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- Added depth prepass for vegetation rendering - Fixed CMakeLists.txt
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#ifdef OPACITY_MAP | ||
layout(binding = 1) uniform sampler2D opacityMap; | ||
#endif | ||
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in vec3 positionVS; | ||
in vec2 texCoordVS; | ||
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void main() { | ||
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#ifdef OPACITY_MAP | ||
float opacity = texture(opacityMap, texCoordVS).r; | ||
if (opacity < 0.2) | ||
discard; | ||
#endif | ||
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} |
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#include <../wind.hsh> | ||
#include <buffers.hsh> | ||
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// Per vertex attributes | ||
layout(location=0) in vec3 vPosition; | ||
layout(location=2) in vec2 vTexCoord; | ||
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// Vertex out parameters | ||
out vec3 positionVS; | ||
out vec2 texCoordVS; | ||
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// Uniforms | ||
uniform mat4 pMatrix; | ||
uniform mat4 vMatrix; | ||
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uniform float time; | ||
uniform float deltaTime; | ||
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uniform bool invertUVs; | ||
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// Functions | ||
void main() { | ||
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Instance instance = culledInstanceData[gl_InstanceID]; | ||
texCoordVS = invertUVs ? vec2(vTexCoord.x, 1.0 - vTexCoord.y) : vTexCoord; | ||
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mat4 mvMatrix = vMatrix; | ||
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vec3 position = instance.position.xyz + vPosition; | ||
position = instance.position.xyz + WindAnimation(vPosition, time, instance.position.xyz); | ||
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vec4 positionToCamera = mvMatrix * vec4(position, 1.0); | ||
positionVS = positionToCamera.xyz; | ||
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gl_Position = pMatrix * positionToCamera; | ||
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} |
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#ifdef AE_TEXTURE_SHADOW_LOD | ||
#extension GL_EXT_texture_shadow_lod : require | ||
#endif | ||
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layout (local_size_x = 8, local_size_y = 8) in; | ||
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#include <../structures> | ||
#include <../common/convert.hsh> | ||
#include <../common/utility.hsh> | ||
#include <fog.hsh> | ||
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layout(binding = 0) uniform sampler2D depthTexture; | ||
layout(binding = 1) uniform sampler2DArrayShadow cascadeMaps; | ||
layout(binding = 2) writeonly uniform image2D volumetricImage; | ||
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uniform Light light; | ||
uniform int sampleCount; | ||
uniform vec2 framebufferResolution; | ||
uniform float intensity; | ||
uniform mat4 ivMatrix; | ||
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vec3 ComputeVolumetric(vec3 fragPos, vec2 texCoords); | ||
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void main() { | ||
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ivec2 pixel = ivec2(gl_GlobalInvocationID); | ||
if (pixel.x > imageSize(volumetricImage).x || | ||
pixel.y > imageSize(volumetricImage).y) | ||
return; | ||
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vec2 texCoord = (vec2(pixel) + 0.5) / vec2(imageSize(volumetricImage)); | ||
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float depth = textureLod(depthTexture, texCoord, 0.0).r; | ||
vec3 pixelPos = ConvertDepthToViewSpace(depth, texCoord); | ||
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vec3 radiance = ComputeVolumetric(pixelPos, texCoord); | ||
imageStore(volumetricImage, pixel, vec4(radiance, 0.0)); | ||
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} | ||
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const float ditherPattern[16] = float[](0.0, 0.5, 0.125, 0.625, 0.75, 0.22, 0.875, 0.375, | ||
0.1875, 0.6875, 0.0625, 0.5625, 0.9375, 0.4375, 0.8125, 0.3125); | ||
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vec3 ComputeVolumetric(vec3 fragPos, vec2 texCoords) { | ||
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vec3 viewPosition = vec3(ivMatrix * vec4(fragPos, 1.0)); | ||
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// We compute this in view space | ||
vec3 rayVector = fragPos; | ||
float rayLength = length(rayVector); | ||
vec3 rayDirection = rayVector / rayLength; | ||
float stepLength = rayLength / float(sampleCount); | ||
vec3 stepVector = rayDirection * stepLength; | ||
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vec3 foginess = vec3(0.0); | ||
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texCoords = (0.5 * texCoords + 0.5) * framebufferResolution; | ||
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float ditherValue = ditherPattern[(int(texCoords.x) % 4) * 4 + int(texCoords.y) % 4]; | ||
vec3 currentPosition = stepVector * ditherValue; | ||
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int cascadeIndex = 0; | ||
int lastCascadeIndex = 0; | ||
mat4 cascadeMatrix = light.shadow.cascades[0].cascadeSpace; | ||
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for (int i = 0; i < sampleCount; i++) { | ||
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float distance = -currentPosition.z; | ||
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int cascadeIndex = 0; | ||
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cascadeIndex = distance >= light.shadow.cascades[0].distance ? 1 : cascadeIndex; | ||
cascadeIndex = distance >= light.shadow.cascades[1].distance ? 2 : cascadeIndex; | ||
cascadeIndex = distance >= light.shadow.cascades[2].distance ? 3 : cascadeIndex; | ||
cascadeIndex = distance >= light.shadow.cascades[3].distance ? 4 : cascadeIndex; | ||
cascadeIndex = distance >= light.shadow.cascades[4].distance ? 5 : cascadeIndex; | ||
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cascadeIndex = min(light.shadow.cascadeCount - 1, cascadeIndex); | ||
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if (lastCascadeIndex != cascadeIndex) { | ||
cascadeMatrix = light.shadow.cascades[0].cascadeSpace; | ||
cascadeMatrix = cascadeIndex > 0 ? light.shadow.cascades[1].cascadeSpace : cascadeMatrix; | ||
cascadeMatrix = cascadeIndex > 1 ? light.shadow.cascades[2].cascadeSpace : cascadeMatrix; | ||
cascadeMatrix = cascadeIndex > 2 ? light.shadow.cascades[3].cascadeSpace : cascadeMatrix; | ||
cascadeMatrix = cascadeIndex > 3 ? light.shadow.cascades[4].cascadeSpace : cascadeMatrix; | ||
cascadeMatrix = cascadeIndex > 4 ? light.shadow.cascades[5].cascadeSpace : cascadeMatrix; | ||
} | ||
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lastCascadeIndex = cascadeIndex; | ||
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vec4 cascadeSpace = cascadeMatrix * vec4(currentPosition, 1.0); | ||
cascadeSpace.xyz /= cascadeSpace.w; | ||
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cascadeSpace.xyz = cascadeSpace.xyz * 0.5 + 0.5; | ||
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#ifdef AE_TEXTURE_SHADOW_LOD | ||
// This fixes issues that can occur at cascade borders | ||
float shadowValue = textureLod(cascadeMaps, | ||
vec4(cascadeSpace.xy, cascadeIndex, cascadeSpace.z), 0); | ||
#else | ||
float shadowValue = texture(cascadeMaps, | ||
vec4(cascadeSpace.xy, cascadeIndex, cascadeSpace.z)); | ||
#endif | ||
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vec3 worldPosition = vec3(ivMatrix * vec4(currentPosition, 1.0)); | ||
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float fogAmount = fogEnabled ? (1.0 - saturate(ComputeVolumetricFog(viewPosition, worldPosition))) : 1.0; | ||
float NdotL = dot(rayDirection, light.direction); | ||
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foginess += shadowValue * fogAmount * ComputeScattering(NdotL) * light.color; | ||
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currentPosition += stepVector; | ||
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} | ||
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return foginess / float(sampleCount) * intensity; | ||
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} |
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