133 lines
4.0 KiB
C
133 lines
4.0 KiB
C
#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 DrawCommands {
|
|
DrawCommand drawCommands[];
|
|
};
|
|
layout (std140, binding = 7) readonly buffer Instances {
|
|
Instance instances[];
|
|
};
|
|
layout (std140, binding = 8) readonly buffer InstanceAddresseses {
|
|
InstanceAddresses instanceAddresses[];
|
|
};
|
|
|
|
layout (std140, binding = 9) readonly buffer Materials {
|
|
Material materials[];
|
|
};
|
|
layout (std140, binding = 10) readonly buffer Textures {
|
|
Texture textures[];
|
|
};
|
|
layout (std140, binding = 11) readonly buffer Lights {
|
|
Light lights[];
|
|
};
|
|
|
|
layout (binding = 12, rg16ui) uniform volatile coherent uimage3D voxelId[CASCADES];
|
|
layout (binding = 13, rg16f) uniform volatile coherent image3D voxelNormal[CASCADES];
|
|
#if VXGI_HDR
|
|
layout (binding = 14, rgba16f) uniform volatile coherent image3D voxelRadiance[CASCADES];
|
|
#else
|
|
layout (binding = 14, rgba8) uniform volatile coherent image3D voxelRadiance[CASCADES];
|
|
#endif
|
|
#if DEPTH_TEST
|
|
layout (binding = 15, 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;
|
|
|
|
const Instance instance = instances[instanceID];
|
|
const Material material = materials[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 ) {
|
|
|
|
// 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
|
|
} |