#version 450 #pragma shader_stage(compute) #extension GL_EXT_samplerless_texture_functions : require #extension GL_EXT_nonuniform_qualifier : enable layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in; #define LAMBERT 0 #define PBR 1 #define VXGI 1 #define COMPUTE 1 layout (constant_id = 0) const uint TEXTURES = 512; layout (constant_id = 1) const uint CUBEMAPS = 128; layout (constant_id = 2) const uint CASCADES = 16; #include "../../common/macros.h" #include "../../common/structs.h" layout (binding = 0) uniform UBO { EyeMatrices matrices[2]; Settings settings; } ubo; layout (std140, binding = 1) readonly buffer DrawCommands { DrawCommand drawCommands[]; }; layout (std140, binding = 2) readonly buffer Instances { Instance instances[]; }; layout (std140, binding = 3) readonly buffer InstanceAddresseses { InstanceAddresses instanceAddresses[]; }; layout (std140, binding = 4) readonly buffer Materials { Material materials[]; }; layout (std140, binding = 5) readonly buffer Textures { Texture textures[]; }; layout (std140, binding = 6) readonly buffer Lights { Light lights[]; }; layout (binding = 7) uniform sampler2D samplerTextures[TEXTURES]; layout (binding = 8) uniform samplerCube samplerCubemaps[CUBEMAPS]; layout (binding = 9) uniform sampler3D samplerNoise; layout (binding = 10, rg16ui) uniform volatile coherent uimage3D voxelId[CASCADES]; layout (binding = 11, rg16f) uniform volatile coherent image3D voxelNormal[CASCADES]; #if VXGI_HDR layout (binding = 12, rgba32f) uniform volatile coherent image3D voxelRadiance[CASCADES]; #else layout (binding = 12, rgba16f) uniform volatile coherent image3D voxelRadiance[CASCADES]; #endif #include "../../common/functions.h" #include "../../common/light.h" #undef VXGI #include "../../common/shadows.h" void main() { const vec3 tUvw = gl_GlobalInvocationID.xzy; for ( uint CASCADE = 0; CASCADE < CASCADES; ++CASCADE ) { surface.normal.world = decodeNormals( vec2(imageLoad(voxelNormal[CASCADE], ivec3(tUvw) ).xy) ); surface.normal.eye = vec3( ubo.settings.vxgi.matrix * vec4( surface.normal.world, 0.0f ) ); surface.position.eye = (vec3(gl_GlobalInvocationID.xyz) / vec3(imageSize(voxelRadiance[CASCADE])) * 2.0f - 1.0f) * cascadePower(CASCADE); surface.position.world = vec3( inverse(ubo.settings.vxgi.matrix) * vec4( surface.position.eye, 1.0f ) ); const uvec2 ID = uvec2(imageLoad(voxelId[CASCADE], ivec3(tUvw) ).xy); const uint drawID = ID.x - 1; const uint instanceID = ID.y - 1; if ( ID.x == 0 || ID.y == 0 ) { imageStore(voxelRadiance[CASCADE], ivec3(tUvw), vec4(0)); continue; } const DrawCommand drawCommand = drawCommands[drawID]; surface.instance = instances[instanceID]; const Material material = materials[surface.instance.materialID]; surface.material.albedo = material.colorBase; surface.fragment = material.colorEmissive; surface.material.albedo = imageLoad(voxelRadiance[CASCADE], ivec3(tUvw) ); surface.material.metallic = material.factorMetallic; surface.material.roughness = material.factorRoughness; surface.material.occlusion = material.factorOcclusion; const vec3 ambient = ubo.settings.lighting.ambient.rgb * surface.material.occlusion; if ( validTextureIndex( surface.instance.lightmapID ) ) { surface.fragment.rgb += surface.material.albedo.rgb; } else { surface.fragment.rgb += surface.material.albedo.rgb * ambient; // corrections surface.material.roughness *= 4.0; const vec3 F0 = mix(vec3(0.04), surface.material.albedo.rgb, surface.material.metallic); const vec3 Lo = normalize( surface.position.world ); const float cosLo = max(0.0, dot(surface.normal.world, Lo)); for ( uint i = 0; i < ubo.settings.lengths.lights; ++i ) { const Light light = lights[i]; if ( light.power <= LIGHT_POWER_CUTOFF ) continue; if ( light.type >= 0 && validTextureIndex( surface.instance.lightmapID ) ) continue; const vec3 Lp = light.position; const vec3 Liu = light.position - surface.position.world; const vec3 Li = normalize(Liu); const float Ls = shadowFactor( light, 0.0 ); const float La = 1.0 / (PI * pow(length(Liu), 2.0)); if ( light.power * La * Ls <= LIGHT_POWER_CUTOFF ) continue; const float cosLi = max(0.0, dot(surface.normal.world, Li)); const vec3 Lr = light.color.rgb * light.power * La * Ls; #if LAMBERT const vec3 diffuse = surface.material.albedo.rgb; const vec3 specular = vec3(0); #elif PBR const vec3 Lh = normalize(Li + Lo); const float cosLh = max(0.0, dot(surface.normal.world, Lh)); const vec3 F = fresnelSchlick( F0, max( 0.0, dot(Lh, Lo) ) ); const float D = ndfGGX( cosLh, surface.material.roughness ); const float G = gaSchlickGGX(cosLi, cosLo, surface.material.roughness); const vec3 diffuse = mix( vec3(1.0) - F, vec3(0.0), surface.material.metallic ) * surface.material.albedo.rgb; const vec3 specular = (F * D * G) / max(EPSILON, 4.0 * cosLi * cosLo); #endif // lightmapped, compute only specular surface.light.rgb += (diffuse + specular) * Lr * cosLi; surface.light.a += light.power * La * Ls; } } surface.fragment.rgb += surface.light.rgb; imageStore(voxelRadiance[CASCADE], ivec3(tUvw), vec4(surface.fragment.rgb, surface.material.albedo.a)); } }