Files

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8.1 KiB
GLSL

#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_samplerless_texture_functions : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_ray_tracing : enable
#extension GL_EXT_ray_query : enable
#define SHARED_SAMPLER_SET 1
#define BLUE_NOISE_BUFFER_SET 2
#include "common_shader.glsl"
#include "common_lighting.glsl"
layout (set = 0, binding = 0) uniform writeonly image2D imageSSGIResult;
layout (set = 0, binding = 1) uniform UniformFrameData { PerFrameData frameData; };
layout (set = 0, binding = 2) uniform accelerationStructureEXT topLevelAS;
layout (set = 0, binding = 3) uniform texture2D inDepth;
layout (set = 0, binding = 4) buffer SSBOPerObject { PerObjectInfo objectDatas[]; };
layout (set = 0, binding = 5) uniform textureCube inSkyIrradiance;
layout (set = 0, binding = 6) uniform texture2D inGbufferB;
layout(set = 3, binding = 0) buffer BindlessSSBOVertices{ float data[]; } verticesArray[];
layout(set = 4, binding = 0) buffer BindlessSSBOIndices{ uint data[]; } indicesArray[];
layout(set = 5, binding = 0) uniform sampler bindlessSampler[];
layout(set = 6, binding = 0) uniform texture2D texture2DBindlessArray[];
layout (push_constant) uniform PushConsts
{
float rayMinRange;
float rayMaxRange;
};
struct HitPayload
{
vec3 color;
vec3 position;
vec3 normal;
};
HitPayload hitTest(in rayQueryEXT rayQuery)
{
// Get hit object info.
int instanceCustomIndexEXT = rayQueryGetIntersectionInstanceIdEXT(rayQuery, false);
const PerObjectInfo objectData = objectDatas[instanceCustomIndexEXT];
// Get material info and mesh info.
const MeshInfo meshInfo = objectData.meshInfoData;
const BSDFMaterialInfo material = objectData.materialInfoData;
//
int primitiveID = int(meshInfo.indexStartPosition) + rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, false) * 3;
const uint indicesId = meshInfo.indicesArrayId;
const uint uv0Id = meshInfo.uv0sArrayId;
const uint normalId = meshInfo.normalsArrayId;
const uint positionId = meshInfo.positionsArrayId;
// Hit triangle id.
const uint vertexId_0 = indicesArray[nonuniformEXT(indicesId)].data[primitiveID + 0];
const uint vertexId_1 = indicesArray[nonuniformEXT(indicesId)].data[primitiveID + 1];
const uint vertexId_2 = indicesArray[nonuniformEXT(indicesId)].data[primitiveID + 2];
vec2 bary = rayQueryGetIntersectionBarycentricsEXT(rayQuery, false);
const vec3 barycentrics = vec3(1.0 - bary.x - bary.y, bary.x, bary.y);
vec2 uv;
{
vec2 v0, v1, v2;
v0.x = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_0 * kUv0Strip + 0];
v0.y = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_0 * kUv0Strip + 1];
v1.x = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_1 * kUv0Strip + 0];
v1.y = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_1 * kUv0Strip + 1];
v2.x = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_2 * kUv0Strip + 0];
v2.y = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_2 * kUv0Strip + 1];
uv = v0 * barycentrics.x + v1 * barycentrics.y + v2 * barycentrics.z;
}
vec4 baseColor = texture(sampler2D(texture2DBindlessArray[nonuniformEXT(material.baseColorId)], pointClampEdgeSampler), uv);
vec3 normal;
{
vec3 n0, n1, n2;
n0.x = verticesArray[nonuniformEXT(normalId)].data[vertexId_0 * kNormalStrip + 0];
n0.y = verticesArray[nonuniformEXT(normalId)].data[vertexId_0 * kNormalStrip + 1];
n0.z = verticesArray[nonuniformEXT(normalId)].data[vertexId_0 * kNormalStrip + 2];
n1.x = verticesArray[nonuniformEXT(normalId)].data[vertexId_1 * kNormalStrip + 0];
n1.y = verticesArray[nonuniformEXT(normalId)].data[vertexId_1 * kNormalStrip + 1];
n1.z = verticesArray[nonuniformEXT(normalId)].data[vertexId_1 * kNormalStrip + 2];
n2.x = verticesArray[nonuniformEXT(normalId)].data[vertexId_2 * kNormalStrip + 0];
