engine/bin/data/shaders/common/functions.h

620 lines
22 KiB
C

// Helper Functions
float random(vec3 seed, int i){ return fract(sin(dot(vec4(seed,i), vec4(12.9898,78.233,45.164,94.673))) * 43758.5453); }
float rand2(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 143758.5453); }
float rand3(vec3 co){ return fract(sin(dot(co.xyz ,vec3(12.9898,78.233, 37.719))) * 143758.5453); }
float interleavedGradientNoise(vec2 co) {
vec3 seed = vec3(0.06711056, 0.00583715, 52.9829189);
return fract(seed.z * fract(dot(co, seed.xy)));
}
//
float mipLevel( in vec2 dx_vtc, in vec2 dy_vtc ) {
const float delta_max_sqr = max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc));
return 0.5 * log2(delta_max_sqr);
// return max(0.0, 0.5 * log2(delta_max_sqr) - 1.0);
// return 0.5 * log2(max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc)));
}
float mipLevels( vec2 size ) {
return floor(log2(max(size.x, size.y)));
}
float mipLevels( ivec2 size ) {
return floor(log2(max(size.x, size.y)));
}
//
vec4 rgbaUVec4toVec4( uvec4 rgba ) {
/*
return vec4(float((val & 0x000000FF)),
float((val & 0x0000FF00) >> 8U),
float((val & 0x00FF0000) >> 16U),
float((val & 0xFF000000) >> 24U));
*/
return rgba / vec4(256.0);
}
uvec4 rgbaVec4toUvec4( vec4 rgba ) {
/*
return (uint(val.w) & 0x000000FF) << 24U |
(uint(val.z) & 0x000000FF) << 16U |
(uint(val.y) & 0x000000FF) << 8U |
(uint(val.x) & 0x000000FF);
*/
return uvec4(rgba * uvec4(256));
}
//
void toneMap( inout vec3 color, float exposure ) {
color.rgb = vec3(1.0) - exp(-color.rgb * exposure);
}
void gammaCorrect( inout vec3 color, float gamma ) {
color.rgb = pow(color.rgb, vec3(1.0 / gamma));
}
void toneMap( inout vec4 color, float exposure ) { toneMap(color.rgb, exposure); }
void gammaCorrect( inout vec4 color, float gamma ) { gammaCorrect(color.rgb, gamma); }
float luma( vec3 color ) { return dot(color, vec3(0.2126, 0.7152, 0.0722)); } // REF 709
float luminance( vec3 color ) { return dot(color, vec3(0.299, 0.587, 0.114)); } // REF 601
vec4 encodeRGBE( vec3 color ) {
float maxColor = max(color.r, max(color.g, color.b));
if ( maxColor < 1e-6 ) return vec4(0.0); // bail early
int exponent;
float mantissa = frexp( maxColor, exponent );
vec3 rgb = color * exp2(-float(exponent));
float alpha = (float(exponent) + 128.0) / 255.0;
return vec4(rgb, alpha);
}
vec4 decodeRGBE(vec4 rgbe) {
if ( rgbe.a == 0.0 ) return vec4(0);
float exponent = rgbe.a * 255.0 - 128.0;
return vec4(rgbe.rgb * exp2(exponent), 1.0);
}
//
uint tea(uint val0, uint val1) {
uint v0 = val0;
uint v1 = val1;
uint s0 = 0;
#pragma unroll 16
for(uint n = 0; n < 16; n++) {
s0 += 0x9e3779b9;
v0 += ((v1 << 4) + 0xa341316c) ^ (v1 + s0) ^ ((v1 >> 5) + 0xc8013ea4);
v1 += ((v0 << 4) + 0xad90777d) ^ (v0 + s0) ^ ((v0 >> 5) + 0x7e95761e);
}
return v0;
}
uint lcg(inout uint prev) {
uint LCG_A = 1664525u;
uint LCG_C = 1013904223u;
prev = (LCG_A * prev + LCG_C);
return prev & 0x00FFFFFF;
}
float rnd(inout uint prev) { return (float(lcg(prev)) / float(0x01000000)); }
uint prngSeed;
float rnd() { return rnd(prngSeed); }
//
float ndfGGX(float cosLh, float roughness) {
