@plasius/gpu-lighting 0.2.4 → 0.2.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +23 -9
- package/README.md +47 -5
- package/dist/index.cjs +511 -0
- package/dist/index.cjs.map +1 -1
- package/dist/index.js +499 -0
- package/dist/index.js.map +1 -1
- package/dist/techniques/techniques/hdri/brdf-lut.job.wgsl +70 -2
- package/dist/techniques/techniques/hdri/irradiance-convolution.job.wgsl +91 -2
- package/dist/techniques/techniques/hdri/specular-prefilter.job.wgsl +110 -2
- package/dist/techniques/techniques/volumetrics/froxel-integrate.job.wgsl +105 -2
- package/dist/techniques/techniques/volumetrics/volumetric-shadow.job.wgsl +96 -2
- package/dist/techniques/techniques/wavefront/accumulate-terminal-radiance.job.wgsl +61 -0
- package/dist/techniques/techniques/wavefront/prelude.wgsl +229 -0
- package/dist/techniques/techniques/wavefront/scatter-continuations.job.wgsl +136 -0
- package/package.json +2 -1
- package/src/index.js +535 -0
- package/src/techniques/hdri/brdf-lut.job.wgsl +70 -2
- package/src/techniques/hdri/irradiance-convolution.job.wgsl +91 -2
- package/src/techniques/hdri/specular-prefilter.job.wgsl +110 -2
- package/src/techniques/volumetrics/froxel-integrate.job.wgsl +105 -2
- package/src/techniques/volumetrics/volumetric-shadow.job.wgsl +96 -2
- package/src/techniques/wavefront/accumulate-terminal-radiance.job.wgsl +61 -0
- package/src/techniques/wavefront/prelude.wgsl +229 -0
- package/src/techniques/wavefront/scatter-continuations.job.wgsl +136 -0
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@@ -1,3 +1,92 @@
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struct HdriConvolutionSample {
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direction_radiance: vec4<f32>,
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};
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@group(0) @binding(0) var<uniform> iblPrecomputeParams: IblPrecomputeParams;
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@group(0) @binding(1) var<storage, read> hdriEnvironmentInput: array<HdriConvolutionSample>;
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@group(0) @binding(2) var<storage, read_write> hdriIrradianceOutput: array<vec4<f32>>;
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fn face_extent() -> u32 {
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return max(iblPrecomputeParams.sample_count, 1u);
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}
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fn face_pixel_index(pixel: vec2<u32>) -> u32 {
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let extent = face_extent();
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return pixel.y * extent + pixel.x;
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}
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fn safe_normalize(value: vec3<f32>) -> vec3<f32> {
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let length_value = length(value);
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if (length_value <= 0.000001) {
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return vec3<f32>(0.0, 1.0, 0.0);
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}
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return value / length_value;
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}
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fn direction_from_texel(pixel: vec2<u32>, extent: u32) -> vec3<f32> {
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let uv = (vec2<f32>(pixel) + vec2<f32>(0.5)) / max(vec2<f32>(f32(extent)), vec2<f32>(1.0));
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let phi = (uv.x * 2.0 - 1.0) * 3.141592653589793;
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let theta = uv.y * 3.141592653589793;
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let sin_theta = sin(theta);
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return safe_normalize(
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vec3<f32>(
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cos(phi) * sin_theta,
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cos(theta),
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sin(phi) * sin_theta
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)
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);
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}
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fn direction_to_index(direction: vec3<f32>, extent: u32) -> u32 {
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let dir = safe_normalize(direction);
