#[compute] #version 450 VERSION_DEFINES #if defined(MODE_FOG) || defined(MODE_FILTER) layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; #endif #if defined(MODE_DENSITY) layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in; #endif #include "cluster_data_inc.glsl" #define M_PI 3.14159265359 layout(set = 0, binding = 1) uniform texture2D shadow_atlas; layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas; layout(set = 0, binding = 3, std430) restrict readonly buffer Lights { LightData data[]; } lights; layout(set = 0, binding = 4, std140) uniform DirectionalLights { DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; } directional_lights; layout(set = 0, binding = 5) uniform utexture3D cluster_texture; layout(set = 0, binding = 6, std430) restrict readonly buffer ClusterData { uint indices[]; } cluster_data; layout(set = 0, binding = 7) uniform sampler linear_sampler; #ifdef MODE_DENSITY layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map; layout(rgba16f, set = 0, binding = 9) uniform restrict readonly image3D fog_map; //unused #endif #ifdef MODE_FOG layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map; layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map; #endif #ifdef MODE_FILTER layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map; layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map; #endif layout(set = 0, binding = 10) uniform sampler shadow_sampler; #define MAX_GI_PROBES 8 struct GIProbeData { mat4 xform; vec3 bounds; float dynamic_range; float bias; float normal_bias; bool blend_ambient; uint texture_slot; float anisotropy_strength; float ambient_occlusion; float ambient_occlusion_size; uint mipmaps; }; layout(set = 0, binding = 11, std140) uniform GIProbes { GIProbeData data[MAX_GI_PROBES]; } gi_probes; layout(set = 0, binding = 12) uniform texture3D gi_probe_textures[MAX_GI_PROBES]; layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps; #ifdef ENABLE_SDFGI // SDFGI Integration on set 1 #define SDFGI_MAX_CASCADES 8 struct SDFGIProbeCascadeData { vec3 position; float to_probe; ivec3 probe_world_offset; float to_cell; // 1/bounds * grid_size }; layout(set = 1, binding = 0, std140) uniform SDFGI { vec3 grid_size; uint max_cascades; bool use_occlusion; int probe_axis_size; float probe_to_uvw; float normal_bias; vec3 lightprobe_tex_pixel_size; float energy; vec3 lightprobe_uv_offset; float y_mult; vec3 occlusion_clamp; uint pad3; vec3 occlusion_renormalize; uint pad4; vec3 cascade_probe_size; uint pad5; SDFGIProbeCascadeData cascades[SDFGI_MAX_CASCADES]; } sdfgi; layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture; layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture; #endif //SDFGI layout(push_constant, binding = 0, std430) uniform Params { vec2 fog_frustum_size_begin; vec2 fog_frustum_size_end; float fog_frustum_end; float z_near; float z_far; int filter_axis; ivec3 fog_volume_size; uint directional_light_count; vec3 light_color; float base_density; float detail_spread; float gi_inject; uint max_gi_probes; uint pad; mat3x4 cam_rotation; } params; float get_depth_at_pos(float cell_depth_size, int z) { float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels d = pow(d, params.detail_spread); return params.fog_frustum_end * d; } vec3 hash3f(uvec3 x) { x = ((x >> 16) ^ x) * 0x45d9f3b; x = ((x >> 16) ^ x) * 0x45d9f3b; x = (x >> 16) ^ x; return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF)); } void main() { vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size); #ifdef MODE_DENSITY ivec3 pos = ivec3(gl_GlobalInvocationID.xyz); if (any(greaterThanEqual(pos, params.fog_volume_size))) { return; //do not compute } vec3 posf = vec3(pos); //posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0; vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread); vec3 view_pos; view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z)); view_pos.z = -params.fog_frustum_end * fog_unit_pos.z; view_pos.y = -view_pos.y; vec3 total_light = params.light_color; float total_density = params.base_density; float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1)); //compute directional lights for (uint i = 0; i < params.directional_light_count; i++) { vec3 shadow_attenuation = vec3(1.0); if (directional_lights.data[i].shadow_enabled) { float depth_z = -view_pos.z; vec4 pssm_coord; vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb; vec3 