Remove leftovers of anisotropy in the VoxelGI shader code

Anisotropy support was removed when VoxelGI was reworked as it was
too demanding on the GPU.
This commit is contained in:
Hugo Locurcio 2021-08-25 10:23:28 +02:00
parent bb0122c933
commit 6a6c0890c2
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GPG key ID: 39E8F8BE30B0A49C
3 changed files with 0 additions and 214 deletions

View file

@ -202,12 +202,7 @@ void main() {
vec3 emission = vec3(ivec3(cell_data.data[cell_index].emission & 0x3FF, (cell_data.data[cell_index].emission >> 10) & 0x7FF, cell_data.data[cell_index].emission >> 21)) * params.emission_scale;
vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
#ifdef MODE_ANISOTROPIC
vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
#else
vec3 accum = vec3(0.0);
#endif
for (uint i = 0; i < params.light_count; i++) {
float attenuation;
@ -242,77 +237,35 @@ void main() {
vec3 light = lights.data[i].color * albedo.rgb * attenuation * lights.data[i].energy;
#ifdef MODE_ANISOTROPIC
for (uint j = 0; j < 6; j++) {
accum[j] += max(0.0, dot(accum_dir, -light_dir)) * light + emission;
}
#else
if (length(normal.xyz) > 0.2) {
accum += max(0.0, dot(normal.xyz, -light_dir)) * light + emission;
} else {
//all directions
accum += light + emission;
}
#endif
}
#ifdef MODE_ANISOTROPIC
output.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
output.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
output.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
output.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
output.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
output.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
#else
output.data[cell_index] = vec4(accum, 0.0);
#endif
#endif //MODE_COMPUTE_LIGHT
#ifdef MODE_UPDATE_MIPMAPS
{
#ifdef MODE_ANISOTROPIC
vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
#else
vec3 light_accum = vec3(0.0);
#endif
float count = 0.0;
for (uint i = 0; i < 8; i++) {
uint child_index = cell_children.data[cell_index].children[i];
if (child_index == NO_CHILDREN) {
continue;
}
#ifdef MODE_ANISOTROPIC
light_accum[1] += output.data[child_index * 6 + 0].rgb;
light_accum[2] += output.data[child_index * 6 + 1].rgb;
light_accum[3] += output.data[child_index * 6 + 2].rgb;
light_accum[4] += output.data[child_index * 6 + 3].rgb;
light_accum[5] += output.data[child_index * 6 + 4].rgb;
light_accum[6] += output.data[child_index * 6 + 5].rgb;
#else
light_accum += output.data[child_index].rgb;
#endif
count += 1.0;
}
float divisor = mix(8.0, count, params.propagation);
#ifdef MODE_ANISOTROPIC
output.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
output.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
output.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
output.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
output.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
output.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
#else
output.data[cell_index] = vec4(light_accum / divisor, 0.0);
#endif
}
#endif