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let phi = atan2(dir.z, dir.x);
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let theta = acos(clamp(dir.y, -1.0, 1.0));
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let u = fract(phi / (2.0 * 3.141592653589793) + 0.5);
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let v = clamp(theta / 3.141592653589793, 0.0, 0.999999);
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let pixel = vec2<u32>(
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min(u32(floor(u * f32(extent))), extent - 1u),
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min(u32(floor(v * f32(extent))), extent - 1u)
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);
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return face_pixel_index(pixel);
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}
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fn sample_environment(direction: vec3<f32>) -> vec3<f32> {
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let index = direction_to_index(direction, face_extent());
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return hdriEnvironmentInput[index].direction_radiance.xyz;
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}
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@compute @workgroup_size(8, 8, 1)
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fn process_job(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let extent = face_extent();
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if (global_id.x >= extent || global_id.y >= extent) {
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return;
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}
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let normal = direction_from_texel(global_id.xy, extent);
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var accumulated_irradiance = vec3<f32>(0.0);
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var total_weight = 0.0;
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var sample_index = 0u;
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loop {
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if (sample_index >= extent) {
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break;
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}
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let sample_pixel = vec2<u32>(
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(global_id.x + sample_index) % extent,
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(global_id.y + sample_index * 3u) % extent
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);
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let sample_direction = direction_from_texel(sample_pixel, extent);
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let cosine_weight = max(dot(normal, sample_direction), 0.0);
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if (cosine_weight > 0.0) {
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accumulated_irradiance =
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accumulated_irradiance + sample_environment(sample_direction) * cosine_weight;
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total_weight = total_weight + cosine_weight;
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}
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sample_index = sample_index + 1u;
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}
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let irradiance =
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accumulated_irradiance / max(total_weight, 0.0001) * max(iblPrecomputeParams.exposure_bias, 0.0001);
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hdriIrradianceOutput[face_pixel_index(global_id.xy)] = vec4<f32>(irradiance, 1.0);
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}
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@@ -1,3 +1,111 @@
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struct HdriSpecularSample {
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direction_radiance: vec4<f32>,
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};
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@group(0) @binding(0) var<uniform> iblPrecomputeParams: IblPrecomputeParams;
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@group(0) @binding(1) var<storage, read> hdriEnvironmentInput: array<HdriSpecularSample>;
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@group(0) @binding(2) var<storage, read_write> hdriSpecularOutput: array<vec4<f32>>;
