209 lines
6.2 KiB
GLSL
209 lines
6.2 KiB
GLSL
#version 460
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#extension GL_GOOGLE_include_directive : require
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#include "input_structures.glsl"
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layout(location = 0) in vec2 inUV;
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layout(location = 0) out vec4 outColor;
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// Set 1: cloud inputs
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layout(set = 1, binding = 0) uniform sampler2D hdrInput;
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layout(set = 1, binding = 1) uniform sampler2D posTex;
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layout(set = 1, binding = 2, std430) readonly buffer VoxelDensity
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{
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float density[];
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} voxel;
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layout(push_constant) uniform VolumePush
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{
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vec4 volume_center_follow; // xyz: center_local (or offset), w: followCameraXZ (0/1)
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vec4 volume_half_extents; // xyz: half extents (local)
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vec4 density_params; // x: densityScale, y: coverage, z: extinction, w: time_sec
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vec4 scatter_params; // rgb: albedo/tint, w: scatterStrength
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vec4 emission_params; // rgb: emissionColor, w: emissionStrength
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ivec4 misc; // x: stepCount, y: gridResolution, z: volumeType (0=cloud,1=smoke,2=flame)
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} pc;
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vec3 getCameraWorldPosition()
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{
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mat3 rotT = mat3(sceneData.view); // R^T
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mat3 rot = transpose(rotT); // R
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vec3 T = sceneData.view[3].xyz;
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return -rot * T;
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}
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float hash12(vec2 p)
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{
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vec3 p3 = fract(vec3(p.xyx) * 0.1031);
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.x + p3.y) * p3.z);
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}
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bool intersectAABB(vec3 ro, vec3 rd, vec3 bmin, vec3 bmax, out float tmin, out float tmax)
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{
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vec3 invD = 1.0 / rd;
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vec3 t0s = (bmin - ro) * invD;
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vec3 t1s = (bmax - ro) * invD;
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vec3 tsmaller = min(t0s, t1s);
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vec3 tbigger = max(t0s, t1s);
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tmin = max(max(tsmaller.x, tsmaller.y), tsmaller.z);
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tmax = min(min(tbigger.x, tbigger.y), tbigger.z);
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return tmax >= max(tmin, 0.0);
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}
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int idx3(ivec3 c, int res)
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{
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return c.x + c.y * res + c.z * res * res;
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}
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float sample_voxel_density(vec3 p, vec3 bmin, vec3 bmax)
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{
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vec3 uvw = (p - bmin) / (bmax - bmin);
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if (any(lessThan(uvw, vec3(0.0))) || any(greaterThan(uvw, vec3(1.0))))
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{
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return 0.0;
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}
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int res = max(pc.misc.y, 1);
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float fres = float(res);
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vec3 g = uvw * (fres - 1.0);
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ivec3 base = ivec3(floor(g));
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base = clamp(base, ivec3(0), ivec3(res - 1));
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vec3 f = fract(g);
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ivec3 b1 = min(base + ivec3(1), ivec3(res - 1));
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float d000 = voxel.density[idx3(ivec3(base.x, base.y, base.z), res)];
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float d100 = voxel.density[idx3(ivec3(b1.x, base.y, base.z), res)];
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float d010 = voxel.density[idx3(ivec3(base.x, b1.y, base.z), res)];
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float d110 = voxel.density[idx3(ivec3(b1.x, b1.y, base.z), res)];
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float d001 = voxel.density[idx3(ivec3(base.x, base.y, b1.z), res)];
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float d101 = voxel.density[idx3(ivec3(b1.x, base.y, b1.z), res)];
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float d011 = voxel.density[idx3(ivec3(base.x, b1.y, b1.z), res)];
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float d111 = voxel.density[idx3(ivec3(b1.x, b1.y, b1.z), res)];
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float x00 = mix(d000, d100, f.x);
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float x10 = mix(d010, d110, f.x);
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float x01 = mix(d001, d101, f.x);
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float x11 = mix(d011, d111, f.x);
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float y0 = mix(x00, x10, f.y);
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float y1 = mix(x01, x11, f.y);
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return mix(y0, y1, f.z);
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}
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void main()
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{
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vec3 baseColor = texture(hdrInput, inUV).rgb;
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vec3 camPos = getCameraWorldPosition();
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// Reconstruct a world-space ray for this pixel (Vulkan depth range 0..1).
