mirror of
https://github.com/antopilo/Nuake.git
synced 2026-09-15 20:08:54 +03:00
Volumetric upscaling + support for other types of lights + CSM
This commit is contained in:
160
Data/Shaders/Vulkan/depth_aware_blur.frag
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160
Data/Shaders/Vulkan/depth_aware_blur.frag
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// Transforms
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struct ModelData
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{
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float4x4 model;
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};
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[[vk::binding(0, 0)]]
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StructuredBuffer<ModelData> model : register(t1);
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// Vertex
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struct Vertex
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{
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float3 position;
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float uv_x;
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float3 normal;
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float uv_y;
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float3 tangent;
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float3 bitangent;
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};
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[[vk::binding(0, 1)]]
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StructuredBuffer<Vertex> vertexBuffer : register(t2);
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// Samplers
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[[vk::binding(0, 2)]]
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SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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bool hasAlbedo;
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float3 albedo;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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int albedoTextureId;
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int normalTextureId;
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int metalnessTextureId;
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int roughnessTextureId;
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int aoTextureId;
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};
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[[vk::binding(0, 3)]]
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StructuredBuffer<Material> material;
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// Textures
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[[vk::binding(0, 4)]]
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Texture2D textures[];
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// Lights
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struct Light
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{
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float3 position;
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int type;
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float4 color;
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float3 direction;
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float outerConeAngle;
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float innerConeAngle;
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bool castShadow;
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int shadowMapTextureId[4];
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int transformId[4];
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};
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[[vk::binding(0, 5)]]
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StructuredBuffer<Light> lights;
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// Cameras
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struct CameraView {
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float4x4 View;
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float4x4 Projection;
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float4x4 ViewProjection;
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float4x4 InverseView;
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float4x4 InverseProjection;
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float3 Position;
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float Near;
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float Far;
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};
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct PSInput
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{
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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struct PSOutput {
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float4 oColor0 : SV_TARGET;
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};
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struct DepthAwareBlurConstant
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{
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int DepthTextureID;
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int VolumetricTextureID;
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};
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[[vk::push_constant]]
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DepthAwareBlurConstant pushConstants;
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float2 GetTextureSize(Texture2D tex)
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{
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uint width, height;
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tex.GetDimensions(width, height);
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return float2(width, height);
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}
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float PixelToUV(float2 uv, Texture2D tex)
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{
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float2 texSize = GetTextureSize(tex);
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return uv / texSize;
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}
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PSOutput main(PSInput input)
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{
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int depthTexture = pushConstants.DepthTextureID;
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float upSampledDepth = textures[depthTexture].Sample(mySampler, input.UV).r;
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float3 upSampledColor = textures[pushConstants.VolumetricTextureID].Sample(mySampler, input.UV).rgb;
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float3 color = 0.0f.xxx;
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float totalWeight = 0.0f;
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int2 screenCoordinates = int2(input.Position.xy);
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int xOffset = (screenCoordinates.x % 2 == 0) ? -1 : 1;
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int yOffset = (screenCoordinates.y % 2 == 0) ? -1 : 1;
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int2 offsets[] = {int2(0, 0),
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int2(0, yOffset),
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int2(xOffset, 0),
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int2(xOffset, yOffset)};
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for (int i = 0; i < 4; i ++)
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{
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float2 uvOffset = float2(offsets[i].x * 4.0, offsets[i].y * 4.0) ;
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uvOffset = PixelToUV(uvOffset, textures[pushConstants.DepthTextureID]);
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float3 downscaledColor = textures[pushConstants.VolumetricTextureID].Sample(mySampler, input.UV + uvOffset).rgb;
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float downscaledDepth = textures[pushConstants.DepthTextureID].Sample(mySampler, input.UV + uvOffset).r;
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float currentWeight = 1.0f;
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if(abs(upSampledDepth - downscaledDepth) > 0.0001)
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{
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//color = float3(1, 0, 0);
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currentWeight *= 0.0f;
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}
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//currentWeight *= max(0.0f, 1.0f - abs(upSampledDepth - downscaledDepth));
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color += downscaledColor * currentWeight;
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totalWeight += currentWeight;
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}
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float3 volumetricLight;
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const float epsilon = 0.0001f;
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volumetricLight.xyz = color / (totalWeight + epsilon);
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PSOutput output;
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output.oColor0 = float4(volumetricLight.x, volumetricLight.y, volumetricLight.z, 1.0f);
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//output.oColor0 = float4(upSampledColor.x, upSampledColor.y, upSampledColor.z, 1.0f);
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return output;
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}
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109
Data/Shaders/Vulkan/depth_aware_blur.vert
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109
Data/Shaders/Vulkan/depth_aware_blur.vert
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@@ -0,0 +1,109 @@
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// Transforms
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struct ModelData
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{
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float4x4 model;
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};
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[[vk::binding(0, 0)]]
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StructuredBuffer<ModelData> model : register(t1);
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// Vertex
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struct Vertex
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{
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float3 position;
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float uv_x;
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float3 normal;
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float uv_y;
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float3 tangent;
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float3 bitangent;
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};
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[[vk::binding(0, 1)]]
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StructuredBuffer<Vertex> vertexBuffer : register(t2);
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// Samplers
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[[vk::binding(0, 2)]]
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SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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bool hasAlbedo;
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float3 albedo;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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int albedoTextureId;
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int normalTextureId;
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int metalnessTextureId;
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int roughnessTextureId;
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int aoTextureId;
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};
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[[vk::binding(0, 3)]]
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StructuredBuffer<Material> material;
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// Textures
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[[vk::binding(0, 4)]]
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Texture2D textures[];
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// Lights
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struct Light
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{
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float3 position;
