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authorRémi Verschelde <remi@verschelde.fr>2022-06-23 12:28:10 +0200
committerGitHub <noreply@github.com>2022-06-23 12:28:10 +0200
commit051fb86fb0061acc2441eeb60a13cde671b8c092 (patch)
tree0a1c0a66bcaeeed06f4c1fd291e6178dc0f588af /servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl
parent1a4a4856f6a760781e037b435b2907e92bd619d0 (diff)
parent997810e417cb1f003bacf784f7a07140f7a1b583 (diff)
downloadredot-engine-051fb86fb0061acc2441eeb60a13cde671b8c092.tar.gz
Merge pull request #61221 from BastiaanOlij/split_gi_effects
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl')
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl168
1 files changed, 168 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl
new file mode 100644
index 0000000000..fd7a2bf8ad
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl
@@ -0,0 +1,168 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+struct CellData {
+ uint position; // xyz 10 bits
+ uint albedo; //rgb albedo
+ uint emission; //rgb normalized with e as multiplier
+ uint normal; //RGB normal encoded
+};
+
+layout(set = 0, binding = 1, std140) buffer CellDataBuffer {
+ CellData data[];
+}
+cell_data;
+
+layout(set = 0, binding = 2) uniform texture3D color_tex;
+
+layout(set = 0, binding = 3) uniform sampler tex_sampler;
+
+layout(push_constant, std430) uniform Params {
+ mat4 projection;
+ uint cell_offset;
+ float dynamic_range;
+ float alpha;
+ uint level;
+ ivec3 bounds;
+ uint pad;
+}
+params;
+
+layout(location = 0) out vec4 color_interp;
+
+void main() {
+ const vec3 cube_triangles[36] = vec3[](
+ vec3(-1.0f, -1.0f, -1.0f),
+ vec3(-1.0f, -1.0f, 1.0f),
+ vec3(-1.0f, 1.0f, 1.0f),
+ vec3(1.0f, 1.0f, -1.0f),
+ vec3(-1.0f, -1.0f, -1.0f),
+ vec3(-1.0f, 1.0f, -1.0f),
+ vec3(1.0f, -1.0f, 1.0f),
+ vec3(-1.0f, -1.0f, -1.0f),
+ vec3(1.0f, -1.0f, -1.0f),
+ vec3(1.0f, 1.0f, -1.0f),
+ vec3(1.0f, -1.0f, -1.0f),
+ vec3(-1.0f, -1.0f, -1.0f),
+ vec3(-1.0f, -1.0f, -1.0f),
+ vec3(-1.0f, 1.0f, 1.0f),
+ vec3(-1.0f, 1.0f, -1.0f),
+ vec3(1.0f, -1.0f, 1.0f),
+ vec3(-1.0f, -1.0f, 1.0f),
+ vec3(-1.0f, -1.0f, -1.0f),
+ vec3(-1.0f, 1.0f, 1.0f),
+ vec3(-1.0f, -1.0f, 1.0f),
+ vec3(1.0f, -1.0f, 1.0f),
+ vec3(1.0f, 1.0f, 1.0f),
+ vec3(1.0f, -1.0f, -1.0f),
+ vec3(1.0f, 1.0f, -1.0f),
+ vec3(1.0f, -1.0f, -1.0f),
+ vec3(1.0f, 1.0f, 1.0f),
+ vec3(1.0f, -1.0f, 1.0f),
+ vec3(1.0f, 1.0f, 1.0f),
+ vec3(1.0f, 1.0f, -1.0f),
+ vec3(-1.0f, 1.0f, -1.0f),
+ vec3(1.0f, 1.0f, 1.0f),
+ vec3(-1.0f, 1.0f, -1.0f),
+ vec3(-1.0f, 1.0f, 1.0f),
+ vec3(1.0f, 1.0f, 1.0f),
+ vec3(-1.0f, 1.0f, 1.0f),
+ vec3(1.0f, -1.0f, 1.0f));
+
+ vec3 vertex = cube_triangles[gl_VertexIndex] * 0.5 + 0.5;
+#ifdef MODE_DEBUG_LIGHT_FULL
+ uvec3 posu = uvec3(gl_InstanceIndex % params.bounds.x, (gl_InstanceIndex / params.bounds.x) % params.bounds.y, gl_InstanceIndex / (params.bounds.y * params.bounds.x));
+#else
+ uint cell_index = gl_InstanceIndex + params.cell_offset;
+
+ uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21);
+#endif
+
+#ifdef MODE_DEBUG_EMISSION
+ color_interp.xyz = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0);
+#endif
+
+#ifdef MODE_DEBUG_COLOR
+ color_interp.xyz = unpackUnorm4x8(cell_data.data[cell_index].albedo).xyz;
+#endif
+
+#ifdef MODE_DEBUG_LIGHT
+ color_interp = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level));
+ color_interp.xyz *params.dynamic_range;
+#endif
+
+ float scale = (1 << params.level);
+
+ gl_Position = params.projection * vec4((vec3(posu) + vertex) * scale, 1.0);
+
+#ifdef MODE_DEBUG_LIGHT_FULL
+ if (color_interp.a == 0.0) {
+ gl_Position = vec4(0.0); //force clip and not draw
+ }
+#else
+ color_interp.a = params.alpha;
+#endif
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(location = 0) in vec4 color_interp;
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+ frag_color = color_interp;
+
+#ifdef MODE_DEBUG_LIGHT_FULL
+
+ //there really is no alpha, so use dither
+
+ int x = int(gl_FragCoord.x) % 4;
+ int y = int(gl_FragCoord.y) % 4;
+ int index = x + y * 4;
+ float limit = 0.0;
+ if (x < 8) {
+ if (index == 0)
+ limit = 0.0625;
+ if (index == 1)
+ limit = 0.5625;
+ if (index == 2)
+ limit = 0.1875;
+ if (index == 3)
+ limit = 0.6875;
+ if (index == 4)
+ limit = 0.8125;
+ if (index == 5)
+ limit = 0.3125;
+ if (index == 6)
+ limit = 0.9375;
+ if (index == 7)
+ limit = 0.4375;
+ if (index == 8)
+ limit = 0.25;
+ if (index == 9)
+ limit = 0.75;
+ if (index == 10)
+ limit = 0.125;
+ if (index == 11)
+ limit = 0.625;
+ if (index == 12)
+ limit = 1.0;
+ if (index == 13)
+ limit = 0.5;
+ if (index == 14)
+ limit = 0.875;
+ if (index == 15)
+ limit = 0.375;
+ }
+ if (frag_color.a < limit) {
+ discard;
+ }
+#endif
+}