View file

@ -71,11 +71,6 @@ lights;
layout(set = 0, binding = 5) uniform texture3D color_texture;
#ifdef MODE_ANISOTROPIC
layout(set = 0, binding = 7) uniform texture3D aniso_pos_texture;
layout(set = 0, binding = 8) uniform texture3D aniso_neg_texture;
#endif // MODE ANISOTROPIC
#endif // MODE_SECOND_BOUNCE
#ifndef MODE_DYNAMIC
@ -110,13 +105,6 @@ layout(set = 0, binding = 10) uniform sampler texture_sampler;
layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex;
#ifdef MODE_ANISOTROPIC
layout(r16ui, set = 0, binding = 6) uniform restrict writeonly uimage3D aniso_pos_tex;
layout(r16ui, set = 0, binding = 7) uniform restrict writeonly uimage3D aniso_neg_tex;
#endif
#endif
#ifdef MODE_DYNAMIC
@ -170,13 +158,6 @@ layout(r32f, set = 0, binding = 8) uniform restrict writeonly image2D depth;
layout(rgba8, set = 0, binding = 11) uniform restrict image3D color_texture;
#ifdef MODE_ANISOTROPIC
layout(r16ui, set = 0, binding = 12) uniform restrict writeonly uimage3D aniso_pos_texture;
layout(r16ui, set = 0, binding = 13) uniform restrict writeonly uimage3D aniso_neg_texture;
#endif // MODE ANISOTROPIC
#endif //MODE_DYNAMIC_SHRINK_PLOT
#endif // MODE_DYNAMIC_SHRINK
@ -374,12 +355,7 @@ void main() {
vec3 emission = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0);
vec3 normal = unpackSnorm4x8(cell_data.data[cell_index].normal).xyz;
#ifdef MODE_ANISOTROPIC
vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
#else
vec3 accum = vec3(0.0);
#endif
for (uint i = 0; i < params.light_count; i++) {
vec3 light;
@ -390,38 +366,16 @@ void main() {
light *= albedo.rgb;
#ifdef MODE_ANISOTROPIC
for (uint j = 0; j < 6; j++) {
accum[j] += max(0.0, dot(accum_dirs[j], -light_dir)) * light;
}
#else
if (length(normal) > 0.2) {
accum += max(0.0, dot(normal, -light_dir)) * light;
} else {
//all directions
accum += light;
}
#endif
}
#ifdef MODE_ANISOTROPIC
for (uint i = 0; i < 6; i++) {
vec3 light = accum[i];
if (length(normal) > 0.2) {
light += max(0.0, dot(accum_dirs[i], -normal)) * emission;
} else {
light += emission;
}
outputs.data[cell_index * 6 + i] = vec4(light, 0.0);
}
#else
outputs.data[cell_index] = vec4(accum + emission, 0.0);
#endif
#endif //MODE_COMPUTE_LIGHT
/////////////////SECOND BOUNCE///////////////////////////////
@ -431,32 +385,8 @@ void main() {
ivec3 ipos = ivec3(posu);
vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
#ifdef MODE_ANISOTROPIC
vec3 accum[6];
const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
/*vec3 src_color = texelFetch(sampler3D(color_texture,texture_sampler),ipos,0).rgb * params.dynamic_range;
vec3 src_aniso_pos = texelFetch(sampler3D(aniso_pos_texture,texture_sampler),ipos,0).rgb;
vec3 src_anisp_neg = texelFetch(sampler3D(anisp_neg_texture,texture_sampler),ipos,0).rgb;
accum[0]=src_col * src_aniso_pos.x;
accum[1]=src_col * src_aniso_neg.x;
accum[2]=src_col * src_aniso_pos.y;
accum[3]=src_col * src_aniso_neg.y;
accum[4]=src_col * src_aniso_pos.z;
accum[5]=src_col * src_aniso_neg.z;*/
accum[0] = outputs.data[cell_index * 6 + 0].rgb;
accum[1] = outputs.data[cell_index * 6 + 1].rgb;
accum[2] = outputs.data[cell_index * 6 + 2].rgb;
accum[3] = outputs.data[cell_index * 6 + 3].rgb;
accum[4] = outputs.data[cell_index * 6 + 4].rgb;
accum[5] = outputs.data[cell_index * 6 + 5].rgb;
#else
vec3 accum = outputs.data[cell_index].rgb;
#endif
if (length(normal.xyz) > 0.2) {
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal.xyz));
@ -484,9 +414,6 @@ void main() {
float max_distance = length(vec3(params.limits));
vec3 cell_size = 1.0 / vec3(params.limits);
#ifdef MODE_ANISOTROPIC
vec3 aniso_normal = mix(direction, normal.xyz, params.aniso_strength);
#endif
while (dist < max_distance && color.a < 0.95) {
float diameter = max(1.0, 2.0 * tan_half_angle * dist);
vec3 uvw_pos = (pos + dist * direction) * cell_size;
@ -498,42 +425,18 @@ void main() {
float log2_diameter = log2(diameter);
vec4 scolor = textureLod(sampler3D(color_texture, texture_sampler), uvw_pos, log2_diameter);
#ifdef MODE_ANISOTROPIC
vec3 aniso_neg = textureLod(sampler3D(aniso_neg_texture, texture_sampler), uvw_pos, log2_diameter).rgb;
vec3 aniso_pos = textureLod(sampler3D(aniso_pos_texture, texture_sampler), uvw_pos, log2_diameter).rgb;
scolor.rgb *= dot(max(vec3(0.0), (aniso_normal * aniso_pos)), vec3(1.0)) + dot(max(vec3(0.0), (-aniso_normal * aniso_neg)), vec3(1.0));
#endif
float a = (1.0 - color.a);
color += a * scolor;
dist += half_diameter;
}
}
color *= cone_weights[i] * vec4(albedo.rgb, 1.0) * params.dynamic_range; //restore range
