Files
Nuake/Data/Shaders/volumetric.shader
2025-04-26 19:23:28 -04:00

241 lines
8.5 KiB
GLSL

#include "Utils/header.hlsl"
struct PSInput
{
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
struct PSOutput {
float4 oColor0 : SV_TARGET;
};
struct VolumetricConstant
{
int DepthTextureID;
int StepCount;
float FogAmount;
float Exponant;
int CamViewID;
int LightCount;
float Ambient;
float Time;
float NoiseSpeed;
float NoiseScale;
float NoiseStrength;
};
[[vk::push_constant]]
VolumetricConstant pushConstants;
float2 GetTexelSize(Texture2D tex)
{
uint width, height;
tex.GetDimensions(width, height);
return 1.0 / float2(width, height);
}
float LinearizeDepth(float depth, float nearPlane, float farPlane)
{
return (2.0 * nearPlane) / (farPlane + nearPlane - (1.0 - depth) * (farPlane - nearPlane));
}
float ComputeScattering(float lightDotView)
{
float PI = 3.141592653589793f;
float result = 1.0f - pushConstants.FogAmount;
result /= (4.0f * PI * pow(1.0f + pushConstants.FogAmount * pushConstants.FogAmount - (1.0f * pushConstants.FogAmount) * lightDotView, 1.5f));
return result;
}
float3 WorldPosFromDepth(float depth, float2 uv, float4x4 invProj, float4x4 invView)
{
float z = depth;
float4 clipSpacePosition = float4(uv.x * 2.0 - 1.0, (uv.y * 2.0 - 1.0), z, 1.0f);
float4 viewSpacePosition = mul(invProj, clipSpacePosition);
viewSpacePosition /= viewSpacePosition.w;
float4 worldSpacePosition = mul(invView, viewSpacePosition);
return worldSpacePosition.xyz;
}
// Simplex 3D Noise
float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
float4 mod289(float4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
float4 permute(float4 x) { return mod289(((x*34.0)+1.0)*x); }
float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(float3 v)
{
const float2 C = float2(1.0/6.0, 1.0/3.0) ;
const float4 D = float4(0.0, 0.5, 1.0, 2.0);
// First corner
float3 i = floor(v + dot(v, C.yyy));
float3 x0 = v - i + dot(i, C.xxx);
// Other corners
float3 g = step(x0.yzx, x0.xyz);
float3 l = 1.0 - g;
float3 i1 = min(g.xyz, l.zxy);
float3 i2 = max(g.xyz, l.zxy);
// x0 = x0 - 0.0 + 0.0 * C.xxx;
float3 x1 = x0 - i1 + C.xxx;
float3 x2 = x0 - i2 + C.yyy;
float3 x3 = x0 - 1.0 + 3.0 * C.xxx;
// Permutations
i = mod289(i);
float4 p = permute(permute(permute(
i.z + float4(0.0, i1.z, i2.z, 1.0))
+ i.y + float4(0.0, i1.y, i2.y, 1.0))
+ i.x + float4(0.0, i1.x, i2.x, 1.0));
// Gradients: 7x7 points over a cube, mapped onto a unit sphere
float4 j = p - 49.0 * floor(p * (1.0 / 49.0)); // mod(p,7*7)
float4 x_ = floor(j * (1.0 / 7.0));
float4 y_ = floor(j - 7.0 * x_); // mod(j,7)
float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0;
float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0;
float4 h = 1.0 - abs(x) - abs(y);
float4 b0 = float4(x.xy, y.xy);
float4 b1 = float4(x.zw, y.zw);
float4 s0 = floor(b0) * 2.0 + 1.0;
float4 s1 = floor(b1) * 2.0 + 1.0;
float4 sh = -step(h, 0.0);
float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
float3 g0 = float3(a0.xy, h.x);
float3 g1 = float3(a0.zw, h.y);
float3 g2 = float3(a1.xy, h.z);
float3 g3 = float3(a1.zw, h.w);
// Normalize gradients
float4 norm = taylorInvSqrt(float4(dot(g0,g0), dot(g1,g1), dot(g2,g2), dot(g3,g3)));
g0 *= norm.x;
g1 *= norm.y;
g2 *= norm.z;
g3 *= norm.w;
// Mix final noise value
float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot(m*m, float4(dot(g0,x0), dot(g1,x1), dot(g2,x2), dot(g3,x3)));