const float alpha = roughness * roughness;
const float alphaSq = alpha * alpha;
const float denom = (cosLh * cosLh) * (alphaSq - 1.0) + 1.0;
return alphaSq / (PI * denom * denom);
}
float gaSchlickG1(float cosTheta, float k) { return cosTheta / (cosTheta * (1.0 - k) + k); }
float gaSchlickGGX(float cosLi, float cosLo, float roughness) {
const float r = roughness + 1.0;
const float k = (r * r) / 8.0;
return gaSchlickG1(cosLi, k) * gaSchlickG1(cosLo, k);
}
vec3 fresnelSchlick(vec3 F0, float cosTheta) { return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); }
//
void tangentBitangent(in vec3 N, out vec3 Nt, out vec3 Nb) {
if(abs(N.x) > abs(N.y)) Nt = vec3(N.z, 0, -N.x) / sqrt(N.x * N.x + N.z * N.z);
else Nt = vec3(0, -N.z, N.y) / sqrt(N.y * N.y + N.z * N.z);
Nb = cross(N, Nt);
}
vec3 samplingHemisphere(inout uint seed, in vec3 x, in vec3 y, in vec3 z) {
float r1 = rnd(seed);
float r2 = rnd(seed);
float sq = sqrt(1.0 - r2);
vec3 direction = vec3(cos(2 * PI * r1) * sq, sin(2 * PI * r1) * sq, sqrt(r2));
direction = direction.x * x + direction.y * y + direction.z * z;
return direction;
}
vec3 samplingHemisphere(inout uint seed, in vec3 z) {
vec3 x;
vec3 y;
tangentBitangent( z, x, y );
float r1 = rnd(seed);
float r2 = rnd(seed);
float sq = sqrt(1.0 - r2);
vec3 direction = vec3(cos(2 * PI * r1) * sq, sin(2 * PI * r1) * sq, sqrt(r2));
direction = direction.x * x + direction.y * y + direction.z * z;
return direction;
}
//
float max3( vec3 v ) { return max(max(v.x, v.y), v.z); }
float min3( vec3 v ) { return min(min(v.x, v.y), v.z); }
uint biasedRound( float x, float bias ) { return uint( ( x < bias ) ? floor(x) : ceil(x)); }
float wrap( float i ) { return fract(i); }
vec2 wrap( vec2 uv ) { return vec2( wrap( uv.x ), wrap( uv.y ) ); }
vec3 orthogonal(vec3 u){
u = normalize(u);
const vec3 v = vec3(0.99146, 0.11664, 0.05832); // Pick any normalized vector.
return abs(dot(u, v)) > 0.99999f ? cross(u, vec3(0, 1, 0)) : cross(u, v);
}
vec4 blend( vec4 source, vec4 dest, float a ) {
return source * a + dest * (1.0 - a);
}
float gauss( float x, float sigma ) {
return (1.0 / (2.0 * 3.14157 * sigma) * exp(-(x*x) / (2.0 * sigma)));
}
bool enabled( uint flag, uint bit ) {
return (flag & (1 << bit)) != 0;
}
vec3 decodeNormals( vec2 enc ) {
const vec2 ang = enc*2-1;
const vec2 scth = vec2( sin(ang.x * PI), cos(ang.x * PI) );
const vec2 scphi = vec2(sqrt(1.0 - ang.y*ang.y), ang.y);
return normalize( vec3(scth.y*scphi.x, scth.x*scphi.x, scphi.y) );
}
vec2 encodeNormals( vec3 n ) {
// float p = sqrt(n.z*8+8);
// return n.xy/p + 0.5;
return (vec2(atan(n.y,n.x)/PI, n.z)+1.0)*0.5;
}
vec3 encodeSrgb(vec3 rgb) {
const vec3 a = 12.92 * rgb;
const vec3 b = 1.055 * pow(rgb, vec3(1.0 / 2.4)) - 0.055;
const vec3 c = step(vec3(0.0031308), rgb);
return mix(a, b, c);
}
vec3 decodeSrgb(vec3 rgb) {
const vec3 a = rgb / 12.92;
const vec3 b = pow((rgb + 0.055) / 1.055, vec3(2.4));
const vec3 c = step(vec3(0.04045), rgb);
return mix(a, b, c);
}
#if !SPD && (DEFERRED || FRAGMENT || COMPUTE || RT)
bool validTextureIndex( int textureIndex ) {
return 0 <= textureIndex && textureIndex < MAX_TEXTURES;
}
#if MAX_CUBEMAPS
