mirror of
https://github.com/godotengine/godot
synced 2024-11-02 14:43:31 +00:00
c74d65cec8
The added `#` prevents clang-format from misinterpreting the meaning of this statement and thus messing up the formatting of the next lines up until the first `layout` statement. Similarly, a semicolon is now enforced on `versions` defines to prevent clang-format from messing up formatting and putting them all on a single line. Note: In its current state the code will ignore chained statements on a single line separated by a semicolon. Also removed some extraneous lines missed in previous style changes or added by mistake with said changes (e.g. after uniform definitions that clang-format messes up somewhat too, but we live with it).
157 lines
4.6 KiB
GLSL
157 lines
4.6 KiB
GLSL
#[vertex]
|
|
|
|
#version 450
|
|
|
|
VERSION_DEFINES
|
|
|
|
#include "lm_common_inc.glsl"
|
|
|
|
layout(location = 0) out vec3 vertex_interp;
|
|
layout(location = 1) out vec3 normal_interp;
|
|
layout(location = 2) out vec2 uv_interp;
|
|
layout(location = 3) out vec3 barycentric;
|
|
layout(location = 4) flat out uvec3 vertex_indices;
|
|
layout(location = 5) flat out vec3 face_normal;
|
|
|
|
layout(push_constant, binding = 0, std430) uniform Params {
|
|
vec2 atlas_size;
|
|
vec2 uv_offset;
|
|
vec3 to_cell_size;
|
|
uint base_triangle;
|
|
vec3 to_cell_offset;
|
|
float bias;
|
|
ivec3 grid_size;
|
|
uint pad2;
|
|
}
|
|
params;
|
|
|
|
void main() {
|
|
uint triangle_idx = params.base_triangle + gl_VertexIndex / 3;
|
|
uint triangle_subidx = gl_VertexIndex % 3;
|
|
|
|
vertex_indices = triangles.data[triangle_idx].indices;
|
|
|
|
uint vertex_idx;
|
|
if (triangle_subidx == 0) {
|
|
vertex_idx = vertex_indices.x;
|
|
barycentric = vec3(1, 0, 0);
|
|
} else if (triangle_subidx == 1) {
|
|
vertex_idx = vertex_indices.y;
|
|
barycentric = vec3(0, 1, 0);
|
|
} else {
|
|
vertex_idx = vertex_indices.z;
|
|
barycentric = vec3(0, 0, 1);
|
|
}
|
|
|
|
vertex_interp = vertices.data[vertex_idx].position;
|
|
uv_interp = vertices.data[vertex_idx].uv;
|
|
normal_interp = vec3(vertices.data[vertex_idx].normal_xy, vertices.data[vertex_idx].normal_z);
|
|
|
|
face_normal = -normalize(cross((vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.y].position), (vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.z].position)));
|
|
|
|
gl_Position = vec4((uv_interp + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0);
|
|
}
|
|
|
|
#[fragment]
|
|
|
|
#version 450
|
|
|
|
VERSION_DEFINES
|
|
|
|
#include "lm_common_inc.glsl"
|
|
|
|
layout(push_constant, binding = 0, std430) uniform Params {
|
|
vec2 atlas_size;
|
|
vec2 uv_offset;
|
|
vec3 to_cell_size;
|
|
uint base_triangle;
|
|
vec3 to_cell_offset;
|
|
float bias;
|
|
ivec3 grid_size;
|
|
uint pad2;
|
|
}
|
|
params;
|
|
|
|
layout(location = 0) in vec3 vertex_interp;
|
|
layout(location = 1) in vec3 normal_interp;
|
|
layout(location = 2) in vec2 uv_interp;
|
|
layout(location = 3) in vec3 barycentric;
|
|
layout(location = 4) in flat uvec3 vertex_indices;
|
|
layout(location = 5) in flat vec3 face_normal;
|
|
|
|
layout(location = 0) out vec4 position;
|
|
layout(location = 1) out vec4 normal;
|
|
layout(location = 2) out vec4 unocclude;
|
|
|
|
void main() {
|
|
vec3 vertex_pos = vertex_interp;
|
|
|
|
{
|
|
// smooth out vertex position by interpolating its projection in the 3 normal planes (normal plane is created by vertex pos and normal)
|
|
// because we don't want to interpolate inwards, normals found pointing inwards are pushed out.
