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

90 lines
2.9 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.
*
*/
#version 430
#pragma include "render_pipeline_base.inc.glsl"
#pragma include "includes/gbuffer.inc.glsl"
#pragma include "includes/poisson_disk.inc.glsl"
#pragma include "includes/noise.inc.glsl"
#pragma include "vxgi.inc.glsl"
uniform sampler2D ShadedScene;
uniform GBufferData GBuffer;
out vec4 result;
void main() {
// Get texture coordinate
ivec2 coord = ivec2(gl_FragCoord.xy) * 2;
vec2 texcoord = (coord + 0.5) / SCREEN_SIZE;
vec3 noise_vec = vec3(0, 0, 0);
// Get material data
Material m = unpack_material(GBuffer, texcoord);
vec3 voxel_coord = worldspace_to_voxelspace(m.position);
// Get view vector
vec3 view_vector = normalize(MainSceneData.camera_pos - m.position);
vec3 reflected_dir = reflect(-view_vector, m.normal);
if (out_of_unit_box(voxel_coord))
{
result = textureLod(ScatteringIBLDiffuse, m.normal, 0);
return;
}
// Trace diffuse cones
vec4 accum = vec4(0);
// float jitter = 16.0 / (MainSceneData.frame_index % 512);
float jitter = 0.0;
for (int i = 0; i < 8; ++i) {
vec3 direction = rand_rgb(vec2(texcoord + i * 0.001 +
0.134 * (MainSceneData.frame_index % 1024)));
direction = normalize(direction);
direction = face_forward(direction, m.normal);
float weight = max(0.0, dot(m.normal, direction)); // Guaranteed to be > 0
// weight = 1.0;
vec4 cone = trace_cone(
voxel_coord,
m.normal,
direction,
// GET_SETTING(vxgi, diffuse_cone_steps),
32,
false,
0.05,
jitter);
accum.xyz += cone.xyz * weight;
accum.w += weight;
}
accum /= max(1e-3, accum.w);
accum *= 1.0;
accum = clamp(accum, vec4(0.0), vec4(100.0));
result = accum;
}