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GLSL

#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_samplerless_texture_functions : enable
#define SHARED_SAMPLER_SET 1
#include "common_shader.glsl"
layout (set = 0, binding = 0, rgba16f) uniform image2D hdrSceneColor;
layout (set = 0, binding = 1) uniform texture2D inDepth;
layout (set = 0, binding = 2) uniform texture2D inGbufferA;
layout (set = 0, binding = 3) uniform texture2D inGbufferB;
layout (set = 0, binding = 4) uniform texture2D inGbufferS;
layout (set = 0, binding = 5) uniform UniformFrameData { PerFrameData frameData; };
layout (set = 0, binding = 6) uniform textureCube inSkyIrradiance;
layout (set = 0, binding = 7) uniform texture2D inSSAO;
layout (set = 0, binding = 8) uniform texture2D inSSGI;
layout(push_constant) uniform PushConsts
{
uint bSSGIValid;
};
#include "common_lighting.glsl"
#ifdef SKY_LIGHT_ONLY_PASS
layout (local_size_x = 8, local_size_y = 8) in;
void main()
{
ivec2 sceneColorSize = imageSize(hdrSceneColor);
uvec2 groupThreadId = remap8x8(gl_LocalInvocationIndex);
uvec2 dispatchId = groupThreadId + gl_WorkGroupID.xy * 8;
ivec2 workPos = ivec2(dispatchId);
if(workPos.x >= sceneColorSize.x || workPos.y >= sceneColorSize.y)
{
return;
}
const vec2 uv = (vec2(workPos) + vec2(0.5f)) / vec2(sceneColorSize);
// Load value from Gbuffer.
const vec4 inSceneColorValue = imageLoad(hdrSceneColor, workPos);
const vec4 inGbufferAValue = texelFetch(inGbufferA, workPos, 0);
const float deviceZ = texelFetch(inDepth, workPos, 0).r;
if(deviceZ <= 0.0)
{
return;
}
EShadingModelType shadingModel = unpackShadingModelId(inGbufferAValue.a);
if(shadingModel != EShadingModelType_DefaultLit)
{
return;
}
const vec4 inGbufferBValue = texelFetch(inGbufferB, workPos, 0);
const vec4 inGbufferSValue = texelFetch(inGbufferS, workPos, 0);
// Start basic lighting parameter prepare.
vec3 sceneColor = inSceneColorValue.rgb;
const vec3 f0 = vec3(0.04);
const vec3 baseColor = inGbufferAValue.rgb;
float metallic = inGbufferSValue.r;
float meshAo = inGbufferSValue.b;
vec3 diffuseColor = baseColor * (vec3(1.0) - f0) * (1.0 - metallic);
vec3 normal = unpackWorldNormal(inGbufferBValue.rgb);
// Get AO
float aoValid = min(meshAo, texture(sampler2D(inSSAO, pointClampEdgeSampler), uv).r);
vec3 multiBounceAO = AoMultiBounce(aoValid, baseColor);
bool bSSGIValidFinal = (bSSGIValid != 0);
if (bSSGIValidFinal)
{
// Sky neighbor area detect.
float DeviceZ0 = texelFetch(inDepth, workPos + ivec2(-1, 0), 0).r;
float DeviceZ1 = texelFetch(inDepth, workPos + ivec2( 1, 0), 0).r;
float DeviceZ2 = texelFetch(inDepth, workPos + ivec2( 0, 1), 0).r;
float DeviceZ3 = texelFetch(inDepth, workPos + ivec2( 0,-1), 0).r;
if(DeviceZ0 <= 0.0 || DeviceZ1 <= 0.0 || DeviceZ2 <= 0.0 || DeviceZ3 <= 0.0)
{
bSSGIValidFinal = false;
}
}
vec3 skylight;
if(bSSGIValidFinal)
{
skylight = texture(sampler2D(inSSGI, linearClampEdgeSampler), uv).xyz;
}
else
{
skylight = texture(samplerCube(inSkyIrradiance, linearClampEdgeSampler), normal).rgb;// ;
}
sceneColor += skylight * diffuseColor * multiBounceAO;
imageStore(hdrSceneColor, workPos, vec4(sceneColor, inSceneColorValue.a));
}
#endif