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![William Deurwaarder](/assets/img/avatar_default.png)
Smoothening positions for flat, non-smoothened, triangles is unnecessary and caused positions to move outside their triangle which caused side-effects as rays from those positions intersected with triangles which could not be reached from the original triangle. This is solved by skipping smoothening of positions for flat triangles. A triangle is determined to be flas as its vertex normals are equal.
88 lines
1.5 KiB
GLSL
88 lines
1.5 KiB
GLSL
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/* SET 0, static data that does not change between any call */
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struct Vertex {
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vec3 position;
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float normal_z;
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vec2 uv;
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vec2 normal_xy;
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};
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layout(set = 0, binding = 1, std430) restrict readonly buffer Vertices {
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Vertex data[];
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}
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vertices;
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struct Triangle {
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uvec3 indices;
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uint slice;
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vec3 min_bounds;
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uint pad0;
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vec3 max_bounds;
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uint pad1;
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};
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layout(set = 0, binding = 2, std430) restrict readonly buffer Triangles {
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Triangle data[];
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}
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triangles;
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layout(set = 0, binding = 3, std430) restrict readonly buffer GridIndices {
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uint data[];
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}
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grid_indices;
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#define LIGHT_TYPE_DIRECTIONAL 0
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#define LIGHT_TYPE_OMNI 1
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#define LIGHT_TYPE_SPOT 2
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struct Light {
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vec3 position;
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uint type;
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vec3 direction;
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float energy;
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vec3 color;
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float size;
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float range;
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float attenuation;
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float cos_spot_angle;
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float inv_spot_attenuation;
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bool static_bake;
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uint pad[3];
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};
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layout(set = 0, binding = 4, std430) restrict readonly buffer Lights {
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Light data[];
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}
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lights;
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struct Seam {
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uvec2 a;
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uvec2 b;
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};
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layout(set = 0, binding = 5, std430) restrict readonly buffer Seams {
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Seam data[];
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}
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seams;
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layout(set = 0, binding = 6, std430) restrict readonly buffer Probes {
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vec4 data[];
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}
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probe_positions;
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layout(set = 0, binding = 7) uniform utexture3D grid;
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layout(set = 0, binding = 8) uniform texture2DArray albedo_tex;
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layout(set = 0, binding = 9) uniform texture2DArray emission_tex;
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layout(set = 0, binding = 10) uniform sampler linear_sampler;
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// Fragment action constants
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const uint FA_NONE = 0;
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const uint FA_SMOOTHEN_POSITION = 1;
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