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								#[versions]
							 
						 
					
						
							
								
									
										
										
										
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								primary = "#define MODE_DIRECT_LIGHT";
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								secondary = "#define MODE_BOUNCE_LIGHT";
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								dilate = "#define MODE_DILATE";
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								unocclude = "#define MODE_UNOCCLUDE";
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								light_probes = "#define MODE_LIGHT_PROBES";
							 
						 
					
						
							
								
									
										
										
										
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								denoise = "#define MODE_DENOISE";
							 
						 
					
						
							
								
									
										
										
										
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								#[compute]
							 
						 
					
						
							
								
									
										
										
										
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								#version 450
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								#VERSION_DEFINES
							 
						 
					
						
							
								
									
										
										
										
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								#extension GL_EXT_samplerless_texture_functions : enable
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// One 2D local group focusing in one layer at a time, though all
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// in parallel (no barriers) makes more sense than a 3D local group
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// as this can take more advantage of the cache for each group.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef MODE_LIGHT_PROBES
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#include "lm_common_inc.glsl"
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef MODE_LIGHT_PROBES
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(set = 1, binding = 0, std430) restrict buffer LightProbeData {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec4 data[];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								light_probes;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(set = 1, binding = 1) uniform texture2DArray source_light;
							 
						 
					
						
							
								
									
										
										
										
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								layout(set = 1, binding = 2) uniform texture2D environment;
							 
						 
					
						
							
								
									
										
										
										
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								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef MODE_UNOCCLUDE
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(rgba32f, set = 1, binding = 0) uniform restrict image2DArray position;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(rgba32f, set = 1, binding = 1) uniform restrict readonly image2DArray unocclude;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#if defined(MODE_DIRECT_LIGHT) || defined(MODE_BOUNCE_LIGHT)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_light;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(set = 1, binding = 1) uniform texture2DArray source_light;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(set = 1, binding = 2) uniform texture2DArray source_position;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(set = 1, binding = 3) uniform texture2DArray source_normal;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(rgba16f, set = 1, binding = 4) uniform restrict image2DArray accum_light;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef MODE_BOUNCE_LIGHT
							 
						 
					
						
							
								
									
										
										
										
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								layout(set = 1, binding = 5) uniform texture2D environment;
							 
						 
					
						
							
								
									
										
										
										
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								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								#if defined(MODE_DILATE) || defined(MODE_DENOISE)
							 
						 
					
						
							
								
									
										
										
										
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								layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_light;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(set = 1, binding = 1) uniform texture2DArray source_light;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								#ifdef MODE_DENOISE
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(set = 1, binding = 2) uniform texture2DArray source_normal;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								layout(set = 1, binding = 3) uniform DenoiseParams {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float spatial_bandwidth;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float light_bandwidth;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float albedo_bandwidth;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float normal_bandwidth;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float filter_strength;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								denoise_params;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								layout(push_constant, std430) uniform Params {
							 
						 
					
						
							
								
									
										
										
										
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									uint atlas_slice;
							 
						 
					
						
							
								
									
										
										
										
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									uint ray_count;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uint ray_from;
							 
						 
					
						
							
								
									
										
										
										
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									uint ray_to;
							 
						 
					
						
							
								
									
										
										
										
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									ivec2 region_ofs;
							 
						 
					
						
							
								
									
										
										
										
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									uint probe_count;
							 
						 
					
						
							
								
									
										
										
										
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								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								params;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//check it, but also return distance and barycentric coords (for uv lookup)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								bool ray_hits_triangle(vec3 from, vec3 dir, float max_dist, vec3 p0, vec3 p1, vec3 p2, out float r_distance, out vec3 r_barycentric) {
							 
						 
					
						
							
								
									
										
										
										
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									const float EPSILON = 0.00001;
							 
						 
					
						
							
								
									
										
										
										
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									const vec3 e0 = p1 - p0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const vec3 e1 = p0 - p2;
							 
						 
					
						
							
								
									
										
										
										
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									vec3 triangle_normal = cross(e1, e0);
							 
						 
					
						
							
								
									
										
										
										
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									float n_dot_dir = dot(triangle_normal, dir);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									if (abs(n_dot_dir) < EPSILON) {
							 
						 
					
						
							
								
									
										
										
										
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										return false;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const vec3 e2 = (p0 - from) / n_dot_dir;
							 
						 
					
						
							
								
									
										
										
										
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									const vec3 i = cross(dir, e2);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									r_barycentric.y = dot(i, e1);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									r_barycentric.z = dot(i, e0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									r_barycentric.x = 1.0 - (r_barycentric.z + r_barycentric.y);
							 
						 
					
						
							
								
									
										
										
										
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									r_distance = dot(triangle_normal, e2);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									return (r_distance > bake_params.bias) && (r_distance < max_dist) && all(greaterThanEqual(r_barycentric, vec3(0.0)));
							 
						 
					
						
							
								
									
										
										
