armory/Shaders/voxel_bounce/voxel_bounce.comp.glsl
2018-03-29 12:53:10 +02:00

35 lines
1.1 KiB
GLSL

#version 450
#include "compiled.glsl"
#include "std/conetrace.glsl"
#include "std/gbuffer.glsl"
// 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;
uniform layout(binding = 0, r32ui) readonly uimage3D voxelsNor;
uniform layout(binding = 1) sampler3D voxelsFrom;
uniform layout(binding = 2, rgba8) writeonly image3D voxelsTo;
void main() {
vec4 col = texelFetch(voxelsFrom, ivec3(gl_GlobalInvocationID.xyz), 0);
if (col.a == 0.0) {
// imageStore(voxelsTo, ivec3(gl_GlobalInvocationID.xyz), col);
imageStore(voxelsTo, ivec3(gl_GlobalInvocationID.xyz), vec4(0.0));
return;
}
const vec3 hres = voxelgiResolution / 2;
vec3 voxpos = (gl_GlobalInvocationID.xyz - hres) / hres;
vec3 wposition = voxpos * voxelgiHalfExtents;
uint unor = imageLoad(voxelsNor, ivec3(gl_GlobalInvocationID.xyz)).r;
vec3 wnormal = normalize(decNor(unor));
col.rgb += traceDiffuse(voxpos, wnormal, voxelsFrom).rgb * voxelgiDiff * 0.5;
col = clamp(col, vec4(0.0), vec4(1.0));
imageStore(voxelsTo, ivec3(gl_GlobalInvocationID.xyz), col);
}