light_dir = directional_lights.data[i].direction; vec4 v = vec4(view_pos, 1.0); float z_range; if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); pssm_coord /= pssm_coord.w; z_range = directional_lights.data[i].shadow_z_range.x; } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); pssm_coord /= pssm_coord.w; z_range = directional_lights.data[i].shadow_z_range.y; } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); pssm_coord /= pssm_coord.w; z_range = directional_lights.data[i].shadow_z_range.z; } else { pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); pssm_coord /= pssm_coord.w; z_range = directional_lights.data[i].shadow_z_range.w; } float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r; float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade); /* //float shadow = textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord); float shadow = 0.0; for(float xi=-1;xi<=1;xi++) { for(float yi=-1;yi<=1;yi++) { vec2 ofs = vec2(xi,yi) * 1.5 * params.directional_shadow_pixel_size; shadow += textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord + vec4(ofs,0.0,0.0)); } } shadow /= 3.0 * 3.0; */ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance shadow_attenuation = mix(shadow_color, vec3(1.0), shadow); } total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy / M_PI; } //compute lights from cluster vec3 cluster_pos; cluster_pos.xy = fog_unit_pos.xy; cluster_pos.z = clamp((abs(view_pos.z) - params.z_near) / (params.z_far - params.z_near), 0.0, 1.0); uvec4 cluster_cell = texture(usampler3D(cluster_texture, linear_sampler), cluster_pos); uint omni_light_count = cluster_cell.x >> CLUSTER_COUNTER_SHIFT; uint omni_light_pointer = cluster_cell.x & CLUSTER_POINTER_MASK; for (uint i = 0; i < omni_light_count; i++) { uint light_index = cluster_data.indices[omni_light_pointer + i]; vec3 light_pos = lights.data[i].position; float d = distance(lights.data[i].position, view_pos) * lights.data[i].inv_radius; vec3 shadow_attenuation = vec3(1.0); if (d < 1.0) { vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy); vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular); float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x); vec3 light = attenuation_energy.y * color_specular.rgb / M_PI; vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[i].shadow_color_enabled); if (shadow_color_enabled.a > 0.5) { //has shadow vec4 v = vec4(view_pos, 1.0); vec4 splane = (lights.data[i].shadow_matrix * v); float shadow_len = length(splane.xyz); //need to remember shadow len from here splane.xyz = normalize(splane.xyz); vec4 clamp_rect = lights.data[i].atlas_rect; if (splane.z >= 0.0) { splane.z += 1.0; clamp_rect.y += clamp_rect.w; } else { splane.z = 1.0 - splane.z; } splane.xy /= splane.z; splane.xy = splane.xy * 0.5 + 0.5; splane.z = shadow_len * lights.data[i].inv_radius; splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; splane.w = 1.0; //needed? i think it should be 1 already float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r; float shadow = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade); shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow); } total_light += light * attenuation * shadow_attenuation; } } uint spot_light_count = cluster_cell.y >> CLUSTER_COUNTER_SHIFT; uint spot_light_pointer = cluster_cell.y & CLUSTER_POINTER_MASK; for (uint i = 0; i < spot_light_count; i++) { uint light_index = cluster_data.indices[spot_light_pointer + i]; vec3 light_pos = lights.data[i].position; vec3 light_rel_vec = lights.data[i].position - view_pos; float d = length(light_rel_vec) * lights.data[i].inv_radius; vec3 shadow_attenuation = vec3(1.0); if (d < 1.0) { vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy); vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular); float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x); vec3 spot_dir = lights.data[i].direction; vec2 spot_att_angle = unpackHalf2x16(lights.data[i].cone_attenuation_angle); float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y); float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_att_angle.y)); attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x); vec3 light = attenuation_energy.y * color_specular.rgb / M_PI; vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[i].shadow_color_enabled); if (shadow_color_enabled.a > 0.5) { //has shadow