uniform sampler2DArray irradianceGrid; #define IRRADIANCE_LIB #ifdef IRRADIANCE_CUBEMAP struct IrradianceData { vec3 color; }; #elif defined(IRRADIANCE_SH_L2) struct IrradianceData { vec3 shcoefs[9]; }; #else /* defined(IRRADIANCE_HL2) */ struct IrradianceData { vec3 cubesides[3]; }; #endif IrradianceData load_irradiance_cell(int cell, vec3 N) { /* Keep in sync with diffuse_filter_probe() */ #if defined(IRRADIANCE_CUBEMAP) #define AMBIANT_CUBESIZE 8 ivec2 cell_co = ivec2(AMBIANT_CUBESIZE); int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x; cell_co.x *= cell % cell_per_row; cell_co.y *= cell / cell_per_row; vec2 texelSize = 1.0 / vec2(AMBIANT_CUBESIZE); vec2 uvs = mapping_octahedron(N, texelSize); uvs *= vec2(AMBIANT_CUBESIZE) / vec2(textureSize(irradianceGrid, 0)); uvs += vec2(cell_co) / vec2(textureSize(irradianceGrid, 0)); IrradianceData ir; ir.color = texture(irradianceGrid, vec3(uvs, 0.0)).rgb; #elif defined(IRRADIANCE_SH_L2) ivec2 cell_co = ivec2(3, 3); int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x; cell_co.x *= cell % cell_per_row; cell_co.y *= cell / cell_per_row; ivec3 ofs = ivec3(0, 1, 2); IrradianceData ir; ir.shcoefs[0] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.xx, 0), 0).rgb; ir.shcoefs[1] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.yx, 0), 0).rgb; ir.shcoefs[2] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.zx, 0), 0).rgb; ir.shcoefs[3] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.xy, 0), 0).rgb; ir.shcoefs[4] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.yy, 0), 0).rgb; ir.shcoefs[5] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.zy, 0), 0).rgb; ir.shcoefs[6] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.xz, 0), 0).rgb; ir.shcoefs[7] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.yz, 0), 0).rgb; ir.shcoefs[8] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.zz, 0), 0).rgb; #else /* defined(IRRADIANCE_HL2) */ ivec2 cell_co = ivec2(3, 2); int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x; cell_co.x *= cell % cell_per_row; cell_co.y *= cell / cell_per_row; ivec3 is_negative = ivec3(step(0.0, -N)); IrradianceData ir; ir.cubesides[0] = irradiance_decode(texelFetch(irradianceGrid, ivec3(cell_co + ivec2(0, is_negative.x), 0), 0)); ir.cubesides[1] = irradiance_decode(texelFetch(irradianceGrid, ivec3(cell_co + ivec2(1, is_negative.y), 0), 0)); ir.cubesides[2] = irradiance_decode(texelFetch(irradianceGrid, ivec3(cell_co + ivec2(2, is_negative.z), 0), 0)); #endif return ir; } float load_visibility_cell(int cell, vec3 L, float dist, float bias, float bleed_bias, float range) { /* Keep in sync with diffuse_filter_probe() */ ivec2 cell_co = ivec2(prbIrradianceVisSize); ivec2 cell_per_row_col = textureSize(irradianceGrid, 0).xy / prbIrradianceVisSize; cell_co.x *= (cell % cell_per_row_col.x); cell_co.y *= (cell / cell_per_row_col.x) % cell_per_row_col.y; float layer = 1.0 + float((cell / cell_per_row_col.x) / cell_per_row_col.y); vec2 texel_size = 1.0 / vec2(textureSize(irradianceGrid, 0).xy); vec2 co = vec2(cell_co) * texel_size; vec2 uv = mapping_octahedron(-L, vec2(1.0 / float(prbIrradianceVisSize))); uv *= vec2(prbIrradianceVisSize) * texel_size; vec4 data = texture(irradianceGrid, vec3(co + uv, layer)); /* Decoding compressed data */ vec2 moments = visibility_decode(data, range); /* Doing chebishev test */ float variance = abs(moments.x * moments.x - moments.y); variance = max(variance, bias / 10.0); float d = dist - moments.x; float p_max = variance / (variance + d * d); /* Increase contrast in the weight by squaring it */ p_max *= p_max; /* Now reduce light-bleeding by removing the [0, x] tail and linearly rescaling (x, 1] */ p_max = clamp((p_max - bleed_bias) / (1.0 - bleed_bias), 0.0, 1.0); return (dist <= moments.x) ? 1.0 : p_max; } /* http://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/ */ vec3 spherical_harmonics_L1(vec3 N, vec3 shcoefs[4]) { vec3 sh = vec3(0.0); sh += 0.282095 * shcoefs[0]; sh += -0.488603 * N.z * shcoefs[1]; sh += 0.488603 * N.y * shcoefs[2]; sh += -0.488603 * N.x * shcoefs[3]; return sh; } vec3 spherical_harmonics_L2(vec3 N, vec3 shcoefs[9]) { vec3 sh = vec3(0.0); sh += 0.282095 * shcoefs[0]; sh += -0.488603 * N.z * shcoefs[1]; sh += 0.488603 * N.y * shcoefs[2]; sh += -0.488603 * N.x * shcoefs[3]; sh += 1.092548 * N.x * N.z * shcoefs[4]; sh += -1.092548 * N.z * N.y * shcoefs[5]; sh += 0.315392 * (3.0 * N.y * N.y - 1.0) * shcoefs[6]; sh += -1.092548 * N.x * N.y * shcoefs[7]; sh += 0.546274 * (N.x * N.x - N.z * N.z) * shcoefs[8]; return sh; } vec3 hl2_basis(vec3 N, vec3 cubesides[3]) { vec3 irradiance = vec3(0.0); vec3 n_squared = N * N; irradiance += n_squared.x * cubesides[0]; irradiance += n_squared.y * cubesides[1]; irradiance += n_squared.z * cubesides[2]; return irradiance; } vec3 compute_irradiance(vec3 N, IrradianceData ird) { #if defined(IRRADIANCE_CUBEMAP) return ird.color; #elif defined(IRRADIANCE_SH_L2) return spherical_harmonics_L2(N, ird.shcoefs); #else /* defined(IRRADIANCE_HL2) */ return hl2_basis(N, ird.cubesides); #endif } vec3 irradiance_from_cell_get(int cell, vec3 ir_dir) { IrradianceData ir_data = load_irradiance_cell(cell, ir_dir); return compute_irradiance(ir_dir, ir_data); }