2024-05-05 09:08:24 +08:00
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#define RENDER_SHADOWCOMP
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layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
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#if LPV_SIZE == 8
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const ivec3 workGroups = ivec3(32, 32, 32);
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#elif LPV_SIZE == 7
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const ivec3 workGroups = ivec3(16, 16, 16);
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#elif LPV_SIZE == 6
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const ivec3 workGroups = ivec3(8, 8, 8);
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#endif
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#ifdef IS_LPV_ENABLED
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2024-06-19 10:23:29 +08:00
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shared vec4 lpvSharedData[10*10*10];
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shared uint voxelSharedData[10*10*10];
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const vec2 LpvBlockSkyFalloff = vec2(0.96, 0.96);
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const ivec3 lpvFlatten = ivec3(1, 10, 100);
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uniform int frameCounter;
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uniform vec3 cameraPosition;
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uniform vec3 previousCameraPosition;
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#include "/lib/hsv.glsl"
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#include "/lib/util.glsl"
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#include "/lib/blocks.glsl"
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#include "/lib/lpv_common.glsl"
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#include "/lib/lpv_blocks.glsl"
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#include "/lib/lpv_buffer.glsl"
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#include "/lib/voxel_common.glsl"
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int sumOf(ivec3 vec) {return vec.x + vec.y + vec.z;}
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int getSharedIndex(ivec3 pos) {
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return sumOf(pos * lpvFlatten);
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}
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vec4 GetLpvValue(in ivec3 texCoord) {
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if (clamp(texCoord, ivec3(0), ivec3(LpvSize) - 1) != texCoord) return vec4(0.0);
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vec4 lpvSample = (frameCounter % 2) == 0
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? imageLoad(imgLpv2, texCoord)
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: imageLoad(imgLpv1, texCoord);
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vec4 hsv_sky = vec4(RgbToHsv(lpvSample.rgb), lpvSample.a);
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hsv_sky.zw = exp2(hsv_sky.zw * LpvBlockSkyRange) - 1.0;
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lpvSample = vec4(HsvToRgb(hsv_sky.xyz), hsv_sky.w);
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return lpvSample;
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}
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uint GetVoxelBlock(const in ivec3 voxelPos) {
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if (clamp(voxelPos, ivec3(0), ivec3(VoxelSize3-1u)) != voxelPos)
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return BLOCK_EMPTY;
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return imageLoad(imgVoxelMask, voxelPos).r;
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}
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void PopulateSharedIndex(const in ivec3 imgCoordOffset, const in ivec3 workGroupOffset, const in uint i) {
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ivec3 pos = workGroupOffset + ivec3(i / lpvFlatten) % 10;
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lpvSharedData[i] = GetLpvValue(imgCoordOffset + pos);
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voxelSharedData[i] = GetVoxelBlock(pos);
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}
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vec4 sampleShared(ivec3 pos, int mask_index) {
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int shared_index = getSharedIndex(pos + 1);
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float mixWeight = 1.0;
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uint mask = 0xFFFF;
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uint blockId = voxelSharedData[shared_index];
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if (blockId > 0 && blockId != BLOCK_EMPTY) {
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uvec2 blockData = imageLoad(imgBlockData, int(blockId)).rg;
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mask = (blockData.g >> 24) & 0xFFFF;
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}
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return lpvSharedData[shared_index] * ((mask >> mask_index) & 1u);
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}
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vec4 mixNeighbours(const in ivec3 fragCoord, const in uint mask) {
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uvec3 m1 = (uvec3(mask) >> uvec3(0, 2, 4)) & uvec3(1u);
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uvec3 m2 = (uvec3(mask) >> uvec3(1, 3, 5)) & uvec3(1u);
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vec4 sX1 = sampleShared(fragCoord + ivec3(-1, 0, 0), 1) * m1.x;
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vec4 sX2 = sampleShared(fragCoord + ivec3( 1, 0, 0), 0) * m2.x;
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vec4 sY1 = sampleShared(fragCoord + ivec3( 0, -1, 0), 3) * m1.y;
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vec4 sY2 = sampleShared(fragCoord + ivec3( 0, 1, 0), 2) * m2.y;
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vec4 sZ1 = sampleShared(fragCoord + ivec3( 0, 0, -1), 5) * m1.z;
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vec4 sZ2 = sampleShared(fragCoord + ivec3( 0, 0, 1), 4) * m2.z;
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const vec4 avgFalloff = (1.0/6.0) * LpvBlockSkyFalloff.xxxy;
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return (sX1 + sX2 + sY1 + sY2 + sZ1 + sZ2) * avgFalloff;
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}
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2024-05-05 09:08:24 +08:00
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#endif
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////////////////////////////// VOID MAIN //////////////////////////////