bool validCubemapIndex( int textureIndex ) {
return 0 <= textureIndex && textureIndex < MAX_CUBEMAPS;
}
#endif
bool validTextureIndex( uint id ) {
return 0 <= id && id < MAX_TEXTURES;
}
bool validTextureIndex( uint start, int offset ) {
return 0 <= offset && start + offset < MAX_TEXTURES;
}
uint textureIndex( uint start, int offset ) {
return start + offset;
}
vec4 sampleTexture( uint id, vec2 uv, vec2 ddx, vec2 ddy ) {
const Texture t = textures[id];
vec2 scale = t.lerp.zw - t.lerp.xy;
vec2 final_uv = mix( t.lerp.xy, t.lerp.zw, uv );
return textureGrad( samplerTextures[nonuniformEXT(t.index)], final_uv, ddx * scale, ddy * scale );
}
vec4 sampleTexture( uint id, vec2 uv ) {
const Texture t = textures[id];
return texture( samplerTextures[nonuniformEXT(t.index)], mix( t.lerp.xy, t.lerp.zw, uv ) );
}
vec4 sampleTexture( uint id, vec2 uv, float mip ) {
#if QUERY_MIPMAP
return sampleTexture( id, uv );
#else
const Texture t = textures[id];
return textureLod( samplerTextures[nonuniformEXT(t.index)], mix( t.lerp.xy, t.lerp.zw, uv ), mip );
#endif
}
vec4 sampleTexture( uint id, vec3 uvm ) { return sampleTexture( id, uvm.xy, uvm.z ); }
vec4 sampleTexture( uint id ) {
#if QUERY_MIPMAP
return sampleTexture( id, uv );
#else
return sampleTexture( id, surface.uv.xy, surface.dUvDx, surface.dUvDy );
#endif
}
// vec4 sampleTexture( uint id ) { return sampleTexture( id, surface.uv.xy, surface.uv.z ); }
vec4 sampleTexture( uint id, float mip ) { return sampleTexture( id, surface.uv.xy, mip ); }
#endif
vec2 rayBoxDst( vec3 boundsMin, vec3 boundsMax, in Ray ray ) {
const vec3 t0 = (boundsMin - ray.origin) / ray.direction;
const vec3 t1 = (boundsMax - ray.origin) / ray.direction;
const vec3 tmin = min(t0, t1);
const vec3 tmax = max(t0, t1);
const float tStart = max(0, max( max(tmin.x, tmin.y), tmin.z ));
const float tEnd = max(0, min( tmax.x, min(tmax.y, tmax.z) ) - tStart);
return vec2(tStart, tEnd);
}
#if VXGI
float cascadePower( uint x ) {
return pow(1 + x, ubo.settings.vxgi.cascadePower);
// return max( 1, x * ubo.settings.vxgi.cascadePower );
}
#endif
#if FRAGMENT
void whitenoise(inout vec3 color, const vec4 parameters) {
const float flicker = parameters.x;
const float pieces = parameters.y;
const float blend = parameters.z;
const float time = parameters.w;
if ( blend < 0.0001 ) return;
const float freq = sin(pow(mod(time, flicker) + flicker, 1.9));
const float whiteNoise = rand2( floor(gl_FragCoord.xy / pieces) + mod(time, freq) );
color = mix( color, vec3(whiteNoise), blend );
}
vec4 resolve( subpassInputMS t, const uint samples ) {
vec4 resolved = vec4(0);
for ( int i = 0; i < samples; ++i ) resolved += subpassLoad(t, i);
resolved /= vec4(samples);
return resolved;
}
uvec4 resolve( usubpassInputMS t, const uint samples ) {
uvec4 resolved = uvec4(0);
for ( int i = 0; i < samples; ++i ) resolved += subpassLoad(t, i);
resolved /= uvec4(samples);
return resolved;
}
#endif
vec4 resolve( sampler2DMS t, ivec2 uv ) {
vec4 resolved = vec4(0);
int samples = textureSamples(t);
for ( int i = 0; i < samples; ++i ) {
resolved += texelFetch(t, uv, i);
}
resolved /= float(samples);