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fn face_extent() -> u32 {
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return max(iblPrecomputeParams.sample_count, 1u);
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}
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fn face_pixel_index(pixel: vec2<u32>) -> u32 {
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let extent = face_extent();
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return pixel.y * extent + pixel.x;
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}
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fn safe_normalize(value: vec3<f32>) -> vec3<f32> {
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let length_value = length(value);
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if (length_value <= 0.000001) {
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return vec3<f32>(0.0, 1.0, 0.0);
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}
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return value / length_value;
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}
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fn direction_from_texel(pixel: vec2<u32>, extent: u32) -> vec3<f32> {
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let uv = (vec2<f32>(pixel) + vec2<f32>(0.5)) / max(vec2<f32>(f32(extent)), vec2<f32>(1.0));
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let phi = (uv.x * 2.0 - 1.0) * 3.141592653589793;
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let theta = uv.y * 3.141592653589793;
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let sin_theta = sin(theta);
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return safe_normalize(
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vec3<f32>(
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cos(phi) * sin_theta,
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cos(theta),
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sin(phi) * sin_theta
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)
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);
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}
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fn direction_to_index(direction: vec3<f32>, extent: u32) -> u32 {
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let dir = safe_normalize(direction);
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let phi = atan2(dir.z, dir.x);
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let theta = acos(clamp(dir.y, -1.0, 1.0));
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let u = fract(phi / (2.0 * 3.141592653589793) + 0.5);
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let v = clamp(theta / 3.141592653589793, 0.0, 0.999999);
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let pixel = vec2<u32>(
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min(u32(floor(u * f32(extent))), extent - 1u),
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min(u32(floor(v * f32(extent))), extent - 1u)
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);
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return face_pixel_index(pixel);
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}
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fn sample_environment(direction: vec3<f32>) -> vec3<f32> {
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let index = direction_to_index(direction, face_extent());
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return hdriEnvironmentInput[index].direction_radiance.xyz;
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}
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fn importance_sample_hemisphere(normal: vec3<f32>, xi: vec2<f32>, roughness: f32) -> vec3<f32> {
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let phi = 2.0 * 3.141592653589793 * xi.x;
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let alpha = max(roughness * roughness, 0.001);
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let cos_theta = sqrt((1.0 - xi.y) / max(1.0 + (alpha * alpha - 1.0) * xi.y, 0.001));
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let sin_theta = sqrt(max(1.0 - cos_theta * cos_theta, 0.0));
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let tangent_seed = select(vec3<f32>(0.0, 1.0, 0.0), vec3<f32>(1.0, 0.0, 0.0), abs(normal.y) > 0.9);
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let tangent = safe_normalize(cross(tangent_seed, normal));
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let bitangent = cross(normal, tangent);