										
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								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								const uint RAY_MISS = 0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const uint RAY_FRONT = 1;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const uint RAY_BACK = 2;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const uint RAY_ANY = 3;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								bool ray_box_test(vec3 p_from, vec3 p_inv_dir, vec3 p_box_min, vec3 p_box_max) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 t0 = (p_box_min - p_from) * p_inv_dir;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 t1 = (p_box_max - p_from) * p_inv_dir;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 tmin = min(t0, t1), tmax = max(t0, t1);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return max(tmin.x, max(tmin.y, tmin.z)) <= min(tmax.x, min(tmax.y, tmax.z));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#if CLUSTER_SIZE > 32
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#define CLUSTER_TRIANGLE_ITERATION
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								uint trace_ray(vec3 p_from, vec3 p_to, bool p_any_hit, out float r_distance, out vec3 r_normal, out uint r_triangle, out vec3 r_barycentric) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// World coordinates.
							 
						 
					
						
							
								
									
										
										
										
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									vec3 rel = p_to - p_from;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float rel_len = length(rel);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 dir = normalize(rel);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 inv_dir = 1.0 / dir;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									// Cell coordinates.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 from_cell = (p_from - bake_params.to_cell_offset) * bake_params.to_cell_size;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 to_cell = (p_to - bake_params.to_cell_offset) * bake_params.to_cell_size;
							 
						 
					
						
							
								
									
										
										
										
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									// Prepare DDA.
							 
						 
					
						
							
								
									
										
										
										
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									vec3 rel_cell = to_cell - from_cell;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ivec3 icell = ivec3(from_cell);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ivec3 iendcell = ivec3(to_cell);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 dir_cell = normalize(rel_cell);
							 
						 
					
						
							
								
									
										
										
										
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									vec3 delta = min(abs(1.0 / dir_cell), bake_params.grid_size); // Use bake_params.grid_size as max to prevent infinity values.
							 
						 
					
						
							
								
									
										
										
										
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									ivec3 step = ivec3(sign(rel_cell));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 side = (sign(rel_cell) * (vec3(icell) - from_cell) + (sign(rel_cell) * 0.5) + 0.5) * delta;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uint iters = 0;
							 
						 
					
						
							
								
									
										
										
										
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									while (all(greaterThanEqual(icell, ivec3(0))) && all(lessThan(icell, ivec3(bake_params.grid_size))) && (iters < 1000)) {
							 
						 
					
						
							
								
									
										
										
										
											2024-01-26 11:23:26 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uvec2 cell_data = texelFetch(grid, icell, 0).xy;
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 11:39:48 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										uint triangle_count = cell_data.x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (triangle_count > 0) {
							 
						 
					
						
							
								
									
										
										
										
											2021-09-13 00:08:31 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uint hit = RAY_MISS;
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											float best_distance = 1e20;
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 11:39:48 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											uint cluster_start = cluster_indices.data[cell_data.y * 2];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uint cell_triangle_start = cluster_indices.data[cell_data.y * 2 + 1];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uint cluster_count = (triangle_count + CLUSTER_SIZE - 1) / CLUSTER_SIZE;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uint cluster_base_index = 0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											while (cluster_base_index < cluster_count) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												// To minimize divergence, all Ray-AABB tests on the clusters contained in the cell are performed
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												// before checking against the triangles. We do this 32 clusters at a time and store the intersected
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												// clusters on each bit of the 32-bit integer.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uint cluster_test_count = min(32, cluster_count - cluster_base_index);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uint cluster_hits = 0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												for (uint i = 0; i < cluster_test_count; i++) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uint cluster_index = cluster_start + cluster_base_index + i;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													ClusterAABB cluster_aabb = cluster_aabbs.data[cluster_index];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if (ray_box_test(p_from, inv_dir, cluster_aabb.min_bounds, cluster_aabb.max_bounds)) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														cluster_hits |= (1 << i);
							 
						 
					
						
							
								
									
										
										
										
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													}
							 
						 
					
						
							
								
									
										
										
										
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												}
							 
						 
					
						
							
								
									
										
										