}
PSOutput main(PSInput input)
{
float ditherPattern[4][4] = { { 0.0f, 0.5f, 0.125f, 0.625f},
{ 0.75f, 0.22f, 0.875f, 0.375f},
{ 0.1875f, 0.6875f, 0.0625f, 0.5625},
{ 0.9375f, 0.4375f, 0.8125f, 0.3125} };
CameraView camView = cameras[pushConstants.CamViewID];
float3 startPosition = camView.Position;
int depthTexture = pushConstants.DepthTextureID;
float depth = textures[depthTexture].Sample(mySampler[0], input.UV).r;
float3 worldPos = WorldPosFromDepth(depth, input.UV, camView.InverseProjection, camView.InverseView);
float3 rayVector = worldPos - startPosition;
float rayLength = length(rayVector);
PSOutput output;
if(rayLength > 1000.0)
{
output.oColor0 = float4(0.0f, 0.0f, 0, 0.0f);
return output;
}
float stepLength = rayLength / pushConstants.StepCount;
float3 rayDirection = rayVector / rayLength;
float3 step = rayDirection * stepLength;
float3 accumFog = float3(0, 0, 0);
float3 currentPosition = startPosition;
for(int i = 0; i < pushConstants.StepCount; i++)
{
for(int l = 0; l < pushConstants.LightCount; l++)
{
Light light = lights[l];
if(light.type == 0)
{
CameraView lightView = cameras[light.transformId[0]];
float4 fragPosLightSpace = mul(lightView.Projection, mul(lightView.View, float4(currentPosition, 1.0)));
float3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords.xy = projCoords.xy * 0.5 + 0.5;
float currentDepth = projCoords.z;
float closestDepth = textures[light.shadowMapTextureId[0]].Sample(mySampler[0], projCoords.xy).r;
float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
if(closestDepth < currentDepth)
{
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color.xyz) * pushConstants.Exponant * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
}
else
{
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color.xyz) * pushConstants.Ambient * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
}
}
else if(light.type == 1)
{
float3 lightToFrag = currentPosition - light.position;
float distance = length(lightToFrag);
float3 lightDir = normalize(-lightToFrag);
float attenuation = 1.0 / (distance * distance);
attenuation = 1.0 - smoothstep(0.0, 3.0f, distance);
float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
float lightScatter = (snoise(noiseSamplePos.xyz) + 1.0) * 0.5;
float3 scatterTerm = ComputeScattering(dot(rayDirection, lightDir)).rrr * light.color.xyz;
accumFog += scatterTerm * lightScatter * pushConstants.Exponant * attenuation;
}
else if(light.type == 2)
{
float3 lightToFrag = currentPosition - light.position;
float distance = length(lightToFrag);
float3 lightDir = normalize(-lightToFrag);
float attenuation = 1.0 / (distance * distance);
attenuation = 1.0 - smoothstep(0.0, 6.0f, distance);
float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
float lightScatter = (snoise(noiseSamplePos.xyz) + 1.0) * 0.5;
float theta = dot(lightDir, normalize(-light.direction));
float epsilon = light.innerConeAngle - light.outerConeAngle;
float intensity = clamp((theta - light.outerConeAngle) / epsilon, 0.0, 1.0);
float3 scatterTerm = ComputeScattering(dot(rayDirection, lightDir)).rrr * light.color.xyz;
accumFog += scatterTerm * lightScatter * pushConstants.Exponant * attenuation * intensity;
}
}
currentPosition += step ;
}
accumFog /= pushConstants.StepCount;
output.oColor0 = float4(accumFog.x, accumFog.y, accumFog.z, 1.0f);
return output;
}