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int type;
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float4 color;
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float3 direction;
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float outerConeAngle;
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float innerConeAngle;
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bool castShadow;
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int shadowMapTextureId[4];
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int transformId[4];
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};
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[[vk::binding(0, 5)]]
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StructuredBuffer<Light> lights;
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// Cameras
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struct CameraView {
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float4x4 View;
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float4x4 Projection;
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float4x4 ViewProjection;
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float4x4 InverseView;
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float4x4 InverseProjection;
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float3 Position;
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float Near;
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float Far;
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};
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct DepthAwareBlurConstant
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{
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int DepthTextureID;
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int VolumetricTextureID;
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};
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[[vk::push_constant]]
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DepthAwareBlurConstant pushConstants;
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// Outputs
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struct VSOutput
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{
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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// Main vertex shader
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VSOutput main(uint vertexIndex : SV_VertexID)
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{
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VSOutput output;
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Vertex v = vertexBuffer[vertexIndex];
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output.UV = float2(v.uv_x, v.uv_y);
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output.Position = float4(v.position, 1.0f);
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return output;
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}
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@@ -103,6 +103,7 @@ struct VolumetricConstant
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float NoiseSpeed;
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float NoiseScale;
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float NoiseStrength;
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float CSMSplits[4];
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};
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[[vk::push_constant]]
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@@ -214,8 +215,28 @@ float snoise(float3 v)
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return 42.0 * dot(m*m, float4(dot(g0,x0), dot(g1,x1), dot(g2,x2), dot(g3,x3)));
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}
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int GetCSMSplit(float depth)
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{
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for(int i = 0; i < 4; i++)
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{
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float csmSplitDepth = pushConstants.CSMSplits[i];
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if(depth < csmSplitDepth + 0.000001)
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{
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return i;
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}
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}
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return 0;
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}
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PSOutput main(PSInput input)
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{
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float ditherPattern[4][4] = { { 0.0f, 0.5f, 0.125f, 0.625f},
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{ 0.75f, 0.22f, 0.875f, 0.375f},
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{ 0.1875f, 0.6875f, 0.0625f, 0.5625},
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{ 0.9375f, 0.4375f, 0.8125f, 0.3125} };
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CameraView camView = cameras[pushConstants.CamViewID];
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float3 startPosition = camView.Position;
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@@ -246,31 +267,66 @@ PSOutput main(PSInput input)
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for(int l = 0; l < pushConstants.LightCount; l++)
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{
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Light light = lights[l];
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if(light.type != 0)
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if(light.type == 0)
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{
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continue;
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float lightDepth = length(worldPos - camView.Position);
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int splitIndex = GetCSMSplit(lightDepth);
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CameraView lightView = cameras[light.transformId[splitIndex]];
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float4 fragPosLightSpace = mul(lightView.Projection, mul(lightView.View, float4(currentPosition, 1.0)));
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float3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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projCoords.xy = projCoords.xy * 0.5 + 0.5;
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float currentDepth = projCoords.z;
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float closestDepth = textures[light.shadowMapTextureId[splitIndex]].Sample(mySampler, projCoords.xy).r;
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float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
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float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
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if(closestDepth < currentDepth)
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{
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accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color.xyz) * pushConstants.Exponant * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
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}
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else
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{
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accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color.xyz) * pushConstants.Ambient * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
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}
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}
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CameraView lightView = cameras[light.transformId[0]];
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float4 fragPosLightSpace = mul(lightView.Projection, mul(lightView.View, float4(currentPosition, 1.0)));
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float3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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projCoords.xy = projCoords.xy * 0.5 + 0.5;
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float currentDepth = projCoords.z;
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float closestDepth = textures[light.shadowMapTextureId[0]].Sample(mySampler, projCoords.xy).r;
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float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
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float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
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if(closestDepth < currentDepth)
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else if(light.type == 1)
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{
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accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Exponant * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
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float3 lightToFrag = currentPosition - light.position;
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float distance = length(lightToFrag);
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float3 lightDir = normalize(-lightToFrag);
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float attenuation = 1.0 / (distance * distance);
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attenuation = 1.0 - smoothstep(0.0, 3.0f, distance);
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float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
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float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
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float lightScatter = (snoise(noiseSamplePos.xyz) + 1.0) * 0.5;
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float3 scatterTerm = ComputeScattering(dot(rayDirection, lightDir)).rrr * light.color.xyz;
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accumFog += scatterTerm * lightScatter * pushConstants.Exponant * attenuation;
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}
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else
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else if(light.type == 2)
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{
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accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Ambient * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
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float3 lightToFrag = currentPosition - light.position;
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float distance = length(lightToFrag);
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float3 lightDir = normalize(-lightToFrag);
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float attenuation = 1.0 / (distance * distance);
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attenuation = 1.0 - smoothstep(0.0, 6.0f, distance);
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float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
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float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
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float lightScatter = (snoise(noiseSamplePos.xyz) + 1.0) * 0.5;
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float theta = dot(lightDir, normalize(-light.direction));
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float epsilon = light.innerConeAngle - light.outerConeAngle;
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float intensity = clamp((theta - light.outerConeAngle) / epsilon, 0.0, 1.0);
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float3 scatterTerm = ComputeScattering(dot(rayDirection, lightDir)).rrr * light.color.xyz;
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accumFog += scatterTerm * lightScatter * pushConstants.Exponant * attenuation * intensity;
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}
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}
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currentPosition += step ;
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}
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@@ -93,6 +93,7 @@ struct VolumetricConstant
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float NoiseSpeed;
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float NoiseScale;
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float NoiseStrength;
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float CSMSplits[4];
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};
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[[vk::push_constant]]
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