										
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												// Check the triangles in any of the clusters that were intersected by toggling off the bits in the
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												// 32-bit integer counter until no bits are left.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												while (cluster_hits > 0) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uint cluster_index = findLSB(cluster_hits);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													cluster_hits &= ~(1 << cluster_index);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													cluster_index += cluster_base_index;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													// Do the same divergence execution trick with triangles as well.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													uint triangle_base_index = 0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef CLUSTER_TRIANGLE_ITERATION
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													while (triangle_base_index < triangle_count)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													{
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uint triangle_start_index = cell_triangle_start + cluster_index * CLUSTER_SIZE + triangle_base_index;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uint triangle_test_count = min(CLUSTER_SIZE, triangle_count - triangle_base_index);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														uint triangle_hits = 0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														for (uint i = 0; i < triangle_test_count; i++) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															uint triangle_index = triangle_indices.data[triangle_start_index + i];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if (ray_box_test(p_from, inv_dir, triangles.data[triangle_index].min_bounds, triangles.data[triangle_index].max_bounds)) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																triangle_hits |= (1 << i);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														while (triangle_hits > 0) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															uint cluster_triangle_index = findLSB(triangle_hits);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															triangle_hits &= ~(1 << cluster_triangle_index);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															cluster_triangle_index += triangle_start_index;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															uint triangle_index = triangle_indices.data[cluster_triangle_index];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															Triangle triangle = triangles.data[triangle_index];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															// Gather the triangle vertex positions.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															vec3 vtx0 = vertices.data[triangle.indices.x].position;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															vec3 vtx1 = vertices.data[triangle.indices.y].position;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															vec3 vtx2 = vertices.data[triangle.indices.z].position;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															vec3 normal = -normalize(cross((vtx0 - vtx1), (vtx0 - vtx2)));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															bool backface = dot(normal, dir) >= 0.0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															float distance;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															vec3 barycentric;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if (ray_hits_triangle(p_from, dir, rel_len, vtx0, vtx1, vtx2, distance, barycentric)) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if (p_any_hit) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	// Return early if any hit was requested.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	return RAY_ANY;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																vec3 position = p_from + dir * distance;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																vec3 hit_cell = (position - bake_params.to_cell_offset) * bake_params.to_cell_size;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if (icell != ivec3(hit_cell)) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	// It's possible for the ray to hit a triangle in a position outside the bounds of the cell
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	// if it's large enough to cover multiple ones. The hit must be ignored if this is the case.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	continue;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if (!backface) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	// The case of meshes having both a front and back face in the same plane is more common than
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	// expected, so if this is a front-face, bias it closer to the ray origin, so it always wins
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	// over the back-face.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	distance = max(bake_params.bias, distance - bake_params.bias);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if (distance < best_distance) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	hit = backface ? RAY_BACK : RAY_FRONT;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	best_distance = distance;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	r_distance = distance;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	r_normal = normal;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	r_triangle = triangle_index;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	r_barycentric = barycentric;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef CLUSTER_TRIANGLE_ITERATION
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														triangle_base_index += CLUSTER_SIZE;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
													}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 11:39:48 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												cluster_base_index += 32;
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-09-13 00:08:31 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											if (hit != RAY_MISS) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												return hit;
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (icell == iendcell) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-12-28 17:51:19 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										// There should be only one axis updated at a time for DDA to work properly.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										bvec3 mask = bvec3(true, false, false);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										float m = side.x;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (side.y < m) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											m = side.y;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											mask = bvec3(false, true, false);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (side.z < m) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											mask = bvec3(false, false, true);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										side += vec3(mask) * delta;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										icell += ivec3(vec3(mask)) * step;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										iters++;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-09-13 00:08:31 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									return RAY_MISS;
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								uint trace_ray_closest_hit_triangle(vec3 p_from, vec3 p_to, out uint r_triangle, out vec3 r_barycentric) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float distance;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 normal;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return trace_ray(p_from, p_to, false, distance, normal, r_triangle, r_barycentric);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								uint trace_ray_closest_hit_distance(vec3 p_from, vec3 p_to, out float r_distance, out vec3 r_normal) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uint triangle;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 barycentric;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return trace_ray(p_from, p_to, false, r_distance, r_normal, triangle, barycentric);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								uint trace_ray_any_hit(vec3 p_from, vec3 p_to) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float distance;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 normal;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uint triangle;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 barycentric;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return trace_ray(p_from, p_to, true, distance, normal, triangle, barycentric);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-11-12 17:56:09 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// https://www.reedbeta.com/blog/hash-functions-for-gpu-rendering/
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								uint hash(uint value) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uint state = value * 747796405u + 2891336453u;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return (word >> 22u) ^ word;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								uint random_seed(ivec3 seed) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return hash(seed.x ^ hash(seed.y ^ hash(seed.z)));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// generates a random value in range [0.0, 1.0)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								float randomize(inout uint value) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									value = hash(value);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return float(value / 4294967296.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								const float PI = 3.14159265f;
							 
						 
					
						
							
								
									
										
										
										
											2021-11-12 17:56:09 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// http://www.realtimerendering.com/raytracinggems/unofficial_RayTracingGems_v1.4.pdf (chapter 15)
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								vec3 generate_hemisphere_cosine_weighted_direction(inout uint noise) {
							 
						 
					
						
							
								
									
										
										
										
											2021-11-12 17:56:09 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									float noise1 = randomize(noise);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float noise2 = randomize(noise) * 2.0 * PI;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									return vec3(sqrt(noise1) * cos(noise2), sqrt(noise1) * sin(noise2), sqrt(1.0 - noise1));
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// Distribution generation adapted from "Generating uniformly distributed numbers on a sphere"
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// <http://corysimon.github.io/articles/uniformdistn-on-sphere/>
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								vec3 generate_sphere_uniform_direction(inout uint noise) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float theta = 2.0 * PI * randomize(noise);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float phi = acos(1.0 - 2.0 * randomize(noise));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return vec3(sin(phi) * cos(theta), sin(phi) * sin(theta), cos(phi));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
									
