// Functions related to gi/sdfgi for our forward renderer //standard voxel cone trace vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) { float dist = p_bias; vec4 color = vec4(0.0); while (dist < max_distance && color.a < 0.95) { float diameter = max(1.0, 2.0 * tan_half_angle * dist); vec3 uvw_pos = (pos + dist * direction) * cell_size; float half_diameter = diameter * 0.5; //check if outside, then break if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + half_diameter * cell_size)))) { break; } vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, log2(diameter)); float a = (1.0 - color.a); color += a * scolor; dist += half_diameter; } return color; } vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) { float dist = p_bias; vec4 color = vec4(0.0); float radius = max(0.5, tan_half_angle * dist); float lod_level = log2(radius * 2.0); while (dist < max_distance && color.a < 0.95) { vec3 uvw_pos = (pos + dist * direction) * cell_size; //check if outside, then break if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + radius * cell_size)))) { break; } vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, lod_level); lod_level += 1.0; float a = (1.0 - color.a); scolor *= a; color += scolor; dist += radius; radius = max(0.5, tan_half_angle * dist); } return color; } void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, vec3 ambient, vec3 environment, inout vec4 out_spec, inout vec4 out_diff) { position = (voxel_gi_instances.data[index].xform * vec4(position, 1.0)).xyz; ref_vec = normalize((voxel_gi_instances.data[index].xform * vec4(ref_vec, 0.0)).xyz); normal = normalize((voxel_gi_instances.data[index].xform * vec4(normal, 0.0)).xyz); position += normal * voxel_gi_instances.data[index].normal_bias; //this causes corrupted pixels, i have no idea why.. if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, voxel_gi_instances.data[index].bounds))))) { return; } vec3 blendv = abs(position / voxel_gi_instances.data[index].bounds * 2.0 - 1.0); float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0); //float blend=1.0; float max_distance = length(voxel_gi_instances.data[index].bounds); vec3 cell_size = 1.0 / voxel_gi_instances.data[index].bounds; //radiance #define MAX_CONE_DIRS 4 vec3 cone_dirs[MAX_CONE_DIRS] = vec3[]( vec3(0.707107, 0.0, 0.707107), vec3(0.0, 0.707107, 0.707107), vec3(-0.707107, 0.0, 0.707107), vec3(0.0, -0.707107, 0.707107)); float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25); float cone_angle_tan = 0.98269; vec3 light = vec3(0.0); for (int i = 0; i < MAX_CONE_DIRS; i++) { vec3 dir = normalize((voxel_gi_instances.data[index].xform * vec4(normal_xform * cone_dirs[i], 0.0)).xyz); vec4 cone_light = voxel_cone_trace_45_degrees(voxel_gi_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, voxel_gi_instances.data[index].bias); if (voxel_gi_instances.data[index].blend_ambient) { cone_light.rgb = mix(ambient, cone_light.rgb, min(1.0, cone_light.a / 0.95)); } light += cone_weights[i] * cone_light.rgb; } light *= voxel_gi_instances.data[index].dynamic_range; out_diff += vec4(light * blend, blend); //irradiance vec4 irr_light = voxel_cone_trace(voxel_gi_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, voxel_gi_instances.data[index].bias); if (voxel_gi_instances.data[index].blend_ambient) { irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95)); } irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range; //irr_light=vec3(0.0); out_spec += vec4(irr_light.rgb * blend, blend); } vec2 octahedron_wrap(vec2 v) { vec2 signVal; signVal.x = v.x >= 0.0 ? 1.0 : -1.0; signVal.y = v.y >= 0.0 ? 1.0 : -1.0; return (1.0 - abs(v.yx)) * signVal; } vec2 octahedron_encode(vec3 n) { // https://twitter.com/Stubbesaurus/status/937994790553227264 n /= (abs(n.x) + abs(n.y) + abs(n.z)); n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy); n.xy = n.xy * 0.5 + 0.5; return n.xy; } void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, bool use_specular, float roughness, out vec3 diffuse_light, out vec3 specular_light, out float blend) { cascade_pos += cam_normal * sdfgi.normal_bias; vec3 base_pos = floor(cascade_pos); //cascade_pos += mix(vec3(0.0),vec3(0.01),lessThan(abs(cascade_pos-base_pos),vec3(0.01))) * cam_normal; ivec3 probe_base_pos = ivec3(base_pos); vec4 diffuse_accum = vec4(0.0); vec3 specular_accum; ivec3 tex_pos = ivec3(probe_base_pos.xy, int(cascade)); tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size; tex_pos.xy = tex_pos.xy * (SDFGI_OCT_SIZE + 2) + ivec2(1); vec3 diffuse_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size; vec3 specular_posf; if (use_specular) { specular_accum = vec3(0.0); specular_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_specular_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size; } vec4 light_accum = vec4(0.0); float weight_accum = 0.0; for (uint j = 0; j < 8; j++) { ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1); ivec3 probe_posi = probe_base_pos; probe_posi += offset; // Compute weight vec3 probe_pos = vec3(probe_posi); vec3 probe_to_pos = cascade_pos - probe_pos; vec3 probe_dir = normalize(-probe_to_pos); vec3 trilinear = vec3(1.0) - abs(probe_to_pos); float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(cam_normal, probe_dir)); // Compute lightprobe occlusion if (sdfgi.use_occlusion) { ivec3 occ_indexv = abs((sdfgi.cascades[cascade].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4); vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3))); vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw; occ_pos.z += float(cascade); if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures occ_pos.x += 1.0; } occ_pos *= sdfgi.occlusion_renormalize; float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, material_samplers[SAMPLER_LINEAR_CLAMP]), occ_pos, 0.0), occ_mask); weight *= max(occlusion, 0.01); } // Compute lightprobe texture position vec3 diffuse; vec3 pos_uvw = diffuse_posf; pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy; pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb; diffuse_accum += vec4(diffuse * weight, weight); if (use_specular) { vec3 specular = vec3(0.0); vec3 pos_uvw = specular_posf; pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy; pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; if (roughness < 0.99) { specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb; } if (roughness > 0.5) { specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0); } specular_accum += specular * weight; } } if (diffuse_accum.a > 0.0) { diffuse_accum.rgb /= diffuse_accum.a; } diffuse_light = diffuse_accum.rgb; if (use_specular) { if (diffuse_accum.a > 0.0) { specular_accum /= diffuse_accum.a; } specular_light = specular_accum; } { //process blend float blend_from = (float(sdfgi.probe_axis_size - 1) / 2.0) - 2.5; float blend_to = blend_from + 2.0; vec3 inner_pos = cam_pos * sdfgi.cascades[cascade].to_probe; float len = length(inner_pos); inner_pos = abs(normalize(inner_pos)); len *= max(inner_pos.x, max(inner_pos.y, inner_pos.z)); if (len >= blend_from) { blend = smoothstep(blend_from, blend_to, len); } else { blend = 0.0; } } }