n2.y = verticesArray[nonuniformEXT(normalId)].data[vertexId_2 * kNormalStrip + 1];
n2.z = verticesArray[nonuniformEXT(normalId)].data[vertexId_2 * kNormalStrip + 2];
normal = n0 * barycentrics.x + n1 * barycentrics.y + n2 * barycentrics.z;
}
vec3 position;
{
vec3 p0, p1, p2;
p0.x = verticesArray[nonuniformEXT(positionId)].data[vertexId_0 * kPositionStrip + 0];
p0.y = verticesArray[nonuniformEXT(positionId)].data[vertexId_0 * kPositionStrip + 1];
p0.z = verticesArray[nonuniformEXT(positionId)].data[vertexId_0 * kPositionStrip + 2];
p1.x = verticesArray[nonuniformEXT(positionId)].data[vertexId_1 * kPositionStrip + 0];
p1.y = verticesArray[nonuniformEXT(positionId)].data[vertexId_1 * kPositionStrip + 1];
p1.z = verticesArray[nonuniformEXT(positionId)].data[vertexId_1 * kPositionStrip + 2];
p2.x = verticesArray[nonuniformEXT(positionId)].data[vertexId_2 * kPositionStrip + 0];
p2.y = verticesArray[nonuniformEXT(positionId)].data[vertexId_2 * kPositionStrip + 1];
p2.z = verticesArray[nonuniformEXT(positionId)].data[vertexId_2 * kPositionStrip + 2];
position = p0 * barycentrics.x + p1 * barycentrics.y + p2 * barycentrics.z;
}
HitPayload result;
const mat4 modelMatrix = objectData.modelMatrix;
const vec4 localPosition = vec4(position, 1.0f);
const vec4 worldPosition = modelMatrix * localPosition;
const mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
result.normal = normalize(normalMatrix * normalize(normal));
result.position = worldPosition.xyz / worldPosition.w;
result.color = baseColor.xyz;
return result;
}
// Accurate rt hard shadow need sample mask.
layout (local_size_x = 8, local_size_y = 8) in;
void main()
{
ivec2 colorSize = imageSize(imageSSGIResult);
uvec2 groupThreadId = remap8x8(gl_LocalInvocationIndex);
uvec2 dispatchId = groupThreadId + gl_WorkGroupID.xy * 8;
ivec2 workPos = ivec2(dispatchId);
if(workPos.x >= colorSize.x || workPos.y >= colorSize.y)
{
return;
}
const vec2 uv = (vec2(workPos) + vec2(0.5f)) / vec2(colorSize);
const float deviceZ = texture(sampler2D(inDepth, pointClampEdgeSampler), uv).r;
if(deviceZ <= 0.0f)
{
imageStore(imageSSGIResult, workPos, vec4(0.0));
return;
}
// Offset retarget for new seeds each frame
uvec2 offset = uvec2(vec2(0.754877669, 0.569840296) * (frameData.frameIndex.x) * uvec2(colorSize));
uvec2 offsetId = uvec2(workPos) + offset;
offsetId.x = offsetId.x % colorSize.x;
offsetId.y = offsetId.y % colorSize.y;
float u0 = samplerBlueNoiseErrorDistribution_128x128_OptimizedFor_2d2d2d2d(offsetId.x, offsetId.y, 0, 0u);
float u1 = samplerBlueNoiseErrorDistribution_128x128_OptimizedFor_2d2d2d2d(offsetId.x, offsetId.y, 0, 1u);
const vec4 inGbufferBValue = texture(sampler2D(inGbufferB, pointClampEdgeSampler), uv);
const vec3 worldNormal = unpackWorldNormal(inGbufferBValue.rgb);
const vec3 rayDir = // getReflectionDir(viewDir, viewNormal, u0, u1);
importanceSampleCosine(vec2(u0, 1.0 - u0), worldNormal);
float dtRand = 1.0f + u1;
vec3 ssgiResult = vec3(0.0);
if(frameData.bSkyComponentValid != 0)
{
vec3 worldPos = getWorldPos(uv, deviceZ, frameData);
uint rayFlags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsSkipClosestHitShaderEXT | gl_RayFlagsCullBackFacingTrianglesEXT;
rayQueryEXT rayQuery;
rayQueryInitializeEXT(rayQuery, topLevelAS, rayFlags, 0xFF, worldPos, rayMinRange * dtRand, rayDir, rayMaxRange);
while(rayQueryProceedEXT(rayQuery))
{
if(rayQueryGetIntersectionTypeEXT(rayQuery, false) == gl_RayQueryCandidateIntersectionTriangleEXT)
{
HitPayload hitResult = hitTest(rayQuery);
float NoL = max(0.0, dot(-normalize(frameData.sunLightInfo.direction), hitResult.normal));
ssgiResult = hitResult.color * NoL;
rayQueryConfirmIntersectionEXT(rayQuery);
}
}
}
imageStore(imageSSGIResult, workPos, vec4(ssgiResult, 0.0));
}