										
										
										
											2021-11-12 17:56:09 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								vec3 generate_ray_dir_from_normal(vec3 normal, inout uint noise) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 tangent = normalize(cross(v0, normal));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 bitangent = normalize(cross(tangent, normal));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									mat3 normal_mat = mat3(tangent, bitangent, normal);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return normal_mat * generate_hemisphere_cosine_weighted_direction(noise);
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#if defined(MODE_DIRECT_LIGHT) || defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-01-05 12:33:54 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								float get_omni_attenuation(float distance, float inv_range, float decay) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float nd = distance * inv_range;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									nd *= nd;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									nd *= nd; // nd^4
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									nd = max(1.0 - nd, 0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									nd *= nd; // nd^2
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return nd * pow(max(distance, 0.0001), -decay);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool p_soft_shadowing, out vec3 r_light, out vec3 r_light_dir, inout uint r_noise) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									r_light = vec3(0.0f);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 light_pos;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float dist;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float attenuation;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float soft_shadowing_disk_size;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Light light_data = lights.data[p_light_index];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (light_data.type == LIGHT_TYPE_DIRECTIONAL) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 light_vec = light_data.direction;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										light_pos = p_position - light_vec * length(bake_params.world_size);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										r_light_dir = normalize(light_pos - p_position);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										dist = length(bake_params.world_size);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										attenuation = 1.0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										soft_shadowing_disk_size = light_data.size;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} else {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										light_pos = light_data.position;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										r_light_dir = normalize(light_pos - p_position);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										dist = distance(p_position, light_pos);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (dist > light_data.range) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											return;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										soft_shadowing_disk_size = light_data.size / dist;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										attenuation = get_omni_attenuation(dist, 1.0 / light_data.range, light_data.attenuation);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (light_data.type == LIGHT_TYPE_SPOT) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec3 rel = normalize(p_position - light_pos);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											float cos_spot_angle = light_data.cos_spot_angle;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											float cos_angle = dot(rel, light_data.direction);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if (cos_angle < cos_spot_angle) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												return;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											float scos = max(cos_angle, cos_spot_angle);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											attenuation *= 1.0 - pow(spot_rim, light_data.inv_spot_attenuation);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									attenuation *= max(0.0, dot(p_normal, r_light_dir));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (attenuation <= 0.0001) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float penumbra = 0.0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if ((light_data.size > 0.0) && p_soft_shadowing) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 light_to_point = -r_light_dir;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 aux = light_to_point.y < 0.777 ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 light_to_point_tan = normalize(cross(light_to_point, aux));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 light_to_point_bitan = normalize(cross(light_to_point, light_to_point_tan));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										const uint shadowing_rays_check_penumbra_denom = 2;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uint shadowing_ray_count = p_soft_shadowing ? params.ray_count : 1;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uint hits = 0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 light_disk_to_point = light_to_point;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										for (uint j = 0; j < shadowing_ray_count; j++) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Optimization:
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Once already traced an important proportion of rays, if all are hits or misses,
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// assume we're not in the penumbra so we can infer the rest would have the same result
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if (p_soft_shadowing) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if (j == shadowing_ray_count / shadowing_rays_check_penumbra_denom) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if (hits == j) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														// Assume totally lit
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														hits = shadowing_ray_count;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														break;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} else if (hits == 0) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														// Assume totally dark
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														hits = 0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														break;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											float r = randomize(r_noise);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											float a = randomize(r_noise) * 2.0 * PI;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec2 disk_sample = (r * vec2(cos(a), sin(a))) * soft_shadowing_disk_size * light_data.shadow_blur;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											light_disk_to_point = normalize(light_to_point + disk_sample.x * light_to_point_tan + disk_sample.y * light_to_point_bitan);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if (trace_ray_any_hit(p_position - light_disk_to_point * bake_params.bias, p_position - light_disk_to_point * dist) == RAY_MISS) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												hits++;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										penumbra = float(hits) / float(shadowing_ray_count);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} else {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (trace_ray_any_hit(p_position + r_light_dir * bake_params.bias, light_pos) == RAY_MISS) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											penumbra = 1.0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									r_light = light_data.color * light_data.energy * attenuation * penumbra;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								vec3 trace_environment_color(vec3 ray_dir) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 sky_dir = normalize(mat3(bake_params.env_transform) * ray_dir);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec2 st = vec2(atan(sky_dir.x, sky_dir.z), acos(sky_dir.y));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (st.x < 0.0) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										st.x += PI * 2.0;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return textureLod(sampler2D(environment, linear_sampler), st / vec2(PI * 2.0, PI), 0.0).rgb;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								vec3 trace_indirect_light(vec3 p_position, vec3 p_ray_dir, inout uint r_noise) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// The lower limit considers the case where the lightmapper might have bounces disabled but light probes are requested.