armory/Shaders/voxel_light/voxel_light.comp.glsl
2019-01-11 20:42:16 +01:00

84 lines
2.5 KiB
GLSL

#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.inc"
#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 vec2 spotData;
#ifdef _ShadowMap
uniform int lightShadow;
uniform vec2 lightProj;
uniform float shadowsBias;
uniform mat4 LVP;
#endif
uniform layout(binding = 0, r32ui) readonly uimage3D voxelsOpac;
// uniform layout(binding = 1, r32ui) readonly uimage3D voxelsNor;
uniform layout(binding = 1, r32ui) uimage3D voxels;
#ifdef _ShadowMap
uniform layout(binding = 2) sampler2DShadow shadowMap;
uniform layout(binding = 3) sampler2DShadow shadowMapSpot;
uniform layout(binding = 4) samplerCubeShadow shadowMapPoint;
#endif
void main() {
uint ucol = imageLoad(voxelsOpac, ivec3(gl_GlobalInvocationID.xyz)).r;
vec4 col = convRGBA8ToVec4(ucol);
if (col.a == 0.0) return;
const vec3 hres = voxelgiResolution / 2;
vec3 wposition = ((gl_GlobalInvocationID.xyz - hres) / hres) * voxelgiHalfExtents;
// uint unor = imageLoad(voxelsNor, ivec3(gl_GlobalInvocationID.xyz)).r;
// vec3 wnormal = normalize(decNor(unor));
// wposition -= wnormal * 0.01; // Offset
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)); }
// float dotNL = max(dot(wnormal, l), 0.0);
// if (dotNL == 0.0) return;
#ifdef _ShadowMap
if (lightShadow == 1) {
vec4 lightPosition = LVP * vec4(wposition, 1.0);
vec3 lPos = lightPosition.xyz / lightPosition.w;
visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).r;
}
else if (lightShadow == 2) {
vec4 lightPosition = LVP * vec4(wposition, 1.0);
vec3 lPos = lightPosition.xyz / lightPosition.w;
visibility *= texture(shadowMapSpot, vec3(lPos.xy, lPos.z - shadowsBias)).r;
}
else if (lightShadow == 3) {
visibility *= texture(shadowMapPoint, vec4(-l, lpToDepth(lp, lightProj) - shadowsBias)).r;
}
#endif
if (lightType == 2) {
float spotEffect = dot(lightDir, l);
if (spotEffect < spotData.x) {
visibility *= smoothstep(spotData.y, spotData.x, spotEffect);
}
}
col.rgb *= visibility * lightColor;// * dotNL;
col = clamp(col, vec4(0.0), vec4(1.0));
imageAtomicAdd(voxels, ivec3(gl_GlobalInvocationID.xyz), convVec4ToRGBA8(col));
}