75 lines
2.4 KiB
GLSL
75 lines
2.4 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#version 430
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// Shader used for voxelization, required for GI
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%defines%
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#define USE_TIME_OF_DAY 1
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#pragma include "render_pipeline_base.inc.glsl"
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%includes%
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%inout%
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// Voxel data
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uniform vec3 voxelGridPosition;
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uniform writeonly image3D RESTRICT VoxelGridDest;
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#pragma include "includes/nonviewspace_shading_pipeline.inc.glsl"
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void main() {
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vec2 texcoord = vOutput.texcoord;
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MaterialBaseInput mInput = get_input_from_p3d(p3d_Material);
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%texcoord%
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MaterialShaderOutput m = prepare_material(mInput, texcoord);
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%material%
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Material m_out = emulate_gbuffer_pass(m, vOutput.position);
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// Actual lighting pass
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vec3 sun_lighting = get_sun_shading(m_out);
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vec3 lights = get_forward_light_shading(m_out);
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vec3 combined_lighting = lights + sun_lighting;
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// Tonemapping to pack color
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combined_lighting = combined_lighting / (1 + combined_lighting);
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// Get destination voxel
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const int resolution = GET_SETTING(vxgi, grid_resolution);
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const float ws_size = GET_SETTING(vxgi, grid_ws_size);
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vec3 vs_coord = (vOutput.position +
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vOutput.normal * 0.0 - voxelGridPosition + ws_size) / (2.0 * ws_size);
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ivec3 vs_icoord = ivec3(vs_coord * resolution + 1e-5);
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// Write voxel
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imageStore(VoxelGridDest, vs_icoord, vec4(combined_lighting, 1.0));
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}
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