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void main() {
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#ifdef IS_LPV_ENABLED
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uvec3 chunkPos = gl_WorkGroupID * gl_WorkGroupSize;
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if (any(greaterThanEqual(chunkPos, LpvSize3))) return;
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2024-06-19 10:23:29 +08:00
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// Pre-populate shared-memory buffer for improved sampling performance
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uint i = uint(gl_LocalInvocationIndex) * 2u;
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if (i < 1000u) {
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ivec3 imgCoordOffset = ivec3(floor(cameraPosition) - floor(previousCameraPosition));
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ivec3 workGroupOffset = ivec3(gl_WorkGroupID * gl_WorkGroupSize) - 1;
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2024-05-05 09:08:24 +08:00
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2024-06-19 10:23:29 +08:00
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PopulateSharedIndex(imgCoordOffset, workGroupOffset, i);
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PopulateSharedIndex(imgCoordOffset, workGroupOffset, i + 1u);
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}
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2024-05-05 09:08:24 +08:00
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barrier();
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2024-06-19 10:23:29 +08:00
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// Exit early if outside LPV buffer size
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2024-05-05 09:08:24 +08:00
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ivec3 imgCoord = ivec3(gl_GlobalInvocationID);
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if (any(greaterThanEqual(imgCoord, LpvSize3))) return;
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vec4 lightValue = vec4(0.0);
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2024-06-19 10:23:29 +08:00
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vec3 lightColor = vec3(0.0);
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vec3 tintColor = vec3(1.0);
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float lightRange = 0.0;
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2024-05-05 09:08:24 +08:00
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uint mixMask = 0xFFFF;
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2024-06-19 10:23:29 +08:00
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// Decode light data for current voxel
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uint blockId = voxelSharedData[getSharedIndex(ivec3(gl_LocalInvocationID) + 1)];
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2024-05-05 09:08:24 +08:00
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if (blockId > 0u) {
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2024-06-19 10:23:29 +08:00
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uvec2 blockData = imageLoad(imgBlockData, int(blockId)).rg;
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2024-05-07 03:12:52 +08:00
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vec4 lightColorRange = unpackUnorm4x8(blockData.r);
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2024-06-19 10:23:29 +08:00
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lightColor = srgbToLinear(lightColorRange.rgb);
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lightRange = lightColorRange.a * 255.0;
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2024-05-07 03:12:52 +08:00
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vec4 tintColorMask = unpackUnorm4x8(blockData.g);
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2024-06-19 10:23:29 +08:00
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tintColor = srgbToLinear(tintColorMask.rgb);
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mixMask = (blockData.g >> 24) & 0xFFFF;
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2024-05-05 09:08:24 +08:00
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}
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2024-06-19 10:23:29 +08:00
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// Mix neighbor voxel light values
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2024-05-07 03:12:52 +08:00
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if (any(greaterThan(tintColor, vec3(0.0)))) {
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2024-05-05 12:52:23 +08:00
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vec4 lightMixed = mixNeighbours(ivec3(gl_LocalInvocationID), mixMask);
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2024-05-07 03:12:52 +08:00
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lightMixed.rgb *= tintColor;
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2024-05-05 12:52:23 +08:00
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lightValue += lightMixed;
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}
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2024-06-19 10:23:29 +08:00
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// Add light for current voxel
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if (lightRange > 0.0) {
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vec3 hsv = RgbToHsv(lightColor);
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hsv.z = exp2(lightRange) - 1.0;
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lightValue.rgb += HsvToRgb(hsv);
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}
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// Convert back to linear RGB space
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vec4 hsv_sky = vec4(RgbToHsv(lightValue.rgb), lightValue.a);
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hsv_sky.zw = log2(hsv_sky.zw + 1.0) / LpvBlockSkyRange;
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lightValue = vec4(HsvToRgb(hsv_sky.xyz), hsv_sky.w);
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2024-05-05 09:08:24 +08:00
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2024-06-19 10:23:29 +08:00
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// Store final value
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2024-05-05 09:08:24 +08:00
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if (frameCounter % 2 == 0)
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imageStore(imgLpv1, imgCoord, lightValue);
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else
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imageStore(imgLpv2, imgCoord, lightValue);
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#endif
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}
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