return resolved;
}
//
vec2 encodeBarycentrics( vec3 barycentric ) {
return barycentric.yz;
}
vec3 decodeBarycentrics( vec2 attributes ) {
return vec3(
1.0 - attributes.x - attributes.y,
attributes.x,
attributes.y
);
}
#if DEFERRED_SAMPLING
void populateSurfaceMaterial() {
const Material material = materials[surface.instance.materialID >= materials.length() ? 0 : surface.instance.materialID];
surface.material.albedo = material.colorBase;
surface.material.metallic = material.factorMetallic;
surface.material.roughness = material.factorRoughness;
surface.material.occlusion = material.factorOcclusion;
surface.material.lightmapped = false;
surface.light = material.colorEmissive;
if ( validTextureIndex( material.indexAlbedo ) ) {
surface.material.albedo *= sampleTexture( material.indexAlbedo );
}
// OPAQUE
if ( material.modeAlpha == 0 ) {
surface.material.albedo.a = 1;
// BLEND
} else if ( material.modeAlpha == 1 ) {
// MASK
} else if ( material.modeAlpha == 2 ) {
}
// Emissive mapping
if ( validTextureIndex( material.indexEmissive ) ) {
surface.light *= sampleTexture( material.indexEmissive );
}
// (Occlusion/)Metallic/Roughness map
if ( validTextureIndex( material.indexMetallicRoughness ) ) {
vec4 samp = sampleTexture( material.indexMetallicRoughness );
surface.material.metallic *= samp.b;
surface.material.roughness *= samp.g;
if ( material.indexOcclusion == material.indexMetallicRoughness ) {
surface.material.occlusion = mix(1.0, samp.r, material.factorOcclusion);
}
}
// Occlusion mapping
if ( validTextureIndex( material.indexOcclusion ) && material.indexOcclusion != material.indexMetallicRoughness ) {
float occ = sampleTexture( material.indexOcclusion ).r;
surface.material.occlusion = mix(1.0, occ, material.factorOcclusion);
}
// Normal mapping
if ( validTextureIndex( material.indexNormal ) && surface.tangent.world != vec3(0) ) {
surface.normal.world = surface.tbn * normalize( sampleTexture( material.indexNormal ).xyz * 2.0 - vec3(1.0));
}
{
surface.normal.eye = normalize(vec3( VIEW_MATRIX * vec4(surface.normal.world, 0.0) ));
}
// Light mapping
if ( ( bool(ubo.settings.lighting.useLightmaps)) && validTextureIndex( surface.instance.lightmapID ) ) {
surface.material.lightmapped = true; // light.a > 0.001;
vec4 light = decodeRGBE( sampleTexture( surface.instance.lightmapID, surface.st.xy, 0.0 ) );
const vec3 F0 = mix(vec3(0.04), surface.material.albedo.rgb, surface.material.metallic);
const vec3 Lo = normalize(-surface.position.eye);
const float cosLo = max(0.0, dot(surface.normal.eye, Lo));
const vec3 F = F0 + (max(vec3(1.0 - surface.material.roughness), F0) - F0) * pow(clamp(1.0 - cosLo, 0.0, 1.0), 5.0);
const vec3 kD = (vec3(1.0) - F) * (1.0 - surface.material.metallic);
surface.light.rgb += (kD * surface.material.albedo.rgb * light.rgb) * surface.material.occlusion;
}
}
bool isValidAddress( uint64_t address ) {
#if UINT64_ENABLED
return bool(address);
#else
return bool(address.x) && bool(address.y);
#endif
}
uvec4 uvec2_16x4( uvec2 i ) {
uvec4 converted;
converted.x = (i.x >> 16) & 0xFFFF;
converted.y = (i.x >> 0) & 0xFFFF;