vec4 v = vec4(view_pos, 1.0); vec4 splane = (lights.data[i].shadow_matrix * v); splane /= splane.w; float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r; float shadow = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade); shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow); } total_light += light * attenuation * shadow_attenuation; } } vec3 world_pos = mat3(params.cam_rotation) * view_pos; for (uint i = 0; i < params.max_gi_probes; i++) { vec3 position = (gi_probes.data[i].xform * vec4(world_pos, 1.0)).xyz; //this causes corrupted pixels, i have no idea why.. if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, gi_probes.data[i].bounds))))) { position /= gi_probes.data[i].bounds; vec4 light = vec4(0.0); for (uint j = 0; j < gi_probes.data[i].mipmaps; j++) { vec4 slight = textureLod(sampler3D(gi_probe_textures[i], linear_sampler_with_mipmaps), position, float(j)); float a = (1.0 - light.a); light += a * slight; } light.rgb *= gi_probes.data[i].dynamic_range * params.gi_inject; total_light += light.rgb; } } //sdfgi #ifdef ENABLE_SDFGI { float blend = -1.0; vec3 ambient_total = vec3(0.0); for (uint i = 0; i < sdfgi.max_cascades; i++) { vec3 cascade_pos = (world_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe; if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) { continue; //skip cascade } vec3 base_pos = floor(cascade_pos); ivec3 probe_base_pos = ivec3(base_pos); vec4 ambient_accum = vec4(0.0); ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i)); tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size; for (uint j = 0; j < 8; j++) { ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1); ivec3 probe_posi = probe_base_pos; probe_posi += offset; // Compute weight vec3 probe_pos = vec3(probe_posi); vec3 probe_to_pos = cascade_pos - probe_pos; vec3 trilinear = vec3(1.0) - abs(probe_to_pos); float weight = trilinear.x * trilinear.y * trilinear.z; // Compute lightprobe occlusion if (sdfgi.use_occlusion) { ivec3 occ_indexv = abs((sdfgi.cascades[i].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4); vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3))); vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw; occ_pos.z += float(i); if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures occ_pos.x += 1.0; } occ_pos *= sdfgi.occlusion_renormalize; float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask); weight *= max(occlusion, 0.01); } // Compute ambient texture position ivec3 uvw = tex_pos; uvw.xy += offset.xy; uvw.x += offset.z * sdfgi.probe_axis_size; vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb; ambient_accum.rgb += ambient * weight; ambient_accum.a += weight; } if (ambient_accum.a > 0) { ambient_accum.rgb /= ambient_accum.a; } ambient_total = ambient_accum.rgb; break; } total_light += ambient_total * params.gi_inject; } #endif imageStore(density_map, pos, vec4(total_light, total_density)); #endif #ifdef MODE_FOG ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0); if (any(greaterThanEqual(pos, params.fog_volume_size))) { return; //do not compute } vec4 fog_accum = vec4(0.0); float prev_z = 0.0; float t = 1.0; for (int i = 0; i < params.fog_volume_size.z; i++) { //compute fog position ivec3 fog_pos = pos + ivec3(0, 0, i); //get fog value vec4 fog = imageLoad(density_map, fog_pos); //get depth at cell pos float z = get_depth_at_pos(fog_cell_size.z, i); //get distance from previous pos float d = abs(prev_z - z); //compute exinction based on beer's float extinction = t * exp(-d * fog.a); //compute alpha based on different of extinctions float alpha = t - extinction; //update extinction t = extinction; fog_accum += vec4(fog.rgb * alpha, alpha); prev_z = z; vec4 fog_value; if (fog_accum.a > 0.0) { fog_value = vec4(fog_accum.rgb / fog_accum.a, 1.0 - t); } else { fog_value = vec4(0.0); } imageStore(fog_map, fog_pos, fog_value); } #endif #ifdef MODE_FILTER ivec3 pos = ivec3(gl_GlobalInvocationID.xyz); const float gauss[7] = float[](0.071303, 0.131514, 0.189879, 0.214607, 0.189879, 0.131514, 0.071303); const ivec3 filter_dir[3] = ivec3[](ivec3(1, 0, 0), ivec3(0, 1, 0), ivec3(0, 0, 1)); ivec3 offset = filter_dir[params.filter_axis]; vec4 accum = vec4(0.0); for (int i = -3; i <= 3; i++) { accum += imageLoad(source_map, clamp(pos + offset * i, ivec3(0), params.fog_volume_size - ivec3(1))) * gauss[i + 3]; } imageStore(dest_map, pos, accum); #endif }