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- #[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(location = 6) flat out uint fragment_action;
- layout(push_constant, 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)));
- {
- const float FLAT_THRESHOLD = 0.99;
- const vec3 norm_a = vec3(vertices.data[vertex_indices.x].normal_xy, vertices.data[vertex_indices.x].normal_z);
- const vec3 norm_b = vec3(vertices.data[vertex_indices.y].normal_xy, vertices.data[vertex_indices.y].normal_z);
- const vec3 norm_c = vec3(vertices.data[vertex_indices.z].normal_xy, vertices.data[vertex_indices.z].normal_z);
- fragment_action = (dot(norm_a, norm_b) < FLAT_THRESHOLD || dot(norm_a, norm_c) < FLAT_THRESHOLD || dot(norm_b, norm_c) < FLAT_THRESHOLD) ? FA_SMOOTHEN_POSITION : FA_NONE;
- }
- 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, 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 = 6) in flat uint fragment_action;
- 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;
- if (fragment_action == FA_SMOOTHEN_POSITION) {
- // 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);
- }
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