#version 450 #pragma shader_stage(fragment) // to-do: convert to use functions.h surface population functions #define FRAGMENT 1 #define DEFERRED_SAMPLING 0 #define CUBEMAPS 1 #define BLEND 0 #define USE_LIGHTMAP 1 layout (constant_id = 0) const uint TEXTURES = 512; layout (constant_id = 1) const uint CASCADES = 16; #define MAX_TEXTURES textures.length() #include "../../common/macros.h" #include "../../common/structs.h" layout (binding = 6) uniform sampler2D samplerTextures[TEXTURES]; layout (std140, binding = 7) readonly buffer DrawCommands { DrawCommand drawCommands[]; }; layout (std140, binding = 8) readonly buffer Instances { Instance instances[]; }; layout (std140, binding = 9) readonly buffer InstanceAddresseses { InstanceAddresses instanceAddresses[]; }; layout (std140, binding = 10) readonly buffer Materials { Material materials[]; }; layout (std140, binding = 11) readonly buffer Textures { Texture textures[]; }; layout (std140, binding = 12) readonly buffer Lights { Light lights[]; }; layout (binding = 13, r32ui) uniform volatile uimage3D voxelId[CASCADES]; layout (binding = 14, r32ui) uniform volatile uimage3D voxelNormal[CASCADES]; layout (binding = 15, r32ui) uniform volatile uimage3D voxelRadiance[CASCADES]; layout (binding = 16, rgba8) uniform writeonly image3D voxelOutput[CASCADES]; layout (location = 0) flat in uvec4 inId; layout (location = 1) flat in vec4 inPOS0; layout (location = 2) in vec4 inPOS1; layout (location = 3) in vec3 inPosition; layout (location = 4) in vec2 inUv; layout (location = 5) in vec4 inColor; layout (location = 6) in vec2 inSt; layout (location = 7) in vec3 inNormal; layout (location = 8) in vec3 inTangent; #include "../../common/functions.h" void main() { const uint CASCADE = inId.w; if ( CASCADES <= CASCADE ) discard; const vec3 P = inPosition.xzy * 0.5 + 0.5; if ( abs(P.x) > 1 || abs(P.y) > 1 || abs(P.z) > 1 ) discard; const uint triangleID = uint(inId.x); // gl_PrimitiveID const uint drawID = uint(inId.y); const uint instanceID = uint(inId.z); surface.uv.xy = wrap(inUv.xy); surface.uv.z = mipLevel(dFdx(inUv), dFdy(inUv)); surface.st.xy = inSt; surface.st.z = mipLevel(dFdx(inSt), dFdy(inSt)); const DrawCommand drawCommand = drawCommands[drawID]; const Instance instance = instances[instanceID]; const Material material = materials[instance.materialID]; surface.instance = instance; vec4 A = material.colorBase; float M = material.factorMetallic; float R = material.factorRoughness; float AO = material.factorOcclusion; // sample albedo if ( validTextureIndex( material.indexAlbedo ) ) { A = sampleTexture( material.indexAlbedo ); } // alpha mode OPAQUE if ( material.modeAlpha == 0 ) { A.a = 1; // alpha mode BLEND } else if ( material.modeAlpha == 1 ) { float dither = interleavedGradientNoise(gl_FragCoord.xy); // if ( A.a < dither ) discard; // alpha mode MASK } else if ( material.modeAlpha == 2 ) { if ( A.a < abs(material.factorAlphaCutoff) ) discard; A.a = 1; } if ( A.a == 0 ) discard; #if USE_LIGHTMAP if ( validTextureIndex( instance.lightmapID ) ) { A.rgb *= sampleTexture( instance.lightmapID, inSt ).rgb; } #endif // sample normal vec3 N = inNormal; vec3 T = inTangent; T = normalize(T - dot(T, N) * N); vec3 B = cross(T, N); mat3 TBN = mat3(T, B, N); // mat3 TBN = mat3(N, B, T); if ( T != vec3(0) && validTextureIndex( material.indexNormal ) ) { N = TBN * normalize( sampleTexture( material.indexNormal ).xyz * 2.0 - 1.0 ); } const ivec3 uvw = ivec3(P * imageSize(voxelOutput[CASCADE])); uint packedId = ( instanceID + 1 ) << 16 | ( drawID + 1 ); imageAtomicMax(voxelId[CASCADE], ivec3(uvw), packedId); vec2 N_E = encodeNormals( normalize( N ) ); uint packedNormal = packHalf2x16(N_E); imageAtomicMin(voxelNormal[CASCADE], uvw, packedNormal); uint packedRadiance = packUnorm4x8(vec4(A.rgb, luminance(A.rgb))); imageAtomicMax(voxelRadiance[CASCADE], uvw, packedRadiance); }