godot/modules/lightmapper_rd/lm_common_inc.glsl
Hendrik Brucker 054340bb6b Add a supersampling option to LightmapGI
This provides increased lightmap quality with less noise, smoother
shadows and better small-scale shadow detail. The downside is that
this significantly increases bake times and memory usage while baking
lightmaps, so this option is disabled by default.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: landervr <31851431+CpnWaffle@users.noreply.github.com>
2025-01-07 18:44:59 +01:00

131 lines
2.3 KiB
GLSL

layout(set = 0, binding = 0) uniform BakeParameters {
vec3 world_size;
float bias;
vec3 to_cell_offset;
int grid_size;
vec3 to_cell_size;
uint light_count;
mat3x4 env_transform;
ivec2 atlas_size;
float exposure_normalization;
uint bounces;
float bounce_indirect_energy;
int shadowmask_light_idx;
uint transparency_rays;
float supersampling_factor;
}
bake_params;
struct Vertex {
vec3 position;
float normal_z;
vec2 uv;
vec2 normal_xy;
};
layout(set = 0, binding = 1, std430) restrict readonly buffer Vertices {
Vertex data[];
}
vertices;
#define CULL_DISABLED 0
#define CULL_FRONT 1
#define CULL_BACK 2
struct Triangle {
uvec3 indices;
uint slice;
vec3 min_bounds;
uint cull_mode;
vec3 max_bounds;
uint pad1;
};
struct ClusterAABB {
vec3 min_bounds;
uint pad0;
vec3 max_bounds;
uint pad1;
};
layout(set = 0, binding = 2, std430) restrict readonly buffer Triangles {
Triangle data[];
}
triangles;
layout(set = 0, binding = 3, std430) restrict readonly buffer TriangleIndices {
uint data[];
}
triangle_indices;
#define LIGHT_TYPE_DIRECTIONAL 0
#define LIGHT_TYPE_OMNI 1
#define LIGHT_TYPE_SPOT 2
struct Light {
vec3 position;
uint type;
vec3 direction;
float energy;
vec3 color;
float size;
float range;
float attenuation;
float cos_spot_angle;
float inv_spot_attenuation;
float indirect_energy;
float shadow_blur;
bool static_bake;
uint pad;
};
layout(set = 0, binding = 4, std430) restrict readonly buffer Lights {
Light data[];
}
lights;
struct Seam {
uvec2 a;
uvec2 b;
};
layout(set = 0, binding = 5, std430) restrict readonly buffer Seams {
Seam data[];
}
seams;
layout(set = 0, binding = 6, std430) restrict readonly buffer Probes {
vec4 data[];
}
probe_positions;
layout(set = 0, binding = 7) uniform utexture3D grid;
layout(set = 0, binding = 8) uniform texture2DArray albedo_tex;
layout(set = 0, binding = 9) uniform texture2DArray emission_tex;
layout(set = 0, binding = 10) uniform sampler linear_sampler;
layout(set = 0, binding = 11, std430) restrict readonly buffer ClusterIndices {
uint data[];
}
cluster_indices;
layout(set = 0, binding = 12, std430) restrict readonly buffer ClusterAABBs {
ClusterAABB data[];
}
cluster_aabbs;
// Fragment action constants
const uint FA_NONE = 0;
const uint FA_SMOOTHEN_POSITION = 1;