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mat4 invViewProj = inverse(sceneData.viewproj);
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vec2 ndc = inUV * 2.0 - 1.0;
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vec4 farH = invViewProj * vec4(ndc, 1.0, 1.0);
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vec3 farP = farH.xyz / max(farH.w, 1e-6);
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vec3 rd = normalize(farP - camPos);
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// Define a local-space cloud volume (optionally anchored to camera XZ).
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vec3 center = pc.volume_center_follow.xyz;
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if (pc.volume_center_follow.w > 0.5)
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{
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center.xz += camPos.xz;
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}
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vec3 halfExt = max(pc.volume_half_extents.xyz, vec3(0.01));
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vec3 bmin = center - halfExt;
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vec3 bmax = center + halfExt;
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float t0, t1;
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if (!intersectAABB(camPos, rd, bmin, bmax, t0, t1))
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{
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outColor = vec4(baseColor, 1.0);
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return;
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}
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// Clamp march to geometry distance (gbufferPosition.w == 1 for valid surfaces).
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vec4 posSample = texture(posTex, inUV);
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if (posSample.w > 0.0)
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{
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float surfT = dot(posSample.xyz - camPos, rd);
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if (surfT > 0.0)
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{
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t1 = min(t1, surfT);
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}
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}
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int steps = clamp(pc.misc.x, 8, 256);
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if (t1 <= t0 || steps <= 0)
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{
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outColor = vec4(baseColor, 1.0);
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return;
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}
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float dt = (t1 - t0) / float(steps);
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float jitter = hash12(inUV * 1024.0);
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float t = max(t0, 0.0) + (jitter - 0.5) * dt;
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vec3 Lsun = normalize(-sceneData.sunlightDirection.xyz);
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vec3 sunCol = sceneData.sunlightColor.rgb * sceneData.sunlightColor.a;
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vec3 ambCol = sceneData.ambientColor.rgb;
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float trans = 1.0;
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vec3 scatter = vec3(0.0);
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int volType = pc.misc.z;
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for (int i = 0; i < steps; ++i)
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{
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vec3 p = camPos + rd * (t + 0.5 * dt);
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float d = sample_voxel_density(p, bmin, bmax);
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d = max(0.0, d - pc.density_params.y) / max(1.0 - pc.density_params.y, 1e-3);
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d *= max(pc.density_params.x, 0.0);
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d *= max(pc.density_params.z, 0.0);
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if (d > 1e-4)
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{
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// Exponential absorption / single-scattering approximation.
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float alpha = 1.0 - exp(-d * dt);
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if (volType == 2)
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{
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// Flames: emissive contribution.
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float flicker = mix(0.65, 1.0, hash12(p.xz * 0.35 + pc.density_params.w * 0.25));
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vec3 emit = pc.emission_params.rgb * (pc.emission_params.w * flicker);
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scatter += trans * alpha * emit;
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}
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else
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{
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float cosTheta = clamp(dot(rd, Lsun), 0.0, 1.0);
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float phase = 0.30 + 0.70 * pow(cosTheta, 4.0); // cheap forward-scatter bias
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vec3 light = ambCol * 0.25 + sunCol * phase;
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vec3 albedo = clamp(pc.scatter_params.rgb, vec3(0.0), vec3(1.0));
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float s = max(pc.scatter_params.w, 0.0);
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scatter += trans * alpha * light * albedo * s;
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}
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trans *= (1.0 - alpha);
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if (trans < 0.01)
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{
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break;
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}
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}
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t += dt;
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if (t > t1)
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{
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break;
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}
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}
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vec3 outRgb = scatter + trans * baseColor;
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outColor = vec4(outRgb, 1.0);
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}
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