mirror of
https://github.com/barkeser2002/flower.git
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160 lines
5.7 KiB
GLSL
160 lines
5.7 KiB
GLSL
#version 460
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_samplerless_texture_functions : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_ray_query : enable
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#define SHARED_SAMPLER_SET 1
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#define BLUE_NOISE_BUFFER_SET 2
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#include "common_shader.glsl"
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layout (set = 0, binding = 0) uniform writeonly image2D rayShadowMask;
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layout (set = 0, binding = 1) uniform UniformFrameData { PerFrameData frameData; };
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layout (set = 0, binding = 2) uniform accelerationStructureEXT topLevelAS;
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layout (set = 0, binding = 3) uniform texture2D inDepth;
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layout (set = 0, binding = 4) buffer SSBOPerObject { PerObjectInfo objectDatas[]; };
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layout(set = 3, binding = 0) buffer BindlessSSBOVertices{ float data[]; } verticesArray[];
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layout(set = 4, binding = 0) buffer BindlessSSBOIndices{ uint data[]; } indicesArray[];
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layout(set = 5, binding = 0) uniform sampler bindlessSampler[];
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layout(set = 6, binding = 0) uniform texture2D texture2DBindlessArray[];
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layout (push_constant) uniform PushConsts
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{
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vec3 lightDirection;
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float lightRadius;
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float rayMinRange;
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float rayMaxRange;
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};
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bool hitTest(in rayQueryEXT rayQuery)
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{
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// Get hit object info.
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int instanceCustomIndexEXT = rayQueryGetIntersectionInstanceIdEXT(rayQuery, false);
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const PerObjectInfo objectData = objectDatas[instanceCustomIndexEXT];
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// Get material info and mesh info.
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const MeshInfo meshInfo = objectData.meshInfoData;
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const BSDFMaterialInfo material = objectData.materialInfoData;
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//
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int primitiveID = int(meshInfo.indexStartPosition) + rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, false) * 3;
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const uint indicesId = meshInfo.indicesArrayId;
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const uint uv0Id = meshInfo.uv0sArrayId;
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// Hit triangle id.
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const uint vertexId_0 = indicesArray[nonuniformEXT(indicesId)].data[primitiveID + 0];
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const uint vertexId_1 = indicesArray[nonuniformEXT(indicesId)].data[primitiveID + 1];
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const uint vertexId_2 = indicesArray[nonuniformEXT(indicesId)].data[primitiveID + 2];
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vec2 v0, v1, v2;
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v0.x = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_0 * kUv0Strip + 0];
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v0.y = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_0 * kUv0Strip + 1];
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v1.x = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_1 * kUv0Strip + 0];
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v1.y = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_1 * kUv0Strip + 1];
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v2.x = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_2 * kUv0Strip + 0];
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v2.y = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_2 * kUv0Strip + 1];
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vec2 bary = rayQueryGetIntersectionBarycentricsEXT(rayQuery, false);
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const vec3 barycentrics = vec3(1.0 - bary.x - bary.y, bary.x, bary.y);
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vec4 baseColor = texture(
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sampler2D(
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texture2DBindlessArray[nonuniformEXT(material.baseColorId)],
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bindlessSampler[nonuniformEXT(material.baseColorSampler)]),
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v0 * barycentrics.x + v1 * barycentrics.y + v2 * barycentrics.z);
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// Mask cutoff.
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if(baseColor.a < material.cutoff)
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{
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return false;
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}
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return true;
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}
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// Accurate rt hard shadow need sample mask.
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layout (local_size_x = 8, local_size_y = 8) in;
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void main()
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{
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ivec2 colorSize = imageSize(rayShadowMask);
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uvec2 groupThreadId = remap8x8(gl_LocalInvocationIndex);
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uvec2 dispatchId = groupThreadId + gl_WorkGroupID.xy * 8;
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ivec2 workPos = ivec2(dispatchId);
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if(workPos.x >= colorSize.x || workPos.y >= colorSize.y)
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{
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return;
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}
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const vec2 uv = (vec2(workPos) + vec2(0.5f)) / vec2(colorSize);
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float shadow = 1.0f;
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const float deviceZ = texelFetch(inDepth, workPos, 0).r;
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if(deviceZ <= 0.0f)
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{
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imageStore(rayShadowMask, workPos, vec4(shadow));
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return;
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}
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// Offset retarget for new seeds each frame
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uvec2 offset = uvec2(vec2(0.754877669, 0.569840296) * (frameData.frameIndex.x) * uvec2(colorSize));
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uvec2 offsetId = uvec2(workPos) + offset;
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offsetId.x = offsetId.x % colorSize.x;
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offsetId.y = offsetId.y % colorSize.y;
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vec3 rayDir = -lightDirection;
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{
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vec2 e = vec2(
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samplerBlueNoiseErrorDistribution_128x128_OptimizedFor_2d2d2d2d(offsetId.x, offsetId.y, 0, 0u),
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samplerBlueNoiseErrorDistribution_128x128_OptimizedFor_2d2d2d2d(offsetId.x, offsetId.y, 0, 1u)
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);
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float lightRadiusRandom = lightRadius * e.x;
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float randomAngle = e.y * 2.0f * kPI;
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vec2 diskUv = vec2(cos(randomAngle), sin(randomAngle)) * lightRadiusRandom;
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vec3 N = rayDir;
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vec3 dPdu = cross(N, (abs(N.x) > 1e-6f) ? vec3(1, 0, 0) : vec3(0, 1, 0));
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vec3 dPdv = cross(dPdu, N);
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rayDir += dPdu * diskUv.x + dPdv * diskUv.y;
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rayDir = normalize(rayDir);
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}
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float dtRand = 1.0f + samplerBlueNoiseErrorDistribution_128x128_OptimizedFor_2d2d2d2d(offsetId.x, offsetId.y, 0, 2u);
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{
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vec3 worldPos = getWorldPos(uv, deviceZ, frameData);
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uint rayFlags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsSkipClosestHitShaderEXT | gl_RayFlagsCullBackFacingTrianglesEXT;
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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, topLevelAS, rayFlags, 0xFF, worldPos, rayMinRange * dtRand, rayDir, rayMaxRange);
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while(rayQueryProceedEXT(rayQuery))
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{
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if(rayQueryGetIntersectionTypeEXT(rayQuery, false) == gl_RayQueryCandidateIntersectionTriangleEXT)
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{
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if(hitTest(rayQuery))
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{
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rayQueryConfirmIntersectionEXT(rayQuery);
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}
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}
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}
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if (rayQueryGetIntersectionTypeEXT(rayQuery, true) != gl_RayQueryCommittedIntersectionNoneEXT)
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{
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shadow *= 0.0;
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}
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}
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imageStore(rayShadowMask, workPos, vec4(shadow));
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} |