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return safe_normalize(
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tangent * cos(phi) * sin_theta +
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bitangent * sin(phi) * sin_theta +
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normal * cos_theta
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);
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}
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@compute @workgroup_size(8, 8, 1)
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fn process_job(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let extent = face_extent();
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if (global_id.x >= extent || global_id.y >= extent) {
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return;
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}
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let normal = direction_from_texel(global_id.xy, extent);
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let view_direction = normal;
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let roughness = clamp_roughness(iblPrecomputeParams.roughness);
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var prefiltered_radiance = vec3<f32>(0.0);
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var importance_weight = 0.0;
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var sample_index = 0u;
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loop {
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if (sample_index >= extent) {
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break;
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}
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let xi = vec2<f32>(
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(f32(sample_index) + 0.5) / f32(extent),
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fract((f32(sample_index) * 0.7548776662466927) + (f32(global_id.x) + f32(global_id.y)) * 0.01)
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);
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let half_vector = importance_sample_hemisphere(normal, xi, roughness);
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let sample_direction = reflect(-view_direction, half_vector);
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let ndotl = max(dot(normal, sample_direction), 0.0);
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if (ndotl > 0.0) {
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let weight = mix(ndotl, pow(ndotl, 1.0 / max(roughness + 0.05, 0.05)), roughness);
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prefiltered_radiance =
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prefiltered_radiance + sample_environment(sample_direction) * weight;
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importance_weight = importance_weight + weight;
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}
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sample_index = sample_index + 1u;
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}
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let resolved_radiance =
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prefiltered_radiance / max(importance_weight, 0.0001) * max(iblPrecomputeParams.exposure_bias, 0.0001);
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hdriSpecularOutput[face_pixel_index(global_id.xy)] = vec4<f32>(resolved_radiance, roughness);
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}
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struct VolumetricIntegrationParams {
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light_direction: vec3<f32>,
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history_blend: f32,
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extinction_bias: f32,
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ambient_boost: f32,
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integration_step_scale: f32,
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phase_bias: f32,
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temporal_stability: f32,
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reserved: f32,
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};
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struct FroxelMediumVoxel {
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extinction_density: vec4<f32>,
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inscattering_anisotropy: vec4<f32>,
