#define FRAGMENT 1 #define BLEND 1 #define DEPTH_TEST 0 #define CUBEMAPS 1 #define TEXTURE_WORKAROUND 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 = 5) uniform sampler2D samplerTextures[TEXTURES]; layout (std140, binding = 6) readonly buffer Instances { Instance instances[]; }; layout (std140, binding = 7) readonly buffer Materials { Material materials[]; }; layout (std140, binding = 8) readonly buffer Textures { Texture textures[]; }; layout (binding = 9, rg16ui) uniform volatile coherent uimage3D voxelId[CASCADES]; layout (binding = 10, rg16f) uniform volatile coherent image3D voxelNormal[CASCADES]; #if VXGI_HDR layout (binding = 11, rgba16f) uniform volatile coherent image3D voxelRadiance[CASCADES]; #else layout (binding = 11, rgba8) uniform volatile coherent image3D voxelRadiance[CASCADES]; #endif #if DEPTH_TEST layout (binding = 12, r16f) uniform volatile coherent image3D voxelDepth[CASCADES]; #endif layout (location = 0) in vec2 inUv; layout (location = 1) in vec2 inSt; layout (location = 2) in vec4 inColor; layout (location = 3) in vec3 inNormal; layout (location = 4) in mat3 inTBN; layout (location = 7) in vec3 inPosition; layout (location = 8) flat in uvec4 inId; #include "../common/functions.h" #if 0 layout (location = 0) out uvec2 outId; layout (location = 1) out vec2 outNormals; #if DEFERRED_SAMPLING layout (location = 2) out vec4 outUvs; #else layout (location = 2) out vec4 outAlbedo; #endif #endif 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 drawID = uint(inId.x); const uint instanceID = uint(inId.y); const uint materialID = uint(inId.z); const vec2 uv = wrap(inUv.xy); surface.uv.xy = uv; surface.uv.z = mipLevel(dFdx(inUv), dFdy(inUv)); surface.st.xy = inSt; surface.st.z = mipLevel(dFdx(inSt), dFdy(inSt)); vec3 N = inNormal; vec4 A = vec4(0, 0, 0, 0); const Instance instance = instances[instanceID]; const Material material = materials[materialID]; surface.instance = instance; float M = material.factorMetallic; float R = material.factorRoughness; float AO = material.factorOcclusion; // sample albedo if ( !validTextureIndex( material.indexAlbedo ) ) discard; { A = sampleTexture( material.indexAlbedo ); // alpha mode OPAQUE if ( material.modeAlpha == 0 ) { A.a = 1; // alpha mode BLEND } else if ( material.modeAlpha == 1 ) { // 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 && !DEFERRED_SAMPLING if ( validTextureIndex( instance.lightmapID ) ) { A.rgb *= sampleTexture( instance.lightmapID, inSt ).rgb; } #endif const ivec3 uvw = ivec3(P * imageSize(voxelRadiance[CASCADE])); #if DEPTH_TEST const float outDepth = length(inPosition.xzy); const float inDepth = imageLoad(voxelDepth[CASCADE], uvw).r; if ( inDepth != 0 && inDepth < outDepth ) discard; imageStore(voxelDepth[CASCADE], uvw, vec4(inDepth, 0, 0, 0)); #endif imageStore(voxelId[CASCADE], uvw, uvec4(uvec2(drawID + 1, instanceID + 1), 0, 0)); imageStore(voxelNormal[CASCADE], uvw, vec4(encodeNormals( normalize( N ) ), 0, 0)); #if BLEND // GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA const vec4 src = A * inColor; const vec4 dst = imageLoad(voxelRadiance[CASCADE], uvw); imageStore(voxelRadiance[CASCADE], uvw, blend( src, dst, src.a ) ); #else imageStore(voxelRadiance[CASCADE], uvw, A ); #endif }