60 lines
2.1 KiB
GLSL
Executable file
60 lines
2.1 KiB
GLSL
Executable file
uniform sampler3D voxels;
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const float voxelGridWorldSize = 150.0;
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const int voxelDimensions = 512;
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const float maxDist = 30.0;
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const float alphaTreshold = 0.95;
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const int numCones = 6;
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vec3 coneDirections[6] = vec3[](
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vec3(0, 1, 0),
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vec3(0, 0.5, 0.866025),
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vec3(0.823639, 0.5, 0.267617),
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vec3(0.509037, 0.5, -0.700629),
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vec3(-0.509037, 0.5, -0.700629),
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vec3(-0.823639, 0.5, 0.267617));
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float coneWeights[6] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15);
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vec4 sampleVoxels(vec3 worldPosition, float lod) {
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vec3 offset = vec3(1.0 / voxelDimensions, 1.0 / voxelDimensions, 0);
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vec3 texco = worldPosition / (voxelGridWorldSize * 0.5);
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texco = texco * 0.5 + 0.5 + offset;
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return textureLod(voxels, texco, lod);
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}
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// See https://github.com/Cigg/Voxel-Cone-Tracing
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vec4 coneTrace(vec3 posWorld, vec3 direction, vec3 norWorld, float tanHalfAngle, out float occlusion) {
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const float voxelWorldSize = voxelGridWorldSize / voxelDimensions;
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float dist = voxelWorldSize; // Start one voxel away to avoid self occlusion
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vec3 startPos = posWorld + norWorld * voxelWorldSize;
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vec3 color = vec3(0.0);
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float alpha = 0.0;
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occlusion = 0.0;
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while (dist < maxDist && alpha < alphaTreshold) {
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// Smallest sample diameter possible is the voxel size
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float diameter = max(voxelWorldSize, 2.0 * tanHalfAngle * dist);
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float lodLevel = log2(diameter / voxelWorldSize);
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vec4 voxelColor = sampleVoxels(startPos + dist * direction, lodLevel);
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// Front-to-back compositing
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float a = (1.0 - alpha);
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color += a * voxelColor.rgb;
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alpha += a * voxelColor.a;
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occlusion += (a * voxelColor.a) / (1.0 + 0.03 * diameter);
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dist += diameter * 0.5; // * 2.0
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}
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return vec4(color, alpha);
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}
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vec4 coneTraceIndirect(vec3 posWorld, mat3 tanToWorld, vec3 norWorld, out float occlusion) {
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vec4 color = vec4(0);
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occlusion = 0.0;
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for (int i = 0; i < numCones; i++) {
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float coneOcclusion;
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const float tanangle = tan(30):
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color += coneWeights[i] * coneTrace(posWorld, tanToWorld * coneDirections[i], norWorld, tanangle, coneOcclusion);
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occlusion += coneWeights[i] * coneOcclusion;
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}
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occlusion = 1.0 - occlusion;
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return color;
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}
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