|
|
vec3 pos_a = vertices.data[vertex_indices.x].position;
|
|
vec3 pos_b = vertices.data[vertex_indices.y].position;
|
|
vec3 pos_c = vertices.data[vertex_indices.z].position;
|
|
vec3 center = (pos_a + pos_b + pos_c) * 0.3333333;
|
|
vec3 norm_a = vec3(vertices.data[vertex_indices.x].normal_xy, vertices.data[vertex_indices.x].normal_z);
|
|
vec3 norm_b = vec3(vertices.data[vertex_indices.y].normal_xy, vertices.data[vertex_indices.y].normal_z);
|
|
vec3 norm_c = vec3(vertices.data[vertex_indices.z].normal_xy, vertices.data[vertex_indices.z].normal_z);
|
|
|
|
{
|
|
vec3 dir_a = normalize(pos_a - center);
|
|
float d_a = dot(dir_a, norm_a);
|
|
if (d_a < 0) {
|
|
//pointing inwards
|
|
norm_a = normalize(norm_a - dir_a * d_a);
|
|
}
|
|
}
|
|
{
|
|
vec3 dir_b = normalize(pos_b - center);
|
|
float d_b = dot(dir_b, norm_b);
|
|
if (d_b < 0) {
|
|
//pointing inwards
|
|
norm_b = normalize(norm_b - dir_b * d_b);
|
|
}
|
|
}
|
|
{
|
|
vec3 dir_c = normalize(pos_c - center);
|
|
float d_c = dot(dir_c, norm_c);
|
|
if (d_c < 0) {
|
|
//pointing inwards
|
|
norm_c = normalize(norm_c - dir_c * d_c);
|
|
}
|
|
}
|
|
|
|
float d_a = dot(norm_a, pos_a);
|
|
float d_b = dot(norm_b, pos_b);
|
|
float d_c = dot(norm_c, pos_c);
|
|
|
|
vec3 proj_a = vertex_pos - norm_a * (dot(norm_a, vertex_pos) - d_a);
|
|
vec3 proj_b = vertex_pos - norm_b * (dot(norm_b, vertex_pos) - d_b);
|
|
vec3 proj_c = vertex_pos - norm_c * (dot(norm_c, vertex_pos) - d_c);
|
|
|
|
vec3 smooth_position = proj_a * barycentric.x + proj_b * barycentric.y + proj_c * barycentric.z;
|
|
|
|
if (dot(face_normal, smooth_position) > dot(face_normal, vertex_pos)) { //only project outwards
|
|
vertex_pos = smooth_position;
|
|
}
|
|
}
|
|
|
|
{
|
|
// unocclusion technique based on:
|
|
// https://ndotl.wordpress.com/2018/08/29/baking-artifact-free-lightmaps/
|
|
|
|
/* compute texel size */
|
|
vec3 delta_uv = max(abs(dFdx(vertex_interp)), abs(dFdy(vertex_interp)));
|
|
float texel_size = max(delta_uv.x, max(delta_uv.y, delta_uv.z));
|
|
texel_size *= sqrt(2.0); //expand to unit box edge length (again, worst case)
|
|
|
|
unocclude.xyz = face_normal;
|
|
unocclude.w = texel_size;
|
|
|
|
//continued on lm_compute.glsl
|
|
}
|
|
|
|
position = vec4(vertex_pos, 1.0);
|
|
normal = vec4(normalize(normal_interp), 1.0);
|
|
}
|