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};
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struct VolumetricShadowHistory {
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shadow_transmittance: vec4<f32>,
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depth_phase: vec4<f32>,
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};
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struct FroxelIntegratedVoxel {
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integrated_scattering: vec4<f32>,
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integrated_extinction: vec4<f32>,
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};
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@group(0) @binding(0) var<uniform> froxelGridParams: FroxelGridParams;
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@group(0) @binding(1) var<uniform> volumetricIntegrationParams: VolumetricIntegrationParams;
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@group(0) @binding(2) var<storage, read> froxelMediumInput: array<FroxelMediumVoxel>;
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@group(0) @binding(3) var<storage, read> froxelShadowInput: array<VolumetricShadowHistory>;
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@group(0) @binding(4) var<storage, read_write> froxelIntegratedOutput: array<FroxelIntegratedVoxel>;
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fn froxel_integrate_index(coord: vec3<u32>) -> u32 {
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let plane = max(froxelGridParams.grid_width, 1u) * max(froxelGridParams.grid_height, 1u);
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return coord.z * plane + coord.y * max(froxelGridParams.grid_width, 1u) + coord.x;
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}
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fn safe_normalize(value: vec3<f32>) -> vec3<f32> {
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let length_value = length(value);
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if (length_value <= 0.000001) {
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return vec3<f32>(0.0, 1.0, 0.0);
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}
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return value / length_value;
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}
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fn henyey_greenstein(cos_theta: f32, anisotropy: f32) -> f32 {
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let g = clamp(anisotropy, -0.85, 0.85);
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let denominator = pow(max(1.0 + g * g - 2.0 * g * cos_theta, 0.001), 1.5);
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return (1.0 - g * g) / max(12.566370614359172 * denominator, 0.001);
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}
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@compute @workgroup_size(4, 4, 4)
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fn process_job(@builtin(global_invocation_id) global_id: vec3<u32>) {
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if (
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global_id.x >= froxelGridParams.grid_width ||
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global_id.y >= froxelGridParams.grid_height ||
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+
global_id.z >= froxelGridParams.grid_depth
|
|
58
|
+
) {
|
|
59
|
+
return;
|
|
60
|
+
}
|
|
61
|
+
|
|
62
|
+
let index = froxel_integrate_index(global_id);
|
|
63
|
+
let medium = froxelMediumInput[index];
|
|
64
|
+
let shadow = froxelShadowInput[index];
|
|
65
|
+
let previous = froxelIntegratedOutput[index];
|
|
66
|
+
let light_direction = safe_normalize(volumetricIntegrationParams.light_direction);
|
|
67
|
+
let slice_depth = (f32(global_id.z) + 0.5) / max(f32(froxelGridParams.grid_depth), 1.0);
|
|
68
|
+
let density = max(medium.extinction_density.w + volumetricIntegrationParams.extinction_bias, 0.0);
|
|
69
|
+
let extinction = max(medium.extinction_density.xyz, vec3<f32>(0.0001));
|
|
70
|
+
let albedo = clamp(medium.inscattering_anisotropy.xyz, vec3<f32>(0.0), vec3<f32>(4.0));
|
|
71
|
+
let anisotropy = medium.inscattering_anisotropy.w;
|
|
72
|
+
let phase = henyey_greenstein(light_direction.y, anisotropy + volumetricIntegrationParams.phase_bias * 0.1);
|
|
73
|
+
let step_length =
|
|
74
|
+
max(volumetricIntegrationParams.integration_step_scale, 0.2) /
|
|
75
|
+
max(f32(froxelGridParams.grid_depth), 1.0);
|
|
76
|
+