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 position = p_position;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 ray_dir = p_ray_dir;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uint max_depth = max(bake_params.bounces, 1);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 throughput = vec3(1.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 light = vec3(0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for (uint depth = 0; depth < max_depth; depth++) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uint tidx;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 barycentric;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uint trace_result = trace_ray_closest_hit_triangle(position + ray_dir * bake_params.bias, position + ray_dir * length(bake_params.world_size), tidx, barycentric);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (trace_result == RAY_FRONT) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											Vertex vert0 = vertices.data[triangles.data[tidx].indices.x];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											Vertex vert1 = vertices.data[triangles.data[tidx].indices.y];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											Vertex vert2 = vertices.data[triangles.data[tidx].indices.z];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec3 uvw = vec3(barycentric.x * vert0.uv + barycentric.y * vert1.uv + barycentric.z * vert2.uv, float(triangles.data[tidx].slice));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											position = barycentric.x * vert0.position + barycentric.y * vert1.position + barycentric.z * vert2.position;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec3 norm0 = vec3(vert0.normal_xy, vert0.normal_z);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec3 norm1 = vec3(vert1.normal_xy, vert1.normal_z);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec3 norm2 = vec3(vert2.normal_xy, vert2.normal_z);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec3 normal = barycentric.x * norm0 + barycentric.y * norm1 + barycentric.z * norm2;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec3 direct_light = vec3(0.0f);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef USE_LIGHT_TEXTURE_FOR_BOUNCES
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											direct_light += textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Trace the lights directly. Significantly more expensive but more accurate in scenarios
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// where the lightmap texture isn't reliable.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											for (uint i = 0; i < bake_params.light_count; i++) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												vec3 light;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												vec3 light_dir;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												trace_direct_light(position, normal, i, false, light, light_dir, r_noise);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												direct_light += light * lights.data[i].indirect_energy;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											direct_light *= bake_params.exposure_normalization;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec3 albedo = textureLod(sampler2DArray(albedo_tex, linear_sampler), uvw, 0).rgb;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec3 emissive = textureLod(sampler2DArray(emission_tex, linear_sampler), uvw, 0).rgb;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											emissive *= bake_params.exposure_normalization;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											light += throughput * emissive;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											throughput *= albedo;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											light += throughput * direct_light * bake_params.bounce_indirect_energy;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Use Russian Roulette to determine a probability to terminate the bounce earlier as an optimization.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// <https://computergraphics.stackexchange.com/questions/2316/is-russian-roulette-really-the-answer>
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											float p = max(max(throughput.x, throughput.y), throughput.z);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if (randomize(r_noise) > p) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												break;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Boost the throughput from the probability of the ray being terminated early.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											throughput *= 1.0 / p;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Generate a new ray direction for the next bounce from this surface's normal.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ray_dir = generate_ray_dir_from_normal(normal, r_noise);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} else if (trace_result == RAY_MISS) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Look for the environment color and stop bouncing.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											light += throughput * trace_environment_color(ray_dir);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} else {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Ignore any other trace results.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return light;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								void main() {
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// Check if invocation is out of bounds.
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								#ifdef MODE_LIGHT_PROBES
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int probe_index = int(gl_GlobalInvocationID.x);
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if (probe_index >= params.probe_count) {
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										return;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ivec2 atlas_pos = ivec2(gl_GlobalInvocationID.xy) + params.region_ofs;
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if (any(greaterThanEqual(atlas_pos, bake_params.atlas_size))) {
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										return;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef MODE_DIRECT_LIGHT
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 normal = texelFetch(sampler2DArray(source_normal, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (length(normal) < 0.5) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return; //empty texel, no process
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 position = texelFetch(sampler2DArray(source_position, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz;
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									vec3 light_for_texture = vec3(0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 light_for_bounces = vec3(0.0);
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef USE_SH_LIGHTMAPS
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec4 sh_accum[4] = vec4[](
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0, 0.0, 0.0, 1.0),
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0, 0.0, 0.0, 1.0),
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0, 0.0, 0.0, 1.0),
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0, 0.0, 0.0, 1.0));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// Use atlas position and a prime number as the seed.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uint noise = random_seed(ivec3(atlas_pos, 43573547));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for (uint i = 0; i < bake_params.light_count; i++) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 light;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 light_dir;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										trace_direct_light(position, normal, i, true, light, light_dir, noise);
							 
