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