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