding = 3) sampler2D shadowMap; uniform layout(binding = 4) samplerCube shadowMapCube; void main() { vec4 col = imageLoad(voxelsOpac, ivec3(gl_GlobalInvocationID.xyz)); if (col.a == 0.0) return; const vec3 hres = voxelgiResolution / 2; vec3 wposition = ((gl_GlobalInvocationID.xyz - hres) / hres) * voxelgiHalfExtents; float visibility; vec3 lp = lightPos - wposition; vec3 l; if (lightType == 0) { l = lightDir; visibility = 1.0; } else { l = normalize(lp); visibility = attenuate(distance(wposition, lightPos)); } uint unor = imageLoad(voxelsNor, ivec3(gl_GlobalInvocationID.xyz)).r; vec3 wnormal = decNor(unor); float dotNL = max(dot(wnormal, l), 0.0); if (dotNL == 0.0) return; vec4 lampPos = LVP * vec4(wposition, 1.0); if (lightShadow == 1 && lampPos.w > 0.0) { vec3 lPos = lampPos.xyz / lampPos.w; if (texture(shadowMap, lPos.xy).r < lPos.z - shadowsBias) visibility = 0.0; // visibility = shadowTest(shadowMap, lPos, shadowsBias, shadowmapSize); } else if (lightShadow == 2) visibility *= float(texture(shadowMapCube, -l).r + shadowsBias > lpToDepth(lp, lightProj)); if (lightType == 2) { float spotEffect = dot(lightDir, l); if (spotEffect < spotData.x) { visibility *= smoothstep(spotData.y, spotData.x, spotEffect); } } col.rgb *= visibility * lightColor * dotNL; // imageStore(voxels, ivec3(gl_GlobalInvocationID.xyz), col); imageAtomicAdd(voxels, ivec3(gl_GlobalInvocationID.xyz), convVec4ToRGBA8(col * 255)); }