converted.z = (i.y >> 16) & 0xFFFF;
converted.w = (i.y >> 0) & 0xFFFF;
return converted;
}
#if BUFFER_REFERENCE
void populateSurface( InstanceAddresses addresses, uvec3 indices ) {
Triangle triangle;
Vertex points[3];
if ( isValidAddress(addresses.position) ) {
VPos buf = VPos(nonuniformEXT(addresses.position));
#pragma unroll 3
for ( uint _ = 0; _ < 3; ++_ ) points[_].position = vec3( buf.v[indices[_]*3+0], buf.v[indices[_]*3+1], buf.v[indices[_]*3+2] );
}
if ( isValidAddress(addresses.uv) ) {
VUv buf = VUv(nonuniformEXT(addresses.uv));
#pragma unroll 3
for ( uint _ = 0; _ < 3; ++_ ) points[_].uv = buf.v[indices[_]];
}
if ( isValidAddress(addresses.st) ) {
VSt buf = VSt(nonuniformEXT(addresses.st));
#pragma unroll 3
for ( uint _ = 0; _ < 3; ++_ ) points[_].st = buf.v[indices[_]];
}
if ( isValidAddress(addresses.normal) ) {
VNormal buf = VNormal(nonuniformEXT(addresses.normal));
#pragma unroll 3
for ( uint _ = 0; _ < 3; ++_ ) points[_].normal = vec3( buf.v[indices[_]*3+0], buf.v[indices[_]*3+1], buf.v[indices[_]*3+2] );
}
if ( isValidAddress(addresses.tangent) ) {
VTangent buf = VTangent(nonuniformEXT(addresses.tangent));
#pragma unroll 3
for ( uint _ = 0; _ < 3; ++_ ) points[_].tangent = vec3( buf.v[indices[_]*3+0], buf.v[indices[_]*3+1], buf.v[indices[_]*3+2] );
} else {
vec3 edge1 = points[1].position - points[0].position;
vec3 edge2 = points[2].position - points[0].position;
vec2 deltaUV1 = points[1].uv - points[0].uv;
vec2 deltaUV2 = points[2].uv - points[0].uv;
float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x);
vec3 tangent_tri = (edge1 * deltaUV2.y - edge2 * deltaUV1.y) * r;
#pragma unroll 3
for ( uint _ = 0; _ < 3; ++_ ) points[_].tangent = tangent_tri;
}
#if BARYCENTRIC_CALCULATE
{
const vec3 p = vec3(inverse( surface.object.model ) * vec4(surface.position.world, 1));
const vec3 a = points[0].position;
const vec3 b = points[1].position;
const vec3 c = points[2].position;
const vec3 v0 = b - a;
const vec3 v1 = c - a;
const vec3 v2 = p - a;
const float d00 = dot(v0, v0);
const float d01 = dot(v0, v1);
const float d11 = dot(v1, v1);
const float d20 = dot(v2, v0);
const float d21 = dot(v2, v1);
const float denom = d00 * d11 - d01 * d01;
const float v = (d11 * d20 - d01 * d21) / denom;
const float w = (d00 * d21 - d01 * d20) / denom;
const float u = 1.0f - v - w;
surface.barycentric = vec3( u, v, w );
}
#endif
// triangle.geomNormal = normalize(cross(points[1].position - points[0].position, points[2].position - points[0].position));
triangle.point.position = /*triangle.*/points[0].position * surface.barycentric[0] + /*triangle.*/points[1].position * surface.barycentric[1] + /*triangle.*/points[2].position * surface.barycentric[2];
triangle.point.normal = /*triangle.*/points[0].normal * surface.barycentric[0] + /*triangle.*/points[1].normal * surface.barycentric[1] + /*triangle.*/points[2].normal * surface.barycentric[2];
triangle.point.uv = /*triangle.*/points[0].uv * surface.barycentric[0] + /*triangle.*/points[1].uv * surface.barycentric[1] + /*triangle.*/points[2].uv * surface.barycentric[2];