						 
					
						
							
								
									
										
										
										
											2022-06-15 04:25:53 +05:30 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (lights.data[i].static_bake) {
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											light_for_texture += light;
							 
						 
					
						
							
								
									
										
										
										
											2022-06-15 04:25:53 +05:30 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#ifdef USE_SH_LIGHTMAPS
							 
						 
					
						
							
								
									
										
										
										
											2022-06-15 04:25:53 +05:30 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											float c[4] = float[](
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													0.282095, //l0
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													0.488603 * light_dir.y, //l1n1
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													0.488603 * light_dir.z, //l1n0
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													0.488603 * light_dir.x //l1p1
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											);
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2022-06-15 04:25:53 +05:30 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											for (uint j = 0; j < 4; j++) {
							 
						 
					
						
							
								
									
										
										
										
											2022-06-10 19:37:48 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												sh_accum[j].rgb += light * c[j] * 8.0;
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											}
							 
						 
					
						
							
								
									
										
										
										
											2022-06-15 04:25:53 +05:30 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										light_for_bounces += light * lights.data[i].indirect_energy;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									light_for_bounces *= bake_params.exposure_normalization;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									imageStore(dest_light, ivec3(atlas_pos, params.atlas_slice), vec4(light_for_bounces, 1.0));
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef USE_SH_LIGHTMAPS
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// Keep for adding at the end.
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + 0), sh_accum[0]);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + 1), sh_accum[1]);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + 2), sh_accum[2]);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + 3), sh_accum[3]);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									light_for_texture *= bake_params.exposure_normalization;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice), vec4(light_for_texture, 1.0));
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef MODE_BOUNCE_LIGHT
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef USE_SH_LIGHTMAPS
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec4 sh_accum[4] = vec4[](
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0, 0.0, 0.0, 1.0),
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0, 0.0, 0.0, 1.0),
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0, 0.0, 0.0, 1.0),
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0, 0.0, 0.0, 1.0));
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 light_accum = vec3(0.0);
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// Retrieve starting normal and position.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 normal = texelFetch(sampler2DArray(source_normal, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (length(normal) < 0.5) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// The pixel is empty, skip processing it.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									vec3 position = texelFetch(sampler2DArray(source_position, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uint noise = random_seed(ivec3(params.ray_from, atlas_pos));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for (uint i = params.ray_from; i < params.ray_to; i++) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 ray_dir = generate_ray_dir_from_normal(normal, noise);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 light = trace_indirect_light(position, ray_dir, noise);
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef USE_SH_LIGHTMAPS
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										float c[4] = float[](
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												0.282095, //l0
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												0.488603 * ray_dir.y, //l1n1
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												0.488603 * ray_dir.z, //l1n0
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												0.488603 * ray_dir.x //l1p1
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										for (uint j = 0; j < 4; j++) {
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											sh_accum[j].rgb += light * c[j] * 8.0;
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										light_accum += light;
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// Add the averaged result to the accumulated light texture.
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								#ifdef USE_SH_LIGHTMAPS
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for (int i = 0; i < 4; i++) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec4 accum = imageLoad(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + i));
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										accum.rgb += sh_accum[i].rgb / float(params.ray_count);
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + i), accum);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec4 accum = imageLoad(accum_light, ivec3(atlas_pos, params.atlas_slice));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									accum.rgb += light_accum / float(params.ray_count);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice), accum);
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef MODE_UNOCCLUDE
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//texel_size = 0.5;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//compute tangents
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec4 position_alpha = imageLoad(position, ivec3(atlas_pos, params.atlas_slice));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (position_alpha.a < 0.5) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 vertex_pos = position_alpha.xyz;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec4 normal_tsize = imageLoad(unocclude, ivec3(atlas_pos, params.atlas_slice));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 face_normal = normal_tsize.xyz;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float texel_size = normal_tsize.w;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 v0 = abs(face_normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 tangent = normalize(cross(v0, face_normal));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 bitangent = normalize(cross(tangent, face_normal));
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									vec3 base_pos = vertex_pos + face_normal * bake_params.bias; // Raise a bit.
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 rays[4] = vec3[](tangent, bitangent, -tangent, -bitangent);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float min_d = 1e20;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for (int i = 0; i < 4; i++) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 ray_to = base_pos + rays[i] * texel_size;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										float d;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 norm;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if (trace_ray_closest_hit_distance(base_pos, ray_to, d, norm) == RAY_BACK) {
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											if (d < min_d) {
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												// This bias needs to be greater than the regular bias, because otherwise later, rays will go the other side when pointing back.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												vertex_pos = base_pos + rays[i] * d + norm * bake_params.bias * 10.0;
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												min_d = d;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									position_alpha.xyz = vertex_pos;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									imageStore(position, ivec3(atlas_pos, params.atlas_slice), position_alpha);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef MODE_LIGHT_PROBES
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec3 position = probe_positions.data[probe_index].xyz;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec4 probe_sh_accum[9] = vec4[](
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0),
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0),
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0),
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0),
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0),
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0),
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0),
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0),
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec4(0.0));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-11-12 17:56:09 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									uint noise = random_seed(ivec3(params.ray_from, probe_index, 49502741 /* some prime */));
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									for (uint i = params.ray_from; i < params.ray_to; i++) {
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										vec3 ray_dir = generate_sphere_uniform_direction(noise);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 light = trace_indirect_light(position, ray_dir, noise);
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										float c[9] = float[](
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												0.282095, //l0
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												0.488603 * ray_dir.y, //l1n1
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												0.488603 * ray_dir.z, //l1n0
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												0.488603 * ray_dir.x, //l1p1
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												1.092548 * ray_dir.x * ray_dir.y, //l2n2
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												1.092548 * ray_dir.y * ray_dir.z, //l2n1
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												//0.315392 * (ray_dir.x * ray_dir.x + ray_dir.y * ray_dir.y + 2.0 * ray_dir.z * ray_dir.z), //l20
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												0.315392 * (3.0 * ray_dir.z * ray_dir.z - 1.0), //l20
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												1.092548 * ray_dir.x * ray_dir.z, //l2p1
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												0.546274 * (ray_dir.x * ray_dir.x - ray_dir.y * ray_dir.y) //l2p2
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										);
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										for (uint j = 0; j < 9; j++) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											probe_sh_accum[j].rgb += light * c[j];
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (params.ray_from > 0) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										for (uint j = 0; j < 9; j++) { //accum from existing
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											probe_sh_accum[j] += light_probes.data[probe_index * 9 + j];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if (params.ray_to == params.ray_count) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										for (uint j = 0; j < 9; j++) { //accum from existing
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											probe_sh_accum[j] *= 4.0 / float(params.ray_count);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for (uint j = 0; j < 9; j++) { //accum from existing
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										light_probes.data[probe_index * 9 + j] = probe_sh_accum[j];
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef MODE_DILATE
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									vec4 c = texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//sides first, as they are closer
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, 0), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(0, 1), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, 0), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(0, -1), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//endpoints second
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, -1), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, 1), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, -1), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, 1), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//far sides third
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, 0), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(0, 2), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, 0), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(0, -2), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//far-mid endpoints
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, -1), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, 1), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, -1), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, 1), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, -2), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, 2), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, -2), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, 2), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//far endpoints
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, -2), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, 2), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, -2), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, 2), params.atlas_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									imageStore(dest_light, ivec3(atlas_pos, params.atlas_slice), c);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
									
