#version 430 #pragma include "../_bake_params.glsl" in vec3 ws_normal; in vec3 ws_position; in vec2 ms_uv; uniform sampler2D p3d_Texture0; uniform sampler2D GIDataTexture; uniform sampler2D ShadowMap; uniform mat4 shadowMVP; uniform vec3 sunVector; out vec3 color; vec3 get_probe_at(ivec3 coord, vec3 nrm) { int offs = coord.x + coord.y * bake_mesh_probecount.x + coord.z * bake_mesh_probecount.y * bake_mesh_probecount.x; if (offs > bake_mesh_probecount.x * bake_mesh_probecount.y * bake_mesh_probecount.z || offs < 0) { return vec3(1, 0, 0); } ivec2 base_coord = ivec2((offs % bake_divisor) * 6, offs / bake_divisor); vec3 baked = vec3(0); baked += texelFetch( GIDataTexture, ivec2(0, 0) + base_coord, 0).xyz * max(0, dot(nrm, vec3(1, 0, 0))); baked += texelFetch( GIDataTexture, ivec2(1, 0) + base_coord, 0).xyz * max(0, dot(nrm, vec3(-1, 0, 0))); baked += texelFetch( GIDataTexture, ivec2(2, 0) + base_coord, 0).xyz * max(0, dot(nrm, vec3(0, 1, 0))); baked += texelFetch( GIDataTexture, ivec2(3, 0) + base_coord, 0).xyz * max(0, dot(nrm, vec3(0, -1, 0))); baked += texelFetch( GIDataTexture, ivec2(4, 0) + base_coord, 0).xyz * max(0, dot(nrm, vec3(0, 0, 1))); baked += texelFetch( GIDataTexture, ivec2(5, 0) + base_coord, 0).xyz * max(0, dot(nrm, vec3(0, 0, -1))); return baked; } void main() { vec3 biased_position = ws_position + 0.4 * ws_normal; vec3 local_coord = (biased_position - bake_mesh_start) / (bake_mesh_end - bake_mesh_start); ivec3 local_index = ivec3(local_coord * bake_mesh_probecount); vec3 fract_coord = (local_coord * bake_mesh_probecount - local_index); // 3D Lerp vec3 probe_000 = get_probe_at(local_index + ivec3(0, 0, 0), ws_normal); vec3 probe_001 = get_probe_at(local_index + ivec3(0, 0, 1), ws_normal); vec3 probe_010 = get_probe_at(local_index + ivec3(0, 1, 0), ws_normal); vec3 probe_011 = get_probe_at(local_index + ivec3(0, 1, 1), ws_normal); vec3 probe_100 = get_probe_at(local_index + ivec3(1, 0, 0), ws_normal); vec3 probe_101 = get_probe_at(local_index + ivec3(1, 0, 1), ws_normal); vec3 probe_110 = get_probe_at(local_index + ivec3(1, 1, 0), ws_normal); vec3 probe_111 = get_probe_at(local_index + ivec3(1, 1, 1), ws_normal); vec3 lerp_bottom = mix( mix(probe_000, probe_100, fract_coord.x), mix(probe_010, probe_110, fract_coord.x), fract_coord.y ); vec3 lerp_top = mix( mix(probe_001, probe_101, fract_coord.x), mix(probe_011, probe_111, fract_coord.x), fract_coord.y ); vec3 precomputed_gi = mix(lerp_bottom, lerp_top, fract_coord.z); vec3 basecolor = textureLod(p3d_Texture0, ms_uv, 0).xyz; // basecolor = vec3(0.8); // Shadows vec4 projected = shadowMVP * vec4(ws_position, 1); vec3 shadow_space_pos = projected.xyz / projected.w * 0.5 + 0.5; float actual_depth = textureLod(ShadowMap, shadow_space_pos.xy, 0).x; const float bias = 0.001; float shadow = actual_depth >= shadow_space_pos.z - bias ? 1.0 : 0.0; float NxL = max(0, dot(sunVector, ws_normal)); const vec3 sun_color = vec3(1.4, 1.2, 1.0); color = vec3(basecolor * precomputed_gi + basecolor * shadow * sun_color * NxL); color = pow(color, vec3(1.0 / 2.2)); }