triangle.point.st = /*triangle.*/points[0].st * surface.barycentric[0] + /*triangle.*/points[1].st * surface.barycentric[1] + /*triangle.*/points[2].st * surface.barycentric[2];
triangle.point.tangent = /*triangle.*/points[0].tangent * surface.barycentric[0] + /*triangle.*/points[1].tangent * surface.barycentric[1] + /*triangle.*/points[2].tangent * surface.barycentric[2];
// bind position (seems to muck with the skybox + fog)
#if 0 && BARYCENTRIC_CALCULATE
{
surface.position.world = vec3( surface.object.model * vec4(triangle.point.position, 1.0 ) );
surface.position.eye = vec3( VIEW_MATRIX * vec4(surface.position.world, 1.0) );
}
#endif
// bind normals
{
surface.normal.world = normalize(vec3( surface.object.model * vec4(triangle.point.normal, 0.0 ) ));
// surface.normal.eye = vec3( VIEW_MATRIX * vec4(surface.normal.world, 0.0) );
}
// bind tangent
if ( triangle.point.tangent != vec3(0) ) {
surface.tangent.world = normalize(vec3( surface.object.model * vec4(triangle.point.tangent, 0.0) ));
surface.tangent.world = normalize(surface.tangent.world - dot(surface.tangent.world, surface.normal.world) * surface.normal.world);
vec3 bitangent = normalize(vec3( surface.object.model * vec4(cross( triangle.point.normal, triangle.point.tangent ), 0.0) ));
surface.tbn = mat3(surface.tangent.world, bitangent, surface.normal.world);
}
// bind UVs
{
surface.uv.xy = triangle.point.uv;
surface.uv.z = 0;
surface.st.xy = triangle.point.st;
surface.st.z = 0;
}
// bind UV derivatives
{
surface.dUvDx = vec2(0.0);
surface.dUvDy = vec2(0.0);
#if BARYCENTRIC && MULTISAMPLING
ivec2 size = textureSize(samplerId).xy;
int sampleIdx = msaa.currentID;
#elif BARYCENTRIC
ivec2 size = textureSize(samplerId, 0).xy;
int sampleIdx = 0;
#else
ivec2 size = imageSize(outImage).xy;
int sampleIdx = 0;
#endif
#if BARYCENTRIC
ivec2 coord = ivec2(gl_GlobalInvocationID.xy);
int layer = int(gl_GlobalInvocationID.z);
uvec2 centerID = uvec2(texelFetch(samplerId, ivec3(coord, layer), sampleIdx).xy);
#if BARYCENTRIC_CALCULATE
#if USE_CAMERA_VIEWPORT
mat4 iProj = inverse( camera.viewport[surface.pass].projection );
mat4 iView = inverse( camera.viewport[surface.pass].view );
#else
mat4 iProj = ubo.eyes[surface.pass].iProjection;
mat4 iView = ubo.eyes[surface.pass].iView;
#endif
mat4 invModel = inverse(surface.object.model);
vec3 pA = points[0].position;
vec3 v0 = points[1].position - pA;
vec3 v1 = points[2].position - pA;
float d00 = dot(v0, v0);
float d01 = dot(v0, v1);
float d11 = dot(v1, v1);
float denom = d00 * d11 - d01 * d01;
#endif
ivec2 offsetX[2] = ivec2[]( ivec2(1, 0), ivec2(-1, 0) );
ivec2 offsetY[2] = ivec2[]( ivec2(0, 1), ivec2(0, -1) );
#if !BARYCENTRIC_CALCULATE
#define FETCH_NEIGHBOR_UV(OFFSETS, OUT_GRAD) \
for (int i = 0; i < 2; ++i) { \
ivec2 off = OFFSETS[i]; \
ivec2 nCoord = coord + off; \
if ( nCoord.x >= 0 && nCoord.y >= 0 && nCoord.x < size.x && nCoord.y < size.y ) { \
if ( uvec2(texelFetch(samplerId, ivec3(nCoord, layer), sampleIdx).xy) == centerID ) { \
vec3 bN = decodeBarycentrics(texelFetch(samplerBary, ivec3(nCoord, layer), sampleIdx).xy); \
vec2 uvN = points[0].uv * bN.x + points[1].uv * bN.y + points[2].uv * bN.z; \
