godot/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl

// Functions related to gi/sdfgi for our forward renderer

//standard voxel cone trace
vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
	float dist = p_bias;
	vec4 color = vec4(0.0);

	while (dist < max_distance && color.a < 0.95) {
		float diameter = max(1.0, 2.0 * tan_half_angle * dist);
		vec3 uvw_pos = (pos + dist * direction) * cell_size;
		float half_diameter = diameter * 0.5;
		//check if outside, then break
		if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + half_diameter * cell_size)))) {
			break;
		}
		vec4 scolor = textureLod(sampler3D(probe, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), uvw_pos, log2(diameter));
		float a = (1.0 - color.a);
		color += a * scolor;
		dist += half_diameter;
	}

	return color;
}

vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
	float dist = p_bias;
	vec4 color = vec4(0.0);
	float radius = max(0.5, tan_half_angle * dist);
	float lod_level = log2(radius * 2.0);

	while (dist < max_distance && color.a < 0.95) {
		vec3 uvw_pos = (pos + dist * direction) * cell_size;

		//check if outside, then break
		if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + radius * cell_size)))) {
			break;
		}
		vec4 scolor = textureLod(sampler3D(probe, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), uvw_pos, lod_level);
		lod_level += 1.0;

		float a = (1.0 - color.a);
		scolor *= a;
		color += scolor;
		dist += radius;
		radius = max(0.5, tan_half_angle * dist);
	}

	return color;
}

void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, vec3 ambient, vec3 environment, inout vec4 out_spec, inout vec4 out_diff) {
	position = (voxel_gi_instances.data[index].xform * vec4(position, 1.0)).xyz;
	ref_vec = normalize((voxel_gi_instances.data[index].xform * vec4(ref_vec, 0.0)).xyz);
	normal = normalize((voxel_gi_instances.data[index].xform * vec4(normal, 0.0)).xyz);

	position += normal * voxel_gi_instances.data[index].normal_bias;

	//this causes corrupted pixels, i have no idea why..
	if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, voxel_gi_instances.data[index].bounds))))) {
		return;
	}

	vec3 blendv = abs(position / voxel_gi_instances.data[index].bounds * 2.0 - 1.0);
	float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0);
	//float blend=1.0;

	float max_distance = length(voxel_gi_instances.data[index].bounds);
	vec3 cell_size = 1.0 / voxel_gi_instances.data[index].bounds;

	//radiance

#define MAX_CONE_DIRS 4

	vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
			vec3(0.707107, 0.0, 0.707107),
			vec3(0.0, 0.707107, 0.707107),
			vec3(-0.707107, 0.0, 0.707107),
			vec3(0.0, -0.707107, 0.707107));

	float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
	float cone_angle_tan = 0.98269;

	vec3 light = vec3(0.0);

	for (int i = 0; i < MAX_CONE_DIRS; i++) {
		vec3 dir = normalize((voxel_gi_instances.data[index].xform * vec4(normal_xform * cone_dirs[i], 0.0)).xyz);

		vec4 cone_light = voxel_cone_trace_45_degrees(voxel_gi_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, voxel_gi_instances.data[index].bias);

		if (voxel_gi_instances.data[index].blend_ambient) {
			cone_light.rgb = mix(ambient, cone_light.rgb, min(1.0, cone_light.a / 0.95));
		}

		light += cone_weights[i] * cone_light.rgb;
	}

	light *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization;
	out_diff += vec4(light * blend, blend);

