// https://github.com/Friduric/voxel-cone-tracing // https://github.com/Cigg/Voxel-Cone-Tracing // http://simonstechblog.blogspot.com/2013/01/implementing-voxel-cone-tracing.html // http://leifnode.com/2015/05/voxel-cone-traced-global-illumination/ // http://www.seas.upenn.edu/%7Epcozzi/OpenGLInsights/OpenGLInsights-SparseVoxelization.pdf // https://research.nvidia.com/sites/default/files/publications/GIVoxels-pg2011-authors.pdf uniform sampler3D voxels; const float VOXEL_SIZE = 1.0 / voxelgiResolution.x; const float MAX_MIPMAP = 5.4; vec3 orthogonal(const vec3 u) { // Pass normalized u const vec3 v = vec3(0.99146, 0.11664, 0.05832); // Pick any normalized vector. return abs(dot(u, v)) > 0.99999 ? cross(u, vec3(0.0, 1.0, 0.0)) : cross(u, v); } vec4 traceDiffuseVoxelCone(const vec3 from, vec3 direction) { direction = normalize(direction); const float CONE_SPREAD = 0.325; vec4 acc = vec4(0.0); // Controls bleeding from close surfaces // Low values look rather bad if using shadow cone tracing float dist = 0.1953125 / 9.0; const float SQRT2 = 1.414213 / 9.0; while (dist < SQRT2 && acc.a < 1.0) { vec3 c = vec3(from + dist * direction) * 0.5 + vec3(0.5); float l = (1.0 + CONE_SPREAD * dist / VOXEL_SIZE); float level = log2(l); float ll = (level + 1.0) * (level + 1.0); vec4 voxel = textureLod(voxels, c, min(MAX_MIPMAP, level)); acc += 0.075 * ll * voxel * pow(1.0 - voxel.a, 2.0); dist += ll * VOXEL_SIZE * 2.0; } acc.rgb = pow(acc.rgb * 2.0, vec3(1.5)); return acc; } vec4 indirectDiffuseLight(const vec3 normal, const vec3 wpos) { const float ANGLE_MIX = 0.5; // Angle mix (1.0f -> orthogonal direction, 0.0f -> direction of normal) const float w[3] = { 1.0, 1.0, 1.0 }; // Cone weights // Find a base for the side cones with the normal as one of its base vectors const vec3 ortho = normalize(orthogonal(normal)); const vec3 ortho2 = normalize(cross(ortho, normal)); // Find base vectors for the corner cones const vec3 corner = 0.5 * (ortho + ortho2); const vec3 corner2 = 0.5 * (ortho - ortho2); // Find start position of trace (start with a bit of offset) const float ISQRT2 = 0.707106; const vec3 N_OFFSET = normal * (1.0 + 4.0 * ISQRT2) * VOXEL_SIZE; const vec3 C_ORIGIN = wpos + N_OFFSET; // Accumulate indirect diffuse light vec4 acc = vec4(0.0); // We offset forward in normal direction, and backward in cone direction // Backward in cone direction improves GI, and forward direction removes artifacts const float CONE_OFFSET = -0.01; // Trace front cone acc += w[0] * traceDiffuseVoxelCone(C_ORIGIN + CONE_OFFSET * normal, normal); // Trace 4 side cones const vec3 s1 = mix(normal, ortho, ANGLE_MIX); const vec3 s2 = mix(normal, -ortho, ANGLE_MIX); const vec3 s3 = mix(normal, ortho2, ANGLE_MIX); const vec3 s4 = mix(normal, -ortho2, ANGLE_MIX); acc += w[1] * traceDiffuseVoxelCone(C_ORIGIN + CONE_OFFSET * ortho, s1); acc += w[1] * traceDiffuseVoxelCone(C_ORIGIN - CONE_OFFSET * ortho, s2); acc += w[1] * traceDiffuseVoxelCone(C_ORIGIN + CONE_OFFSET * ortho2, s3); acc += w[1] * traceDiffuseVoxelCone(C_ORIGIN - CONE_OFFSET * ortho2, s4); // Trace 4 corner cones const vec3 c1 = mix(normal, corner, ANGLE_MIX); const vec3 c2 = mix(normal, -corner, ANGLE_MIX); const vec3 c3 = mix(normal, corner2, ANGLE_MIX); const vec3 c4 = mix(normal, -corner2, ANGLE_MIX); acc += w[2] * traceDiffuseVoxelCone(C_ORIGIN + CONE_OFFSET * corner, c1); acc += w[2] * traceDiffuseVoxelCone(C_ORIGIN - CONE_OFFSET * corner, c2); acc += w[2] * traceDiffuseVoxelCone(C_ORIGIN + CONE_OFFSET * corner2, c3); acc += w[2] * traceDiffuseVoxelCone(C_ORIGIN - CONE_OFFSET * corner2, c4); return acc + vec4(0.001); } vec3 traceSpecularVoxelCone(vec3 from, vec3 direction, const vec3 normal, const float specularDiffusion) { direction = normalize(direction); float MAX_DISTANCE = distance(vec3(abs(from)), vec3(-1)); const float OFFSET = 8 * VOXEL_SIZE; const float STEP = VOXEL_SIZE; from += OFFSET * normal; vec4 acc = vec4(0.0); float dist = OFFSET; while (dist < MAX_DISTANCE && acc.a < 1.0) { vec3 c = from + dist * direction; if (!isInsideCube(c)) break; c = c * 0.5 + vec3(0.5); float level = 0.1 * specularDiffusion * log2(1.0 + dist / VOXEL_SIZE); vec4 voxel = textureLod(voxels, c, min(level, MAX_MIPMAP)); float f = 1.0 - acc.a; acc.rgb += 0.25 * (1.0 + specularDiffusion) * voxel.rgb * voxel.a * f; acc.a += 0.25 * voxel.a * f; dist += STEP * (1.0 + 0.125 * level); } return 1.0 * pow(specularDiffusion + 1, 0.8) * acc.rgb; } // vec3 indirectRefractiveLight(const vec3 v, const vec3 normal){ // float refractiveIndex = 1.2; // const vec3 refraction = refract(v, normal, 1.0 / refractiveIndex); // const vec3 cmix = mix(specularColor, 0.5 * (specularColor + vec3(1)), transparency); // return cmix * traceSpecularVoxelCone(worldPositionFrag, refraction, 0.1); // } float traceShadowCone(vec3 from, vec3 direction, float targetDistance, vec3 normal) { from += normal * 0.0; // Removes artifacts but makes self shadowing for dense meshes meh float acc = 0.0; float dist = 3 * VOXEL_SIZE; // I'm using a pretty big margin here since I use an emissive light ball with a pretty big radius in my demo scenes. const float STOP = targetDistance - 16.0 * VOXEL_SIZE; while (dist < STOP && acc < 1.0) { vec3 c = from + dist * direction; if (!isInsideCube(c)) break; c = c * 0.5 + vec3(0.5); float l = pow(dist, 2.0); // Experimenting with inverse square falloff for shadows. float s1 = 0.062 * textureLod(voxels, c, 1.0 + 0.75 * l).a; float s2 = 0.135 * textureLod(voxels, c, 4.5 * l).a; float s = s1 + s2; acc += (1.0 - acc) * s; dist += 0.9 * VOXEL_SIZE * (1.0 + 0.05 * l); } return 1.0 - pow(smoothstep(0.0, 1.0, acc * 1.4), 1.0 / 1.4); }