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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
fix floodfill frame offset
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f33b071152
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@ -1269,10 +1269,10 @@ void main() {
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#ifdef IS_LPV_ENABLED
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vec3 lpvPos = GetLpvPosition(feetPlayerPos) + 0.5*viewToWorld(FlatNormals);
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// vec3 lpvPos = GetLpvPosition(feetPlayerPos) - 0.5*FlatNormals + slopednormal;
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#else
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const vec3 lpvPos = vec3(0.0);
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#endif
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// vec3 lpvPos = GetLpvPosition(feetPlayerPos) - 0.5*FlatNormals + slopednormal;
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Indirect_lighting = DoAmbientLightColor(lpvPos, Indirect_lighting, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
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@ -1284,6 +1284,7 @@ void main() {
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#ifdef SSS_view
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Indirect_lighting = vec3(3.0);
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#endif
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/////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////// EFFECTS FOR INDIRECT /////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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@ -1,8 +1,6 @@
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struct LpvBlockData { // 12 x1280 =?
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uint data; // 4
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uint LightColor; // 4
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uint LightRangeSize; // 4
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// uint LightMetadata;
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struct LpvBlockData { // 8 x1280 =?
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uint MaskWeight; // 4
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uint ColorRange; // 4
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};
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#ifdef RENDER_SETUP
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@ -24,6 +22,5 @@ uint BuildBlockLpvData(uint mixMask, float mixWeight) {
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void ParseBlockLpvData(const in uint data, out uint mixMask, out float mixWeight) {
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mixWeight = (data & 0xFF) / 255.0;
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mixMask = (data >> 8) & 0xFF;
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}
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@ -1,21 +1,12 @@
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layout(rgba8) uniform image3D imgLpv1;
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layout(rgba8) uniform image3D imgLpv2;
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// How far light propagates (block, sky)
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const vec2 LpvBlockSkyRange = vec2(15.0, 24.0);
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const uint LpvSize = uint(exp2(LPV_SIZE));
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const uvec3 LpvSize3 = uvec3(LpvSize);
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const vec2 LpvBlockSkyRange = vec2(1.0, 24.0);
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// #if defined RENDER_SHADOWCOMP || defined RENDER_GBUFFER
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// layout(r16ui) uniform uimage2D imgVoxelMask;
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// #elif defined RENDER_BEGIN || defined RENDER_GEOMETRY || defined RENDER_VERTEX
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// layout(r16ui) uniform writeonly uimage2D imgVoxelMask;
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// #else
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// layout(r16ui) uniform readonly uimage2D imgVoxelMask;
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// #endif
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// #define LIGHT_NONE 0
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vec3 GetLpvPosition(const in vec3 playerPos) {
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vec3 cameraOffset = fract(cameraPosition);
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return playerPos + cameraOffset + LpvSize3/2u;
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@ -9,22 +9,18 @@
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vec4 SampleLpvNearest(const in ivec3 lpvPos) {
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vec4 lpvSample = (frameCounter % 2) == 0
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// #ifndef RENDER_GBUFFER
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? imageLoad(imgLpv1, lpvPos)
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: imageLoad(imgLpv2, lpvPos);
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// #else
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// ? imageLoad(imgLpv2, lpvPos, 0)
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// : imageLoad(imgLpv1, lpvPos, 0);
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// #endif
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lpvSample.ba = exp2(lpvSample.ba * LpvBlockSkyRange) - 1.0;
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//lpvSample.ba = exp2(lpvSample.ba * LpvBlockSkyRange) - 1.0;
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lpvSample.b = (lpvSample.b*lpvSample.b) * LpvBlockSkyRange.x;
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lpvSample.rgb = HsvToRgb(lpvSample.rgb);
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return lpvSample;
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}
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vec4 SampleLpvLinear(const in vec3 lpvPos) {
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vec3 pos = lpvPos - 0.5;
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vec3 pos = lpvPos;// - 0.5;
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ivec3 lpvCoord = ivec3(floor(pos));
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vec3 lpvF = fract(pos);
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@ -102,7 +98,7 @@ vec4 SampleLpvLinear(const in vec3 lpvPos) {
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vec3 GetLpvBlockLight(const in vec4 lpvSample) {
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// return GetLpvBlockLight(lpvSample, 1.0);
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return 8.0 * lpvSample.rgb;// * LPV_BLOCKLIGHT_SCALE);// * DynamicLightBrightness;
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return lpvSample.rgb;// * LPV_BLOCKLIGHT_SCALE);// * DynamicLightBrightness;
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}
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float GetLpvSkyLight(const in vec4 lpvSample) {
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@ -3,9 +3,11 @@ layout(r16ui) uniform uimage3D imgVoxelMask;
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const uint VoxelSize = uint(exp2(LPV_SIZE));
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const uvec3 VoxelSize3 = uvec3(VoxelSize);
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const float voxelDistance = 64.0;
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#define BLOCK_EMPTY 0
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ivec3 GetVoxelIndex(const in vec3 playerPos) {
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vec3 cameraOffset = fract(cameraPosition);
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return ivec3(floor(playerPos + cameraOffset + VoxelSize3/2u));
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return ivec3(floor(playerPos + cameraOffset) + VoxelSize3/2u);
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}
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@ -4,9 +4,9 @@ uint GetVoxelBlock(const in ivec3 voxelPos) {
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return imageLoad(imgVoxelMask, voxelPos).r;
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}
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uint GetVoxelBlock(const in vec3 playerPos) {
