Manually unroll rh shader
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07bff38427
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@ -32,26 +32,10 @@ vec4 DirToSh(vec3 dir, float flux)
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return SHBasis (dir) * flux;
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}
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void main(void)
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void loop(in int i,
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in vec3 RHcenter,in vec3 RHCellSize, in vec2 RHuv, in float RHdepth,
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inout vec4 SHr, inout vec4 SHg, inout vec4 SHb)
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{
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vec3 normalizedRHCenter = 2. * vec3(gl_FragCoord.xy, slice) / resolution - 1.;
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vec3 RHcenter = (RHMatrix * vec4(normalizedRHCenter * extents, 1.)).xyz;
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vec4 ShadowProjectedRH = RSMMatrix * vec4(RHcenter, 1.);
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vec3 RHCellSize = extents / resolution;
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vec2 RHuv = .5 * ShadowProjectedRH.xy / ShadowProjectedRH.w + .5;
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float RHdepth = .5 * ShadowProjectedRH.z / ShadowProjectedRH.w + .5;
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vec4 SHr = vec4(0.);
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vec4 SHg = vec4(0.);
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vec4 SHb = vec4(0.);
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int x = int(gl_FragCoord.x), y = int(gl_FragCoord.y);
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float phi = 30. * (x ^ y) + 10. * x * y;
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for (int i = 0; i < SAMPLES; i++)
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{
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// produce a new sample location on the RSM texture
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float alpha = (i + .5) / SAMPLES;
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float theta = 2. * 3.14 * 7. * alpha;
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@ -83,7 +67,28 @@ void main(void)
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SHr += DirToSh(RSM_to_RH_dir, color.r);
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SHg += DirToSh(RSM_to_RH_dir, color.g);
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SHb += DirToSh(RSM_to_RH_dir, color.b);
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}
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}
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void main(void)
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{
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vec3 normalizedRHCenter = 2. * vec3(gl_FragCoord.xy, slice) / resolution - 1.;
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vec3 RHcenter = (RHMatrix * vec4(normalizedRHCenter * extents, 1.)).xyz;
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vec4 ShadowProjectedRH = RSMMatrix * vec4(RHcenter, 1.);
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vec3 RHCellSize = extents / resolution;
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vec2 RHuv = .5 * ShadowProjectedRH.xy / ShadowProjectedRH.w + .5;
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float RHdepth = .5 * ShadowProjectedRH.z / ShadowProjectedRH.w + .5;
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vec4 SHr = vec4(0.);
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vec4 SHg = vec4(0.);
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vec4 SHb = vec4(0.);
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int x = int(gl_FragCoord.x), y = int(gl_FragCoord.y);
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float phi = 30. * (x ^ y) + 10. * x * y;
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loop(0, RHcenter, RHCellSize, RHuv, RHdepth, SHr, SHg, SHb);
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loop(1, RHcenter, RHCellSize, RHuv, RHdepth, SHr, SHg, SHb);
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SHr /= 3.14159 * SAMPLES;
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SHg /= 3.14159 * SAMPLES;
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