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community
godot
Commits
b1aa24ea
Commit
b1aa24ea
authored
Jun 28, 2020
by
Juan Linietsky
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Plain Diff
Slight occlusion improvements.
parent
e1ef3f2d
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2 changed files
with
7 additions
and
102 deletions
+7
-102
scene_high_end.glsl
servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+7
-3
sdfgi_preprocess.glsl
...ers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl
+0
-99
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servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
View file @
b1aa24ea
...
...
@@ -2519,11 +2519,15 @@ FRAGMENT_SHADER_CODE
vec3
(
0
,
-
1
,
0
),
vec3
(
0
,
0
,
-
1
));
vec3
cam_normal
=
mat3
(
scene_data
.
camera_matrix
)
*
normal
;
vec3
cam_normal
=
mat3
(
scene_data
.
camera_matrix
)
*
normalize
(
normal_interp
);
float
closest_dist
=
-
1e20
;
for
(
uint
i
=
0
;
i
<
6
;
i
++
)
{
if
(
dot
(
cam_normal
,
aniso_dir
[
i
])
>
0
.
001
)
{
facing_bits
|=
(
1
<<
i
);
float
d
=
dot
(
cam_normal
,
aniso_dir
[
i
]);
if
(
d
>
closest_dist
)
{
closest_dist
=
d
;
facing_bits
=
(
1
<<
i
);
}
}
...
...
servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl
View file @
b1aa24ea
...
...
@@ -655,105 +655,6 @@ void main() {
groupMemoryBarrier
();
barrier
();
}
/*
for(int s=0;s<8;s++) {
ivec3 local_pos = pos * 2 + ((ivec3(s) >> ivec3(2,1,0)) & ivec3(1,1,1));
for(int i=0;i<8;i++) {
ivec3 offset = local_pos + ((ivec3(i) >> ivec3(2,1,0)) & ivec3(1,1,1)) * OCCLUSION_SIZE;
ivec3 global_offset = region_offset + offset;
if (any(lessThan(global_offset,ivec3(0))) || any(greaterThanEqual(global_offset,ivec3(params.grid_size)))) {
continue; // do not process
}
ivec3 proc_pos = offset - ivec3(OCCLUSION_SIZE);
proc_pos += mix(ivec3(0),ivec3(1),greaterThanEqual(proc_pos,ivec3(0)));
ivec3 proc_abs = abs(proc_pos);
ivec3 proc_pass = proc_abs - ivec3(1);
if (proc_pass.x+proc_pass.y+proc_pass.z != step) {
continue;
}
offset = global_offset;
float occ;
uint facing = imageLoad(src_facing,offset).r; //any bit present in facing means this is solid
if (facing != 0) { //solid
occ = 0.0;
} else if (step==0) {
occ = 1.0; //first step
} else {
ivec3 read_dir = -sign(proc_pos);
ivec3 major_axis;
if (proc_pass.x < proc_pass.y) {
if (proc_pass.z < proc_pass.y) {
major_axis = ivec3(0,1,0);
} else {
major_axis = ivec3(0,0,1);
}
} else {
if (proc_pass.z < proc_pass.x) {
major_axis = ivec3(1,0,0);
} else {
major_axis = ivec3(0,0,1);
}
}
float avg = 0.0;
occ = 0.0;
ivec3 read_x = offset + ivec3(read_dir.x,0,0) + (proc_pass.x == 0 ? major_axis * read_dir : ivec3(0));
ivec3 read_y = offset + ivec3(0,read_dir.y,0) + (proc_pass.y == 0 ? major_axis * read_dir : ivec3(0));
ivec3 read_z = offset + ivec3(0,0,read_dir.z) + (proc_pass.z == 0 ? major_axis * read_dir : ivec3(0));
if (all(greaterThanEqual(read_x,ivec3(0))) && all(lessThan(read_x,ivec3(params.grid_size)))) {
uint f = imageLoad(src_facing,read_x).r;
if (f==0) { //non solid
occ += imageLoad(dst_occlusion[params.occlusion_index],read_x).r;
avg+=1.0;
}
}
if (all(greaterThanEqual(read_y,ivec3(0))) && all(lessThan(read_y,ivec3(params.grid_size)))) {
uint f = imageLoad(src_facing,read_y).r;
if (f==0) {//non solid
occ += imageLoad(dst_occlusion[params.occlusion_index],read_y).r;
avg+=1.0;
}
}
if (all(greaterThanEqual(read_z,ivec3(0))) && all(lessThan(read_z,ivec3(params.grid_size)))) {
uint f = imageLoad(src_facing,read_z).r;
if (f==0) {//non solid
occ += imageLoad(dst_occlusion[params.occlusion_index],read_z).r;
avg+=1.0;
}
}
if (avg > 0.0) {
occ/=avg;
}
}
imageStore(dst_occlusion[params.occlusion_index],offset,vec4(occ));
}
}
groupMemoryBarrier();
barrier();
}
*/
#if 1
//bias solid voxels away
...
...
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