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EG/RenderPipelineFile/rpplugins/vxgi/shader/vxgi.inc.glsl
2025-07-24 11:37:46 +08:00

93 lines
3.2 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#pragma once
// Required inputs
uniform sampler3D SceneVoxels;
uniform samplerCube ScatteringIBLSpecular;
uniform samplerCube ScatteringIBLDiffuse;
// Voxel grid parameters
uniform vec3 voxelGridPosition;
uniform float voxelGridSize;
uniform int voxelGridResolution;
vec3 worldspace_to_voxelspace(vec3 worldspace) {
vec3 voxel_coord = (worldspace - voxelGridPosition) / GET_SETTING(vxgi, grid_ws_size);
return fma(voxel_coord, vec3(0.5), vec3(0.5));
}
float get_mipmap_from_cone_radius(float cone_radius) {
return log2(cone_radius * GET_SETTING(vxgi, grid_resolution) * 0.6) - 1;
}
vec4 trace_cone(vec3 start_pos, vec3 nrm, vec3 direction, int max_steps,
bool is_specular, float cone_grow_factor, float seed) {
// Find initial cone radius
float cone_radius = (1.0 + 5.0 * cone_grow_factor) / GET_SETTING(vxgi, grid_resolution);
// Offset start position to avoid self intersection
start_pos += nrm * 1.5 / GET_SETTING(vxgi, grid_resolution);
start_pos += direction * 5.5 / GET_SETTING(vxgi, grid_resolution);
if (!is_specular) {
// start_pos += nrm * 1.5 / GET_SETTING(vxgi, grid_resolution);
}
// Cone parameters
vec3 current_pos = start_pos;
vec4 accum = vec4(0);
float mipmap = 0.0;
current_pos += direction * cone_radius * seed;
// Trace the cone over the voxel grid
for (int i = 0; i < max_steps; ++i) {
mipmap = get_mipmap_from_cone_radius(cone_radius);
vec4 sampled = textureLod(SceneVoxels, current_pos, mipmap);
sampled.w *= 2.0;
sampled.w = saturate(sampled.w);
accum += sampled * (1.0 - accum.w);
current_pos += direction * cone_radius / 2.25;
cone_radius *= 1.01 + cone_grow_factor;
}
// Unpack packed color, since we use 8 bit targets only
accum.xyz = accum.xyz / (1 - accum.xyz);
// accum.xyz *= 15.0;
if (is_specular) {
// accum.xyz += textureLod(ScatteringIBLSpecular, direction, mipmap).xyz * (1-accum.w);
} else {
// accum.xyz += textureLod(ScatteringIBLDiffuse, direction, 0).xyz * (1-accum.w) * 0.1;
}
return accum;
}