2014-05-21 15:44:00 -04:00
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// From http://graphics.cs.aueb.gr/graphics/research_illumination.html
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// "Real-Time Diffuse Global Illumination Using Radiance Hints"
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// paper and shader code
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler3D SHR;
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uniform sampler3D SHG;
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uniform sampler3D SHB;
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uniform float R_wcs = 10.;
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uniform vec3 extents;
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uniform mat4 RHMatrix;
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2014-06-20 17:10:31 -04:00
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uniform mat4 InvRHMatrix;
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2014-05-21 15:44:00 -04:00
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vec4 SHBasis (const in vec3 dir)
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{
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float L00 = 0.282095;
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float L1_1 = 0.488603 * dir.y;
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float L10 = 0.488603 * dir.z;
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float L11 = 0.488603 * dir.x;
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return vec4 (L11, L1_1, L10, L00);
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}
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vec3 SH2RGB (in vec4 sh_r, in vec4 sh_g, in vec4 sh_b, in vec3 dir)
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{
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vec4 Y = vec4(1.023326*dir.x, 1.023326*dir.y, 1.023326*dir.z, 0.886226);
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return vec3 (dot(Y,sh_r), dot(Y,sh_g), dot(Y,sh_b));
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}
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2014-06-03 11:40:21 -04:00
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out vec4 Diffuse;
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2014-05-21 15:44:00 -04:00
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vec3 DecodeNormal(vec2 n);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 resolution = vec3(32, 16, 32);
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void main()
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{
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2014-06-03 14:28:42 -04:00
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vec2 uv = gl_FragCoord.xy / screen;
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2014-05-21 15:44:00 -04:00
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vec3 GI = vec3(0.);
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float depth = texture2D(dtex, uv).x;
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// Discard background fragments
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if (depth==1.0) discard;
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vec4 pos_screen_space = getPosFromUVDepth(vec3(uv, depth), InverseProjectionMatrix);
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2014-06-20 17:10:31 -04:00
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vec4 tmp = (InvRHMatrix * InverseViewMatrix * pos_screen_space);
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2014-05-21 15:44:00 -04:00
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vec3 pos = tmp.xyz / tmp.w;
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vec3 normal_screen_space = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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vec3 normal = (transpose(ViewMatrix) * vec4(normal_screen_space, 0.)).xyz;
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// Convert to grid coordinates
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vec3 uvw = .5 + 0.5 * pos / extents;
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if (uvw.x < 0. || uvw.x > 1. || uvw.y < 0. || uvw.y > 1. || uvw.z < 0. || uvw.z > 1.) discard;
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// Sample the RH volume at 4 locations, one directly above the shaded point,
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// three on a ring 80degs away from the normal direction.
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vec3 rnd = vec3(0,0,0);
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// Generate the sample locations
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vec3 v_rand = vec3(0.5);
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vec3 tangent = normalize(cross(normal, v_rand));
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vec3 bitangent = cross(normal, tangent);
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vec3 D[4];
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D[0] = vec3(1.0,0.0,0.0);
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int i;
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for (i=1; i<4; i++)
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{
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D[i] = vec3(0.1, 0.8*cos((rnd.x*1.5+i)*6.2832/3.0), 0.8*sin((rnd.x*1.5+i)*6.2832/3.0));
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D[i] = normalize(D[i]);
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}
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for (i=0; i<4; i++)
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{
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vec3 SampleDir = normal * D[i].x + tangent * D[i].y + bitangent *D[i].z;
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vec3 SampleOffset = (0.5 * normal + SampleDir) / resolution;
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vec3 uvw_new = uvw + SampleOffset;
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vec4 IncidentSHR = texture(SHR, uvw_new);
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vec4 IncidentSHG = texture(SHG, uvw_new);
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vec4 IncidentSHB = texture(SHB, uvw_new);
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GI += SH2RGB(IncidentSHR, IncidentSHG, IncidentSHB, -normal);
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}
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GI /= 4;
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Diffuse = max(16. * vec4(GI, 1.), vec4(0.));
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}
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