#ifdef MODE_ANISOTROPIC
for (uint j = 0; j < 6; j++) {
accum[j] += max(0.0, dot(accum_dirs[j], direction)) * color.rgb;
}
#else
accum += color.rgb;
#endif
}
}
#ifdef MODE_ANISOTROPIC
outputs.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
outputs.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
outputs.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
outputs.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
outputs.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
outputs.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
#else
outputs.data[cell_index] = vec4(accum, 0.0);
#endif
#endif // MODE_SECOND_BOUNCE
/////////////////UPDATE MIPMAPS///////////////////////////////
@ -541,45 +444,20 @@ void main() {
#ifdef MODE_UPDATE_MIPMAPS
{
#ifdef MODE_ANISOTROPIC
vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
#else
vec3 light_accum = vec3(0.0);
#endif
float count = 0.0;
for (uint i = 0; i < 8; i++) {
uint child_index = cell_children.data[cell_index].children[i];
if (child_index == NO_CHILDREN) {
continue;
}
#ifdef MODE_ANISOTROPIC
light_accum[0] += outputs.data[child_index * 6 + 0].rgb;
light_accum[1] += outputs.data[child_index * 6 + 1].rgb;
light_accum[2] += outputs.data[child_index * 6 + 2].rgb;
light_accum[3] += outputs.data[child_index * 6 + 3].rgb;
light_accum[4] += outputs.data[child_index * 6 + 4].rgb;
light_accum[5] += outputs.data[child_index * 6 + 5].rgb;
#else
light_accum += outputs.data[child_index].rgb;
#endif
count += 1.0;
}
float divisor = mix(8.0, count, params.propagation);
#ifdef MODE_ANISOTROPIC
outputs.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
outputs.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
outputs.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
outputs.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
outputs.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
outputs.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
#else
outputs.data[cell_index] = vec4(light_accum / divisor, 0.0);
#endif
}
#endif
@ -587,40 +465,7 @@ void main() {
#ifdef MODE_WRITE_TEXTURE
{
#ifdef MODE_ANISOTROPIC
vec3 accum_total = vec3(0.0);
accum_total += outputs.data[cell_index * 6 + 0].rgb;
accum_total += outputs.data[cell_index * 6 + 1].rgb;
accum_total += outputs.data[cell_index * 6 + 2].rgb;
accum_total += outputs.data[cell_index * 6 + 3].rgb;
accum_total += outputs.data[cell_index * 6 + 4].rgb;
accum_total += outputs.data[cell_index * 6 + 5].rgb;
float accum_total_energy = max(dot(accum_total, GREY_VEC), 0.00001);
vec3 iso_positive = vec3(dot(outputs.data[cell_index * 6 + 0].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 2].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 4].rgb, GREY_VEC)) / vec3(accum_total_energy);
vec3 iso_negative = vec3(dot(outputs.data[cell_index * 6 + 1].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 3].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 5].rgb, GREY_VEC)) / vec3(accum_total_energy);
{
uint aniso_pos = uint(clamp(iso_positive.b * 31.0, 0.0, 31.0));
aniso_pos |= uint(clamp(iso_positive.g * 63.0, 0.0, 63.0)) << 5;
aniso_pos |= uint(clamp(iso_positive.r * 31.0, 0.0, 31.0)) << 11;
imageStore(aniso_pos_tex, ivec3(posu), uvec4(aniso_pos));
}
{
uint aniso_neg = uint(clamp(iso_negative.b * 31.0, 0.0, 31.0));
aniso_neg |= uint(clamp(iso_negative.g * 63.0, 0.0, 63.0)) << 5;
aniso_neg |= uint(clamp(iso_negative.r * 31.0, 0.0, 31.0)) << 11;
imageStore(aniso_neg_tex, ivec3(posu), uvec4(aniso_neg));
}
imageStore(color_tex, ivec3(posu), vec4(accum_total / params.dynamic_range, albedo.a));
#else
imageStore(color_tex, ivec3(posu), vec4(outputs.data[cell_index].rgb / params.dynamic_range, albedo.a));
#endif
}
#endif
@ -763,13 +608,6 @@ void main() {
color.rgb /= params.dynamic_range;
imageStore(color_texture, pos3d, color);
//imageStore(color_texture,pos3d,vec4(1,1,1,1));
#ifdef MODE_ANISOTROPIC
//do not care about anisotropy for dynamic objects, just store full lit in all directions
imageStore(aniso_pos_texture, pos3d, uvec4(0xFFFF));
imageStore(aniso_neg_texture, pos3d, uvec4(0xFFFF));
#endif // ANISOTROPIC
}
#endif // MODE_DYNAMIC_SHRINK_PLOT
}

View file

@ -20,11 +20,6 @@ layout(set = 0, binding = 2) uniform texture3D color_tex;
layout(set = 0, binding = 3) uniform sampler tex_sampler;
#ifdef USE_ANISOTROPY
layout(set = 0, binding = 4) uniform texture3D aniso_pos_tex;
layout(set = 0, binding = 5) uniform texture3D aniso_neg_tex;
#endif
layout(push_constant, binding = 0, std430) uniform Params {
mat4 projection;
uint cell_offset;