engine/bin/data/shaders/display/vxgi/comp.glsl

229 lines
8.3 KiB
GLSL

#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 COMPUTE 1
#define VXGI 1
#define MAX_CUBEMAPS CUBEMAPS
#define GAMMA_CORRECT 1
#define PBR 1
#define LAMBERT 0
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 eyes[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 Objects {
Object objects[];
};
layout (std140, binding = 5) readonly buffer Materials {
Material materials[];
};
layout (std140, binding = 6) readonly buffer Textures {
Texture textures[];
};
layout (std140, binding = 7) readonly buffer Lights {
Light lights[];
};
layout (binding = 8) uniform sampler2D samplerTextures[TEXTURES];
layout (binding = 9) uniform samplerCube samplerCubemaps[CUBEMAPS];
layout (binding = 10) uniform sampler3D samplerNoise;
layout (binding = 11, r32ui) uniform volatile coherent uimage3D voxelDrawId[CASCADES];
layout (binding = 12, r32ui) uniform volatile coherent uimage3D voxelInstanceId[CASCADES];
layout (binding = 13, r32ui) uniform volatile coherent uimage3D voxelNormalX[CASCADES];
layout (binding = 14, r32ui) uniform volatile coherent uimage3D voxelNormalY[CASCADES];
layout (binding = 15, r32ui) uniform volatile coherent uimage3D voxelRadianceR[CASCADES];
layout (binding = 16, r32ui) uniform volatile coherent uimage3D voxelRadianceG[CASCADES];
layout (binding = 17, r32ui) uniform volatile coherent uimage3D voxelRadianceB[CASCADES];
layout (binding = 18, r32ui) uniform volatile coherent uimage3D voxelRadianceA[CASCADES];
layout (binding = 19, r32ui) uniform volatile coherent uimage3D voxelCount[CASCADES];
layout (binding = 20, rgba8) uniform volatile coherent image3D voxelOutput[CASCADES];
#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 ) {
vec2 N_E = vec2(
uintBitsToFloat(imageLoad(voxelNormalX[CASCADE], ivec3(tUvw) ).x),
uintBitsToFloat(imageLoad(voxelNormalY[CASCADE], ivec3(tUvw) ).x)
);
surface.normal.world = decodeNormals( N_E );
surface.normal.eye = vec3( ubo.settings.vxgi.matrix * vec4( surface.normal.world, 0.0f ) );
surface.position.eye = (vec3(gl_GlobalInvocationID.xyz) / vec3(imageSize(voxelOutput[CASCADE])) * 2.0f - 1.0f) * cascadePower(CASCADE);
surface.position.world = vec3( inverse(ubo.settings.vxgi.matrix) * vec4( surface.position.eye, 1.0f ) );
surface.pass = 0; // PushConstant.pass;
surface.fragment = vec4(0);
surface.light = vec4(0);
surface.motion = vec2(0);
surface.material.indirect = vec4(0);
#if 0
#if 0
vec4 A = imageLoad(voxelOutput[CASCADE], ivec3(tUvw) );
#else
vec4 A = vec4(0);
A.r = imageLoad(voxelRadianceR[CASCADE], ivec3(tUvw) ).r;
A.g = imageLoad(voxelRadianceG[CASCADE], ivec3(tUvw) ).r;
A.b = imageLoad(voxelRadianceB[CASCADE], ivec3(tUvw) ).r;
A.a = imageLoad(voxelRadianceA[CASCADE], ivec3(tUvw) ).r;
A /= 256.0;
uint count = imageLoad(voxelCount[CASCADE], ivec3(tUvw) ).r;
if ( count > 0 ) A /= count;
/*
vec4 A = vec4(surface.normal.world, 1.0);
*/
#endif
surface.material.albedo = A;
surface.fragment.rgb = surface.material.albedo.rgb;
const bool DISCARD_DUE_TO_DIVERGENCE = surface.material.albedo.a == 0;
#else
const uvec2 ID = uvec2(
imageLoad(voxelDrawId[CASCADE], ivec3(tUvw) ).x,
imageLoad(voxelInstanceId[CASCADE], ivec3(tUvw) ).x
);
const bool DISCARD_DUE_TO_DIVERGENCE = ID.x == 0 || ID.y == 0;
const uint drawID = ID.x == 0 ? 0 : ID.x - 1;
const uint instanceID = ID.y == 0 ? 0 : ID.y - 1;
// if ( ID.x == 0 || ID.y == 0 ) {
#if 1
if ( DISCARD_DUE_TO_DIVERGENCE ) {
imageStore(voxelOutput[CASCADE], ivec3(tUvw), vec4(0));
continue;
}
#endif
const DrawCommand drawCommand = drawCommands[drawID];
surface.instance = instances[instanceID];
surface.object = objects[surface.instance.objectID];
const Material material = materials[surface.instance.materialID];
surface.material.albedo = material.colorBase;
surface.fragment = material.colorEmissive;
#if 0
vec4 A = imageLoad(voxelOutput[CASCADE], ivec3(tUvw) );
#else
vec4 A = vec4(0);
A.r = imageLoad(voxelRadianceR[CASCADE], ivec3(tUvw) ).r;
A.g = imageLoad(voxelRadianceG[CASCADE], ivec3(tUvw) ).r;
A.b = imageLoad(voxelRadianceB[CASCADE], ivec3(tUvw) ).r;
A.a = imageLoad(voxelRadianceA[CASCADE], ivec3(tUvw) ).r;
A /= 256.0;
uint count = imageLoad(voxelCount[CASCADE], ivec3(tUvw) ).r;
if ( count > 0 ) A /= count;
#endif
surface.material.albedo = A;
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.position.eye = vec3( ubo.eyes[surface.pass].view * vec4( surface.position.world, 1 ) );
surface.normal.eye = vec3( ubo.eyes[surface.pass].view * vec4(surface.normal.world, 0) );
#if 0
pbr();
#else
/*
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 / (1 + (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;
}
*/
#endif
}
surface.fragment.rgb += surface.light.rgb;
#endif
#if TONE_MAP
toneMap(surface.fragment.rgb, ubo.settings.bloom.exposure);
#endif
#if GAMMA_CORRECT
gammaCorrect(surface.fragment.rgb, 1.0 / ubo.settings.bloom.gamma);
#endif
#if 0
imageStore(voxelOutput[CASCADE], ivec3(tUvw), vec4(surface.fragment.rgb, surface.material.albedo.a));
#else
if ( DISCARD_DUE_TO_DIVERGENCE ) {
imageStore(voxelOutput[CASCADE], ivec3(tUvw), vec4(0));
} else {
imageStore(voxelOutput[CASCADE], ivec3(tUvw), vec4(surface.fragment.rgb, surface.material.albedo.a));
}
#endif
}
}