The added `#` prevents clang-format from misinterpreting the meaning of this statement and thus messing up the formatting of the next lines up until the first `layout` statement. Similarly, a semicolon is now enforced on `versions` defines to prevent clang-format from messing up formatting and putting them all on a single line. Note: In its current state the code will ignore chained statements on a single line separated by a semicolon. Also removed some extraneous lines missed in previous style changes or added by mistake with said changes (e.g. after uniform definitions that clang-format messes up somewhat too, but we live with it).
321 lines
8.1 KiB
GLSL
321 lines
8.1 KiB
GLSL
#[compute]
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#version 450
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VERSION_DEFINES
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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#define NO_CHILDREN 0xFFFFFFFF
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#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
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struct CellChildren {
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uint children[8];
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};
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layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
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CellChildren data[];
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}
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cell_children;
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struct CellData {
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uint position; // xyz 10 bits
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uint albedo; //rgb albedo
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uint emission; //rgb normalized with e as multiplier
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uint normal; //RGB normal encoded
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};
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layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
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CellData data[];
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}
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cell_data;
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#define LIGHT_TYPE_DIRECTIONAL 0
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#define LIGHT_TYPE_OMNI 1
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#define LIGHT_TYPE_SPOT 2
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#ifdef MODE_COMPUTE_LIGHT
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struct Light {
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uint type;
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float energy;
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float radius;
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float attenuation;
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vec3 color;
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float spot_angle_radians;
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vec3 position;
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float spot_attenuation;
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vec3 direction;
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bool has_shadow;
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};
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layout(set = 0, binding = 3, std140) uniform Lights {
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Light data[MAX_LIGHTS];
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}
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lights;
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#endif
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layout(push_constant, binding = 0, std430) uniform Params {
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ivec3 limits;
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uint stack_size;
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float emission_scale;
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float propagation;
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float dynamic_range;
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uint light_count;
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uint cell_offset;
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uint cell_count;
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uint pad[2];
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}
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params;
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layout(set = 0, binding = 4, std140) uniform Outputs {
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vec4 data[];
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}
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output;
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#ifdef MODE_COMPUTE_LIGHT
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uint raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
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uint result = NO_CHILDREN;
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ivec3 size = ivec3(max(max(params.limits.x, params.limits.y), params.limits.z));
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while (distance > -distance_adv) { //use this to avoid precision errors
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uint cell = 0;
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ivec3 pos = ivec3(from);
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if (all(greaterThanEqual(pos, ivec3(0))) && all(lessThan(pos, size))) {
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ivec3 ofs = ivec3(0);
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ivec3 half_size = size / 2;
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for (int i = 0; i < params.stack_size - 1; i++) {
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bvec3 greater = greaterThanEqual(pos, ofs + half_size);
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ofs += mix(ivec3(0), half_size, greater);
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uint child = 0; //wonder if this can be done faster
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if (greater.x) {
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child |= 1;
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}
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if (greater.y) {
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child |= 2;
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}
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if (greater.z) {
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child |= 4;
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}
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cell = cell_children.data[cell].children[child];
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if (cell == NO_CHILDREN) {
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break;
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}
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half_size >>= ivec3(1);
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}
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if (cell != NO_CHILDREN) {
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return cell; //found cell!