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ivec3 voxelPos = GetVoxelIndex(playerPos);
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// uint GetVoxelBlock(const in vec3 playerPos) {
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// ivec3 voxelPos = GetVoxelIndex(playerPos);
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// TODO: exit early if outside bounds
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return imageLoad(imgVoxelMask, voxelPos).r;
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}
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// // TODO: exit early if outside bounds
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// return imageLoad(imgVoxelMask, voxelPos).r;
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// }
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@ -1,6 +1,6 @@
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void SetVoxelBlock(const in vec3 playerPos, const in uint blockId) {
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ivec3 voxelPos = GetVoxelIndex(playerPos);
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if (clamp(voxelPos, ivec3(0), ivec3(VoxelSize-1u)) != voxelPos) return;
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// TODO: exit early if outside bounds
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imageStore(imgVoxelMask, voxelPos, uvec4(blockId));
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}
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@ -18,6 +18,10 @@ iris.features.optional=ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTO
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moon=false
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#endif
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#ifdef LPV_ENABLED
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shadow.culling = reversed
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#endif
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#ifndef RENDER_ENTITY_SHADOWS
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shadowBlockEntities = false
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shadowEntities = false
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@ -48,10 +48,8 @@ void main() {
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}
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LpvBlockData block;
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block.data = BuildBlockLpvData(mixMask, mixWeight);
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block.LightColor = packUnorm4x8(vec4(lightColor, 0.0));
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block.LightRangeSize = packUnorm4x8(vec4(lightRange/255.0, 0.0, 0.0, 0.0));
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block.MaskWeight = BuildBlockLpvData(mixMask, mixWeight);
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block.ColorRange = packUnorm4x8(vec4(lightColor, lightRange/255.0));
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LpvBlockMap[blockId] = block;
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#endif
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}
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@ -197,8 +197,9 @@ void main() {
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uint voxelId = blockId;
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if (voxelId == 0u) voxelId = 1u;
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vec3 origin = playerpos + at_midBlock/64.0;
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SetVoxelBlock(origin, voxelId);
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vec3 originPos = playerpos + at_midBlock/64.0;
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SetVoxelBlock(originPos, voxelId);
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}
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#endif
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@ -25,6 +25,7 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
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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/blocks.glsl"
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@ -76,7 +77,7 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
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uint blockId = voxelSharedData[shared_index];
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if (blockId > 0 && blockId != BLOCK_EMPTY)
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ParseBlockLpvData(LpvBlockMap[blockId].data, mixMask, mixWeight);
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ParseBlockLpvData(LpvBlockMap[blockId].MaskWeight, mixMask, mixWeight);
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return lpvSharedData[shared_index] * ((mixMask >> mask_index) & 1u);// * mixWeight;
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}
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@ -96,17 +97,16 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
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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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ivec3 lpvPos = imgCoordOffset + pos;
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lpvSharedData[i] = GetLpvValue(lpvPos);
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voxelSharedData[i] = GetVoxelBlock(lpvPos);
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//ivec3 lpvPos = imgCoordOffset + pos;
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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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void PopulateShared() {
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uint i = uint(gl_LocalInvocationIndex) * 2u;
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if (i >= 1000u) return;
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// ivec3 voxelOffset = GetLPVVoxelOffset();
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ivec3 imgCoordOffset = ivec3(0);//GetLPVFrameOffset();
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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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PopulateSharedIndex(imgCoordOffset, workGroupOffset, i);
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@ -140,9 +140,8 @@ void main() {
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uint blockId = voxelSharedData[getSharedCoord(ivec3(gl_LocalInvocationID) + 1)];
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float mixWeight = blockId == BLOCK_EMPTY ? 1.0 : 0.0;
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LpvBlockData blockData = LpvBlockMap[blockId];
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if (blockId > 0 && blockId != BLOCK_EMPTY)
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ParseBlockLpvData(blockData.data, mixMask, mixWeight);
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ParseBlockLpvData(LpvBlockMap[blockId].MaskWeight, mixMask, mixWeight);
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#ifdef LPV_GLASS_TINT
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if (blockId >= BLOCK_HONEY && blockId <= BLOCK_TINTED_GLASS) {
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@ -161,11 +160,9 @@ void main() {
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lightValue.ba = log2(lightValue.ba + 1.0) / LpvBlockSkyRange;
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if (blockId > 0 && blockId != BLOCK_EMPTY) {
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vec3 lightColor = unpackUnorm4x8(blockData.LightColor).rgb;
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vec2 lightRangeSize = unpackUnorm4x8(blockData.LightRangeSize).xy;
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float lightRange = lightRangeSize.x * 255.0;
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lightColor = RGBToLinear(lightColor);
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vec4 lightColorRange = unpackUnorm4x8(LpvBlockMap[blockId].ColorRange);
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vec3 lightColor = RGBToLinear(lightColorRange.rgb);
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float lightRange = lightColorRange.a * 255.0;
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// #ifdef LIGHTING_FLICKER
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// vec2 lightNoise = GetDynLightNoise(cameraPosition + blockLocalPos);
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