90 lines
2.9 KiB
GLSL
90 lines
2.9 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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#pragma include "render_pipeline_base.inc.glsl"
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#pragma include "includes/gbuffer.inc.glsl"
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#pragma include "includes/poisson_disk.inc.glsl"
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#pragma include "includes/noise.inc.glsl"
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#pragma include "vxgi.inc.glsl"
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uniform sampler2D ShadedScene;
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uniform GBufferData GBuffer;
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out vec4 result;
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void main() {
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// Get texture coordinate
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ivec2 coord = ivec2(gl_FragCoord.xy) * 2;
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vec2 texcoord = (coord + 0.5) / SCREEN_SIZE;
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vec3 noise_vec = vec3(0, 0, 0);
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// Get material data
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Material m = unpack_material(GBuffer, texcoord);
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vec3 voxel_coord = worldspace_to_voxelspace(m.position);
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// Get view vector
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vec3 view_vector = normalize(MainSceneData.camera_pos - m.position);
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vec3 reflected_dir = reflect(-view_vector, m.normal);
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if (out_of_unit_box(voxel_coord))
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{
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result = textureLod(ScatteringIBLDiffuse, m.normal, 0);
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return;
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}
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// Trace diffuse cones
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vec4 accum = vec4(0);
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// float jitter = 16.0 / (MainSceneData.frame_index % 512);
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float jitter = 0.0;
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for (int i = 0; i < 8; ++i) {
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vec3 direction = rand_rgb(vec2(texcoord + i * 0.001 +
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0.134 * (MainSceneData.frame_index % 1024)));
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direction = normalize(direction);
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direction = face_forward(direction, m.normal);
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float weight = max(0.0, dot(m.normal, direction)); // Guaranteed to be > 0
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// weight = 1.0;
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vec4 cone = trace_cone(
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voxel_coord,
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m.normal,
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direction,
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// GET_SETTING(vxgi, diffuse_cone_steps),
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32,
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false,
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0.05,
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jitter);
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accum.xyz += cone.xyz * weight;
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accum.w += weight;
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}
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accum /= max(1e-3, accum.w);
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accum *= 1.0;
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accum = clamp(accum, vec4(0.0), vec4(100.0));
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result = accum;
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}
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