	//irradiance
	vec4 irr_light = voxel_cone_trace(voxel_gi_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, voxel_gi_instances.data[index].bias);
	if (voxel_gi_instances.data[index].blend_ambient) {
		irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95));
	}
	irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization;
	//irr_light=vec3(0.0);

	out_spec += vec4(irr_light.rgb * blend, blend);
}

vec2 octahedron_wrap(vec2 v) {
	vec2 signVal;
	signVal.x = v.x >= 0.0 ? 1.0 : -1.0;
	signVal.y = v.y >= 0.0 ? 1.0 : -1.0;
	return (1.0 - abs(v.yx)) * signVal;
}

vec2 octahedron_encode(vec3 n) {
	// https://twitter.com/Stubbesaurus/status/937994790553227264
	n /= (abs(n.x) + abs(n.y) + abs(n.z));
	n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);
	n.xy = n.xy * 0.5 + 0.5;
	return n.xy;
}

void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, bool use_specular, float roughness, out vec3 diffuse_light, out vec3 specular_light, out float blend) {
	cascade_pos += cam_normal * sdfgi.normal_bias;

	vec3 base_pos = floor(cascade_pos);
	//cascade_pos += mix(vec3(0.0),vec3(0.01),lessThan(abs(cascade_pos-base_pos),vec3(0.01))) * cam_normal;
	ivec3 probe_base_pos = ivec3(base_pos);

	vec4 diffuse_accum = vec4(0.0);
	vec3 specular_accum;

	ivec3 tex_pos = ivec3(probe_base_pos.xy, int(cascade));
	tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
	tex_pos.xy = tex_pos.xy * (SDFGI_OCT_SIZE + 2) + ivec2(1);

	vec3 diffuse_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;

	vec3 specular_posf;

	if (use_specular) {
		specular_accum = vec3(0.0);
		specular_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_specular_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;
	}

	vec4 light_accum = vec4(0.0);
	float weight_accum = 0.0;

	for (uint j = 0; j < 8; j++) {
		ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
		ivec3 probe_posi = probe_base_pos;
		probe_posi += offset;

		// Compute weight

		vec3 probe_pos = vec3(probe_posi);
		vec3 probe_to_pos = cascade_pos - probe_pos;
		vec3 probe_dir = normalize(-probe_to_pos);

		vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
		float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(cam_normal, probe_dir));

		// Compute lightprobe occlusion

		if (sdfgi.use_occlusion) {
			ivec3 occ_indexv = abs((sdfgi.cascades[cascade].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
			vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));

			vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
			occ_pos.z += float(cascade);
			if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
				occ_pos.x += 1.0;
			}

			occ_pos *= sdfgi.occlusion_renormalize;
			float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, SAMPLER_LINEAR_CLAMP), occ_pos, 0.0), occ_mask);

			weight *= max(occlusion, 0.01);
		}

		// Compute lightprobe texture position

		vec3 diffuse;
		vec3 pos_uvw = diffuse_posf;
		pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
		pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
		diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, SAMPLER_LINEAR_CLAMP), pos_uvw, 0.0).rgb;

		diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight);

		if (use_specular) {
			vec3 specular = vec3(0.0);
			vec3 pos_uvw = specular_posf;
			pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
			pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
			if (roughness < 0.99) {
				specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, SAMPLER_LINEAR_CLAMP), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb;
			}
			if (roughness > 0.5) {
				specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, SAMPLER_LINEAR_CLAMP), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0);
			}

			specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization;
		}
	}

	if (diffuse_accum.a > 0.0) {
		diffuse_accum.rgb /= diffuse_accum.a;
	}

	diffuse_light = diffuse_accum.rgb;

	if (use_specular) {
		if (diffuse_accum.a > 0.0) {
			specular_accum /= diffuse_accum.a;
		}

		specular_light = specular_accum;
	}

	{
		//process blend
		float blend_from = (float(sdfgi.probe_axis_size - 1) / 2.0) - 2.5;
		float blend_to = blend_from + 2.0;

		vec3 inner_pos = cam_pos * sdfgi.cascades[cascade].to_probe;

		float len = length(inner_pos);

		inner_pos = abs(normalize(inner_pos));
		len *= max(inner_pos.x, max(inner_pos.y, inner_pos.z));

		if (len >= blend_from) {
			blend = smoothstep(blend_from, blend_to, len);
		} else {
			blend = 0.0;
		}
	}
}