OUT_GRAD = (uvN - surface.uv.xy) * float(off.x + off.y); \
break; \
} \
} \
}
#else
#define FETCH_NEIGHBOR_UV( OFFSETS, OUT_GRAD ) \
for (int i = 0; i < 2; ++i) { \
ivec2 off = OFFSETS[i]; \
ivec2 nCoord = coord + off; \
if ( nCoord.x >= 0 && nCoord.y >= 0 && nCoord.x < size.x && nCoord.y < size.y ) { \
if ( uvec2(texelFetch(samplerId, ivec3(nCoord, layer), sampleIdx).xy) == centerID ) { \
float dN = texelFetch(samplerDepth, ivec3(nCoord, layer), sampleIdx).r; \
vec2 inUvN = (vec2(nCoord) / vec2(size)) * 2.0f - 1.0f; \
vec4 eyeN = iProj * vec4(inUvN, dN, 1.0); \
vec3 pN = vec3(invModel * vec4(vec3(iView * (eyeN / eyeN.w)), 1.0)); \
vec3 v2N = pN - pA; \
float vN = (d11 * dot(v2N, v0) - d01 * dot(v2N, v1)) / denom; \
float wN = (d00 * dot(v2N, v1) - d01 * dot(v2N, v0)) / denom; \
vec2 uvN = points[0].uv * (1.0f - vN - wN) + points[1].uv * vN + points[2].uv * wN; \
OUT_GRAD = (uvN - surface.uv.xy) * float(off.x + off.y); \
break; \
} \
} \
}
#endif
FETCH_NEIGHBOR_UV( offsetX, surface.dUvDx );
FETCH_NEIGHBOR_UV( offsetY, surface.dUvDy );
#undef FETCH_NEIGHBOR_UV
#endif
if ( surface.dUvDx == vec2(0.0) && surface.dUvDy == vec2(0.0) ) {
#if USE_CAMERA_VIEWPORT
mat4 proj = camera.viewport[surface.pass].projection;
#else
mat4 proj = ubo.eyes[surface.pass].projection;
#endif
float pixelSize = abs(surface.position.eye.z) * 2.0 / (proj[1][1] * float(size.y));
vec3 e0 = points[1].position - points[0].position;
vec3 e1 = points[2].position - points[0].position;
float geomArea = length(cross(e0, e1));
vec2 dUv1 = points[1].uv - points[0].uv;
vec2 dUv2 = points[2].uv - points[0].uv;
float uvArea = abs(dUv1.x * dUv2.y - dUv2.x * dUv1.y);
float uvPerMeter = sqrt(uvArea / max(geomArea, 0.00001));
float fallback = pixelSize * uvPerMeter;
surface.dUvDx = vec2(fallback, 0.0);
surface.dUvDy = vec2(0.0, fallback);
}
}
populateSurfaceMaterial();
}
void populateSurface( uint instanceID, uint primitiveID ) {
surface.fragment = vec4(0);
surface.light = vec4(0);
surface.instance = instances[instanceID];
surface.object = objects[surface.instance.objectID];
const InstanceAddresses addresses = addresses[instanceID];
if ( !isValidAddress(addresses.index) ) return;
const DrawCommand drawCommand = Indirects(nonuniformEXT(addresses.indirect)).dc[addresses.drawID];
const uint triangleID = primitiveID + (drawCommand.indexID / 3);
//uvec3 indices = Indices(nonuniformEXT(addresses.index)).i[triangleID];
uvec3 indices = uvec3(
Indices(nonuniformEXT(addresses.index)).i[triangleID*3+0],
Indices(nonuniformEXT(addresses.index)).i[triangleID*3+1],
Indices(nonuniformEXT(addresses.index)).i[triangleID*3+2]
);
#pragma unroll 3
for ( uint _ = 0; _ < 3; ++_ ) /*triangle.*/indices[_] += drawCommand.vertexID;
populateSurface( addresses, indices );
}
void populateSurface( RayTracePayload payload ) {
surface.fragment = vec4(0);
surface.light = vec4(0);
surface.instance = instances[payload.instanceID];
surface.object = objects[surface.instance.objectID];
if ( !payload.hit ) return;
surface.barycentric = decodeBarycentrics(payload.attributes);
populateSurface( payload.instanceID, payload.primitiveID );
}
#endif
#endif