let shadow_visibility = shadow.shadow_transmittance.w;
|
|
77
|
+
let ambient_term = vec3<f32>(0.08, 0.1, 0.14) * max(volumetricIntegrationParams.ambient_boost, 0.0);
|
|
78
|
+
let sample = MediumSample(
|
|
79
|
+
extinction,
|
|
80
|
+
(albedo * (0.25 + slice_depth * 0.5) + ambient_term) * shadow_visibility * phase
|
|
81
|
+
);
|
|
82
|
+
let transmittance = exp(-sample.extinction * density * step_length);
|
|
83
|
+
let integrated_scattering =
|
|
84
|
+
sample.inscattering *
|
|
85
|
+
froxelGridParams.scattering_strength *
|
|
86
|
+
(1.0 - transmittance) *
|
|
87
|
+
(1.0 + shadow.depth_phase.z * 0.2);
|
|
88
|
+
let integrated_extinction = sample.extinction * density * step_length;
|
|
89
|
+
let stability = clamp(
|
|
90
|
+
shadow.depth_phase.w * volumetricIntegrationParams.temporal_stability,
|
|
91
|
+
0.0,
|
|
92
|
+
1.0
|
|
93
|
+
);
|
|
94
|
+
let blend = clamp(volumetricIntegrationParams.history_blend, 0.0, 0.98) * stability;
|
|
95
|
+
let resolved_scattering =
|
|
96
|
+
previous.integrated_scattering.xyz * blend +
|
|
97
|
+
integrated_scattering * (1.0 - blend);
|
|
98
|
+
let resolved_extinction =
|
|
99
|
+
previous.integrated_extinction.xyz * blend +
|
|
100
|
+
integrated_extinction * (1.0 - blend);
|
|
101
|
+
|
|
102
|
+
froxelIntegratedOutput[index] = FroxelIntegratedVoxel(
|
|
103
|
+
vec4<f32>(resolved_scattering, shadow_visibility),
|
|
104
|
+
vec4<f32>(resolved_extinction, stability)
|
|
105
|
+
);
|
|
3
106
|
}
|
|
@@ -1,3 +1,97 @@
|
|
|
1
|
-
|
|
2
|
-
|
|
1
|
+
struct VolumetricLightParams {
|
|
2
|
+
light_direction: vec3<f32>,
|
|
3
|
+
history_blend: f32,
|
|
4
|
+
light_color: vec3<f32>,
|
|
5
|
+
shadow_strength: f32,
|
|
6
|
+
slice_depth_scale: f32,
|
|
7
|
+
density_bias: f32,
|
|
8
|
+
phase_bias: f32,
|
|
9
|
+
jitter_amount: f32,
|
|
10
|
+
};
|
|
11
|
+
|
|
12
|
+
struct FroxelMediumVoxel {
|
|
13
|
+
extinction_density: vec4<f32>,
|
|
14
|
+
inscattering_anisotropy: vec4<f32>,
|
|
15
|
+
};
|
|
16
|
+
|
|
17
|
+
struct VolumetricShadowHistory {
|
|
18
|
+
shadow_transmittance: vec4<f32>,
|
|
19
|
+
depth_phase: vec4<f32>,
|
|
20
|
+
};
|
|
21
|
+
|
|
22
|
+
@group(0) @binding(0) var<uniform> froxelGridParams: FroxelGridParams;
|
|
23
|
+
@group(0) @binding(1) var<uniform> volumetricLightParams: VolumetricLightParams;
|
|
24
|
+
@group(0) @binding(2) var<storage, read> froxelMediumInput: array<FroxelMediumVoxel>;
|
|
25
|
+
@group(0) @binding(3) var<storage, read> froxelShadowHistory: array<VolumetricShadowHistory>;
|
|
26
|
+
@group(0) @binding(4) var<storage, read_write> froxelShadowOutput: array<VolumetricShadowHistory>;
|
|
27
|
+
|
|
28
|
+
fn froxel_shadow_index(coord: vec3<u32>) -> u32 {
|
|
29
|
+
let plane = max(froxelGridParams.grid_width, 1u) * max(froxelGridParams.grid_height, 1u);
|
|
30
|
+
return coord.z * plane + coord.y * max(froxelGridParams.grid_width, 1u) + coord.x;
|
|
31
|
+
}
|
|
32
|
+
|
|
33
|
+
fn safe_normalize(value: vec3<f32>) -> vec3<f32> {
|
|
34
|
+
let length_value = length(value);
|
|
35
|
+
if (length_value <= 0.000001) {
|
|
36
|
+
return vec3<f32>(0.0, 1.0, 0.0);
|
|
37
|
+
}
|
|
38
|
+
return value / length_value;
|
|
39
|
+
}
|
|
40
|
+
|
|
41
|
+
fn henyey_greenstein(cos_theta: f32, anisotropy: f32) -> f32 {
|
|
42
|
+
let g = clamp(anisotropy, -0.85, 0.85);
|
|
43
|
+
let denominator = pow(max(1.0 + g * g - 2.0 * g * cos_theta, 0.001), 1.5);
|
|
44
|
+
return (1.0 - g * g) / max(12.566370614359172 * denominator, 0.001);
|
|
45
|
+
}
|
|
46
|
+
|
|
47
|
+
@compute @workgroup_size(4, 4, 4)
|
|
48
|
+
fn process_job(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
|
49
|
+
if (
|
|
50
|
+
global_id.x >= froxelGridParams.grid_width ||
|
|
51
|
+
global_id.y >= froxelGridParams.grid_height ||
|
|
52
|
+
global_id.z >= froxelGridParams.grid_depth
|
|
53
|
+
) {
|
|
54
|
+
return;
|
|
55
|
+
}
|
|
56
|
+
|
|
57
|
+
let index = froxel_shadow_index(global_id);
|
|
58
|
+
let medium = froxelMediumInput[index];
|
|
59
|
+
let previous = froxelShadowHistory[index];
|
|
60
|
+
let light_direction = safe_normalize(volumetricLightParams.light_direction);
|
|
61
|
+
let slice_depth = (f32(global_id.z) + 0.5) / max(f32(froxelGridParams.grid_depth), 1.0);
|
|
62
|
+
let density = max(medium.extinction_density.w + volumetricLightParams.density_bias, 0.0);
|
|
63
|
+
let extinction = max(dot(medium.extinction_density.xyz, vec3<f32>(0.2126, 0.7152, 0.0722)), 0.0001);
|
|
64
|
+
let anisotropy = medium.inscattering_anisotropy.w;
|
|
65
|
+
let phase_weight = henyey_greenstein(light_direction.y, anisotropy);
|
|
66
|
+