										
										
										
											2023-09-11 14:59:50 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef MODE_DENOISE
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Joint Non-local means (JNLM) denoiser.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Based on YoctoImageDenoiser's JNLM implementation with corrections from "Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings".
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// <https://github.com/ManuelPrandini/YoctoImageDenoiser/blob/06e19489dd64e47792acffde536393802ba48607/libs/yocto_extension/yocto_extension.cpp#L207>
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// <https://benedikt-bitterli.me/nfor/nfor.pdf>
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// MIT License
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Copyright (c) 2020 ManuelPrandini
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// 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.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Most of the constants below have been hand-picked to fit the common scenarios lightmaps
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// are generated with, but they can be altered freely to experiment and achieve better results.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Half the size of the patch window around each pixel that is weighted to compute the denoised pixel.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// A value of 1 represents a 3x3 window, a value of 2 a 5x5 window, etc.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const int HALF_PATCH_WINDOW = 4;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Half the size of the search window around each pixel that is denoised and weighted to compute the denoised pixel.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const int HALF_SEARCH_WINDOW = 10;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// For all of the following sigma values, smaller values will give less weight to pixels that have a bigger distance
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// in the feature being evaluated. Therefore, smaller values are likely to cause more noise to appear, but will also
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// cause less features to be erased in the process.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Controls how much the spatial distance of the pixels influences the denoising weight.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const float SIGMA_SPATIAL = denoise_params.spatial_bandwidth;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Controls how much the light color distance of the pixels influences the denoising weight.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const float SIGMA_LIGHT = denoise_params.light_bandwidth;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Controls how much the albedo color distance of the pixels influences the denoising weight.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const float SIGMA_ALBEDO = denoise_params.albedo_bandwidth;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Controls how much the normal vector distance of the pixels influences the denoising weight.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const float SIGMA_NORMAL = denoise_params.normal_bandwidth;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Strength of the filter. The original paper recommends values around 10 to 15 times the Sigma parameter.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const float FILTER_VALUE = denoise_params.filter_strength * SIGMA_LIGHT;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Formula constants.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const int PATCH_WINDOW_DIMENSION = (HALF_PATCH_WINDOW * 2 + 1);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const int PATCH_WINDOW_DIMENSION_SQUARE = (PATCH_WINDOW_DIMENSION * PATCH_WINDOW_DIMENSION);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const float TWO_SIGMA_SPATIAL_SQUARE = 2.0f * SIGMA_SPATIAL * SIGMA_SPATIAL;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const float TWO_SIGMA_LIGHT_SQUARE = 2.0f * SIGMA_LIGHT * SIGMA_LIGHT;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const float TWO_SIGMA_ALBEDO_SQUARE = 2.0f * SIGMA_ALBEDO * SIGMA_ALBEDO;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const float TWO_SIGMA_NORMAL_SQUARE = 2.0f * SIGMA_NORMAL * SIGMA_NORMAL;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const float FILTER_SQUARE_TWO_SIGMA_LIGHT_SQUARE = FILTER_VALUE * FILTER_VALUE * TWO_SIGMA_LIGHT_SQUARE;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const float EPSILON = 1e-6f;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#ifdef USE_SH_LIGHTMAPS
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const uint slice_count = 4;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const uint slice_base = params.atlas_slice * slice_count;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#else
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const uint slice_count = 1;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const uint slice_base = params.atlas_slice;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for (uint i = 0; i < slice_count; i++) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										uint lightmap_slice = slice_base + i;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 denoised_rgb = vec3(0.0f);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec4 input_light = texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos, lightmap_slice), 0);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 input_albedo = texelFetch(sampler2DArray(albedo_tex, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).rgb;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										vec3 input_normal = texelFetch(sampler2DArray(source_normal, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if (length(input_normal) > EPSILON) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Compute the denoised pixel if the normal is valid.