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}
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}
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from += direction * distance_adv;
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distance -= distance_adv;
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}
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return NO_CHILDREN;
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}
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bool compute_light_vector(uint light, uint cell, vec3 pos, out float attenuation, out vec3 light_pos) {
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if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
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light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
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attenuation = 1.0;
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} else {
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light_pos = lights.data[light].position;
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float distance = length(pos - light_pos);
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if (distance >= lights.data[light].radius) {
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return false;
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}
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attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation);
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if (lights.data[light].type == LIGHT_TYPE_SPOT) {
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vec3 rel = normalize(pos - light_pos);
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float angle = acos(dot(rel, lights.data[light].direction));
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if (angle > lights.data[light].spot_angle_radians) {
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return false;
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}
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float d = clamp(angle / lights.data[light].spot_angle_radians, 0, 1);
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attenuation *= pow(1.0 - d, lights.data[light].spot_attenuation);
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}
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}
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return true;
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}
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float get_normal_advance(vec3 p_normal) {
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vec3 normal = p_normal;
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vec3 unorm = abs(normal);
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if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
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// x code
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unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
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} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
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// y code
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unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
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} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
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// z code
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unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
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} else {
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// oh-no we messed up code
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// has to be
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unorm = vec3(1.0, 0.0, 0.0);
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}
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return 1.0 / dot(normal, unorm);
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}
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#endif
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void main() {
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uint cell_index = gl_GlobalInvocationID.x;
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if (cell_index >= params.cell_count) {
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return;
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}
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cell_index += params.cell_offset;
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uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21);
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vec4 albedo = unpackUnorm4x8(cell_data.data[cell_index].albedo);
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#ifdef MODE_COMPUTE_LIGHT
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vec3 pos = vec3(posu) + vec3(0.5);
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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;
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vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
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#ifdef MODE_ANISOTROPIC
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vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
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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));
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#else
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vec3 accum = vec3(0.0);
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#endif
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for (uint i = 0; i < params.light_count; i++) {
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float attenuation;
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vec3 light_pos;
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if (!compute_light_vector(i, cell_index, pos, attenuation, light_pos)) {
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continue;
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}
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vec3 light_dir = pos - light_pos;
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float distance = length(light_dir);
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light_dir = normalize(light_dir);
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if (length(normal.xyz) > 0.2 && dot(normal.xyz, light_dir) >= 0) {
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continue; //not facing the light
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}
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if (lights.data[i].has_shadow) {
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float distance_adv = get_normal_advance(light_dir);
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distance += distance_adv - mod(distance, distance_adv); //make it reach the center of the box always
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vec3 from = pos - light_dir * distance; //approximate
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from -= sign(light_dir) * 0.45; //go near the edge towards the light direction to avoid self occlusion
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uint result = raymarch(distance, distance_adv, from, light_dir);
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if (result != cell_index) {
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continue; //was occluded
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}
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}
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vec3 light = lights.data[i].color * albedo.rgb * attenuation * lights.data[i].energy;
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#ifdef MODE_ANISOTROPIC
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for (uint j = 0; j < 6; j++) {
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accum[j] += max(0.0, dot(accum_dir, -light_dir)) * light + emission;
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}
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#else
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if (length(normal.xyz) > 0.2) {
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accum += max(0.0, dot(normal.xyz, -light_dir)) * light + emission;
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} else {
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//all directions
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accum += light + emission;
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}
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#endif
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}
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#ifdef MODE_ANISOTROPIC
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output.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
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output.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
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output.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
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output.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
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output.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
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output.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
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#else
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output.data[cell_index] = vec4(accum, 0.0);
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#endif
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#endif //MODE_COMPUTE_LIGHT
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#ifdef MODE_UPDATE_MIPMAPS
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{
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#ifdef MODE_ANISOTROPIC
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vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
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#else
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vec3 light_accum = vec3(0.0);
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#endif
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float count = 0.0;
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for (uint i = 0; i < 8; i++) {
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uint child_index = cell_children.data[cell_index].children[i];
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if (child_index == NO_CHILDREN) {
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continue;
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}
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#ifdef MODE_ANISOTROPIC
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light_accum[1] += output.data[child_index * 6 + 0].rgb;
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light_accum[2] += output.data[child_index * 6 + 1].rgb;
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light_accum[3] += output.data[child_index * 6 + 2].rgb;
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light_accum[4] += output.data[child_index * 6 + 3].rgb;
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light_accum[5] += output.data[child_index * 6 + 4].rgb;
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light_accum[6] += output.data[child_index * 6 + 5].rgb;
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#else
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light_accum += output.data[child_index].rgb;
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#endif
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count += 1.0;
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}
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float divisor = mix(8.0, count, params.propagation);
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#ifdef MODE_ANISOTROPIC
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output.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
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output.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
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output.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
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output.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
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output.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
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output.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
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#else
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output.data[cell_index] = vec4(light_accum / divisor, 0.0);
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#endif
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}
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#endif
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#ifdef MODE_WRITE_TEXTURE
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{
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}
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#endif
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}
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