let depth_scale = max(volumetricLightParams.slice_depth_scale, 0.25);
|
|
67
|
+
let shadow_distance = depth_scale * mix(0.35, 1.35, slice_depth);
|
|
68
|
+
let optical_depth = (density * 0.7 + extinction * 0.3) * shadow_distance;
|
|
69
|
+
let raw_transmittance = exp(-optical_depth);
|
|
70
|
+
let horizon_wrap = 0.35 + 0.65 * saturate(light_direction.y * 0.5 + 0.5);
|
|
71
|
+
let jitter = fract(
|
|
72
|
+
f32(global_id.x * 19u + global_id.y * 47u + global_id.z * 73u) * 0.61803398875
|
|
73
|
+
);
|
|
74
|
+
let visibility = clamp(
|
|
75
|
+
raw_transmittance * horizon_wrap * (1.0 - volumetricLightParams.jitter_amount * (jitter - 0.5)),
|
|
76
|
+
0.0,
|
|
77
|
+
1.0
|
|
78
|
+
);
|
|
79
|
+
let history_visibility = previous.shadow_transmittance.w;
|
|
80
|
+
let blend = clamp(volumetricLightParams.history_blend, 0.0, 0.98);
|
|
81
|
+
let shadow_transmittance = mix(visibility, history_visibility, blend);
|
|
82
|
+
let light_radiance =
|
|
83
|
+
volumetricLightParams.light_color *
|
|
84
|
+
shadow_transmittance *
|
|
85
|
+
max(volumetricLightParams.shadow_strength, 0.0) *
|
|
86
|
+
(0.55 + phase_weight * 0.45);
|
|
87
|
+
let depth_confidence = clamp(
|
|
88
|
+
slice_depth * 0.45 + shadow_transmittance * 0.35 + (1.0 - density) * 0.2,
|
|
89
|
+
0.0,
|
|
90
|
+
1.0
|
|
91
|
+
);
|
|
92
|
+
|
|
93
|
+
froxelShadowOutput[index] = VolumetricShadowHistory(
|
|
94
|
+
vec4<f32>(light_radiance, shadow_transmittance),
|
|
95
|
+
vec4<f32>(slice_depth, optical_depth, phase_weight, depth_confidence)
|
|
96
|
+
);
|
|
3
97
|
}
|
|
@@ -0,0 +1,61 @@
|
|
|
1
|
+
@group(0) @binding(0) var<uniform> wavefrontLightingParams: WavefrontLightingParams;
|
|
2
|
+
@group(0) @binding(1) var<storage, read> activeQueue: array<RayRecord>;
|
|
3
|
+
@group(0) @binding(2) var<storage, read> hitBuffer: array<HitRecord>;
|
|
4
|
+
@group(0) @binding(3) var<storage, read> surfaceBuffer: array<SurfaceRecord>;
|
|
5
|
+
@group(0) @binding(4) var<storage, read> materialRefBuffer: array<MaterialReferenceRecord>;
|
|
6
|
+
@group(0) @binding(5) var<storage, read> mediumRefBuffer: array<MediumReferenceRecord>;
|
|
7
|
+
@group(0) @binding(6) var<storage, read_write> accumulationBuffer: array<AccumulationRecord>;
|
|
8
|
+
|
|
9
|
+
fn resolve_emissive_radiance(
|
|
10
|
+
material: MaterialReferenceRecord,
|
|
11
|
+
surface: SurfaceRecord
|
|
12
|
+
) -> vec3<f32> {
|
|
13
|
+
let uv_weight = saturate_scalar(surface.uv.x + surface.uv.y);
|
|
14
|
+
let emissive_hint = select(0.0, 1.0, (material.flags & 0x1u) != 0u);
|
|
15
|
+
let base = material_base_albedo(material);
|
|
16
|
+
return base * (0.5 + uv_weight * 0.5 + emissive_hint * 2.0);
|
|
17
|
+
}
|
|
18
|
+
|
|
19
|
+
fn accumulate_terminal_sample(
|
|
20
|
+
ray: RayRecord,
|
|
21
|
+
hit: HitRecord,
|
|
22
|
+
surface: SurfaceRecord,
|
|
23
|
+
material: MaterialReferenceRecord,
|
|
24
|
+
accumulation_index: u32
|
|
25
|
+
) {
|
|
26
|
+
let emissive_radiance = resolve_emissive_radiance(material, surface);
|
|
27
|
+
let terminal_radiance = terminal_radiance_for_hit(hit, ray, emissive_radiance);
|
|
28
|
+
if (luminance(terminal_radiance) <= LIGHTING_EPSILON) {
|
|
29
|
+
return;
|
|
30
|
+
}
|
|
31
|
+
|
|
32
|
+
accumulationBuffer[accumulation_index].sourcePixelId = ray.sourcePixelId;
|
|
33
|
+
accumulationBuffer[accumulation_index].sampleCount =
|
|
34
|
+
accumulationBuffer[accumulation_index].sampleCount + 1u;
|
|
35
|
+
accumulationBuffer[accumulation_index].resetEpoch =
|
|
36
|
+
wavefrontLightingParams.accumulation_reset_epoch;
|
|
37
|
+
accumulationBuffer[accumulation_index].radiance =
|
|
38
|
+
accumulationBuffer[accumulation_index].radiance + terminal_radiance;
|
|
39
|
+
accumulationBuffer[accumulation_index].throughput = ray.throughput;
|
|
40
|
+
}
|
|
41
|
+
|
|
42
|
+
@compute @workgroup_size(64, 1, 1)
|
|
43
|
+
fn process_job(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
|
44
|
+
let index = global_id.x;
|
|
45
|
+
if (index >= wavefrontLightingParams.active_count) {
|
|
46
|
+
return;
|
|
47
|
+
}
|
|
48
|
+
|
|
49
|
+
let ray = activeQueue[index];
|
|
50
|
+
let hit = hitBuffer[index];
|
|
51
|
+
if (!is_terminal_hit_type(hit.hitType)) {
|
|
52
|
+
return;
|
|
53
|
+
}
|
|
54
|
+
|
|
55
|
+
let surface = surfaceBuffer[index];
|
|
56
|
+
let material = materialRefBuffer[surface.materialRefId];
|
|
57
|
+
let _medium = mediumRefBuffer[surface.mediumRefId];
|
|
58
|
+
let accumulation_index = min(ray.sourcePixelId, wavefrontLightingParams.active_count - 1u);
|
|
59
|
+
|
|
60
|
+
accumulate_terminal_sample(ray, hit, surface, material, accumulation_index);
|
|
61
|
+
}
|