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											float sum_weights = 0.0f;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											vec3 input_rgb = input_light.rgb;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											for (int search_y = -HALF_SEARCH_WINDOW; search_y <= HALF_SEARCH_WINDOW; search_y++) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												for (int search_x = -HALF_SEARCH_WINDOW; search_x <= HALF_SEARCH_WINDOW; search_x++) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													ivec2 search_pos = atlas_pos + ivec2(search_x, search_y);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													vec3 search_rgb = texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(search_pos, lightmap_slice), 0).rgb;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													vec3 search_albedo = texelFetch(sampler2DArray(albedo_tex, linear_sampler), ivec3(search_pos, params.atlas_slice), 0).rgb;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													vec3 search_normal = texelFetch(sampler2DArray(source_normal, linear_sampler), ivec3(search_pos, params.atlas_slice), 0).xyz;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													float patch_square_dist = 0.0f;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													for (int offset_y = -HALF_PATCH_WINDOW; offset_y <= HALF_PATCH_WINDOW; offset_y++) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														for (int offset_x = -HALF_PATCH_WINDOW; offset_x <= HALF_PATCH_WINDOW; offset_x++) {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															ivec2 offset_input_pos = atlas_pos + ivec2(offset_x, offset_y);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															ivec2 offset_search_pos = search_pos + ivec2(offset_x, offset_y);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															vec3 offset_input_rgb = texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(offset_input_pos, lightmap_slice), 0).rgb;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															vec3 offset_search_rgb = texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(offset_search_pos, lightmap_slice), 0).rgb;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															vec3 offset_delta_rgb = offset_input_rgb - offset_search_rgb;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															patch_square_dist += dot(offset_delta_rgb, offset_delta_rgb) - TWO_SIGMA_LIGHT_SQUARE;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													patch_square_dist = max(0.0f, patch_square_dist / (3.0f * PATCH_WINDOW_DIMENSION_SQUARE));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													float weight = 1.0f;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													// Ignore weight if search position is out of bounds.
							 
						 
					
						
							
								
									
										
										
										
											2023-10-13 14:32:22 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													weight *= step(0, search_pos.x) * step(search_pos.x, bake_params.atlas_size.x - 1);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													weight *= step(0, search_pos.y) * step(search_pos.y, bake_params.atlas_size.y - 1);
							 
						 
					
						
							
								
									
										
										
										
											2023-09-11 14:59:50 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													// Ignore weight if normal is zero length.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													weight *= step(EPSILON, length(search_normal));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													// Weight with pixel distance.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													vec2 pixel_delta = vec2(search_x, search_y);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													float pixel_square_dist = dot(pixel_delta, pixel_delta);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													weight *= exp(-pixel_square_dist / TWO_SIGMA_SPATIAL_SQUARE);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													// Weight with patch.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													weight *= exp(-patch_square_dist / FILTER_SQUARE_TWO_SIGMA_LIGHT_SQUARE);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													// Weight with albedo.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													vec3 albedo_delta = input_albedo - search_albedo;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													float albedo_square_dist = dot(albedo_delta, albedo_delta);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													weight *= exp(-albedo_square_dist / TWO_SIGMA_ALBEDO_SQUARE);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													// Weight with normal.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													vec3 normal_delta = input_normal - search_normal;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													float normal_square_dist = dot(normal_delta, normal_delta);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													weight *= exp(-normal_square_dist / TWO_SIGMA_NORMAL_SQUARE);
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													denoised_rgb += weight * search_rgb;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													sum_weights += weight;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											denoised_rgb /= sum_weights;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} else {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Ignore pixels where the normal is empty, just copy the light color.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											denoised_rgb = input_light.rgb;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										imageStore(dest_light, ivec3(atlas_pos, lightmap_slice), vec4(denoised_rgb, input_light.a));
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								#endif
							 
						 
					
						
							
								
									
										
										
										
											2020-05-01 09:34:23 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}