Fix envmap lod sampling
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@@ -1,6 +0,0 @@
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#?RADIANCE
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# Made with Adobe Photoshop
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FORMAT=32-bit_rle_rgbe
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-Y 2 +X 4
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–…w~€†“€„�zh~öÕÂ}ÊÊÒ~¿¹¸~ëÈ´}
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@@ -1,6 +0,0 @@
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#?RADIANCE
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# Made with Adobe Photoshop
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FORMAT=32-bit_rle_rgbe
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-Y 1 +X 2
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¿¿~¿¿~
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@@ -1,6 +0,0 @@
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#?RADIANCE
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# Made with Adobe Photoshop
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FORMAT=32-bit_rle_rgbe
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-Y 1 +X 1
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¿¿~
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@@ -34,6 +34,21 @@ const senvmap_brdf: tex2d;
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#[set(everything)]
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const senvmap_radiance: tex2d;
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#[set(everything)]
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const senvmap_radiance0: tex2d;
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#[set(everything)]
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const senvmap_radiance1: tex2d;
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#[set(everything)]
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const senvmap_radiance2: tex2d;
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#[set(everything)]
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const senvmap_radiance3: tex2d;
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#[set(everything)]
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const senvmap_radiance4: tex2d;
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#[set(everything)]
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const ssaotex: tex2d;
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@@ -167,6 +182,25 @@ fun envmap_equirect(normal: float3, angle: float): float2 {
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return float2(theta / PI2, phi / PI);
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}
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fun envmap_sample(lod: float, coord: float2): float3 {
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if (lod == 0.0) {
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return sample_lod(senvmap_radiance, sampler_linear, coord, 0.0).rgb;
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}
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if (lod == 1.0) {
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return sample_lod(senvmap_radiance0, sampler_linear, coord, 0.0).rgb;
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}
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if (lod == 2.0) {
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return sample_lod(senvmap_radiance1, sampler_linear, coord, 0.0).rgb;
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}
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if (lod == 3.0) {
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return sample_lod(senvmap_radiance2, sampler_linear, coord, 0.0).rgb;
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}
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if (lod == 4.0) {
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return sample_lod(senvmap_radiance3, sampler_linear, coord, 0.0).rgb;
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}
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return sample_lod(senvmap_radiance4, sampler_linear, coord, 0.0).rgb;
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}
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fun deferred_light_frag(input: vert_out): float4 {
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// normal.xy, roughness, metallic/matid
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var g0: float4 = sample_lod(gbuffer0, sampler_linear, input.tex, 0.0);
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@@ -217,8 +251,18 @@ fun deferred_light_frag(input: vert_out): float4 {
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envl = envl / PI;
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var reflection_world: float3 = reflect(-v, n);
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var lod: float = mip_from_roughness(roughness, float(constants.envmap_num_mipmaps));
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var prefiltered_color: float3 = sample_lod(senvmap_radiance, sampler_linear, envmap_equirect(reflection_world, constants.envmap_data.x), lod).rgb;
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// var lod: float = mip_from_roughness(roughness, float(constants.envmap_num_mipmaps));
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// var prefiltered_color: float3 = sample_lod(senvmap_radiance, sampler_linear, envmap_equirect(reflection_world, constants.envmap_data.x), lod).rgb;
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var lod: float = mip_from_roughness(roughness, 5.0);
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var lod0: float = floor(lod);
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var lod1: float = ceil(lod);
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var lodf: float = lod - lod0;
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var envmap_coord: float2 = envmap_equirect(reflection_world, constants.envmap_data.x);
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var lodc0: float3 = envmap_sample(lod0, envmap_coord);
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var lodc1: float3 = envmap_sample(lod1, envmap_coord);
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var prefiltered_color: float3 = lerp3(lodc0, lodc1, lodf);
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envl.rgb = envl.rgb * albedo;
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// Indirect specular
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@@ -53,6 +53,36 @@ function uniforms_set_context_consts(context: shader_context_t, bind_params: str
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gpu_set_texture(context._.tex_units[j], w._.radiance);
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}
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}
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else if (tulink == "_envmap_radiance0") {
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let w: world_data_t = scene_world;
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if (w != null) {
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gpu_set_texture(context._.tex_units[j], w._.radiance_mipmaps[0]);
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}
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}
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else if (tulink == "_envmap_radiance1") {
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let w: world_data_t = scene_world;
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if (w != null) {
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gpu_set_texture(context._.tex_units[j], w._.radiance_mipmaps[1]);
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}
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}
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else if (tulink == "_envmap_radiance2") {
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let w: world_data_t = scene_world;
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if (w != null) {
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gpu_set_texture(context._.tex_units[j], w._.radiance_mipmaps[2]);
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}
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}
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else if (tulink == "_envmap_radiance3") {
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let w: world_data_t = scene_world;
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if (w != null) {
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gpu_set_texture(context._.tex_units[j], w._.radiance_mipmaps[3]);
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}
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}
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else if (tulink == "_envmap_radiance4") {
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let w: world_data_t = scene_world;
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if (w != null) {
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gpu_set_texture(context._.tex_units[j], w._.radiance_mipmaps[4]);
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}
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}
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else if (tulink == "_envmap") {
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let w: world_data_t = scene_world;
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if (w != null) {
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@@ -360,6 +360,27 @@ fun envmap_equirect(normal: float3, angle: float): float2 { \
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} \
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";
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let str_envmap_sample: string = "\
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fun envmap_sample(lod: float, coord: float2): float3 { \
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if (lod == 0.0) { \
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return sample_lod(senvmap_radiance, sampler_linear, coord, 0.0).rgb; \
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} \
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if (lod == 1.0) { \
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return sample_lod(senvmap_radiance0, sampler_linear, coord, 0.0).rgb; \
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} \
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if (lod == 2.0) { \
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return sample_lod(senvmap_radiance1, sampler_linear, coord, 0.0).rgb; \
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} \
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if (lod == 3.0) { \
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return sample_lod(senvmap_radiance2, sampler_linear, coord, 0.0).rgb; \
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} \
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if (lod == 4.0) { \
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return sample_lod(senvmap_radiance3, sampler_linear, coord, 0.0).rgb; \
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} \
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return sample_lod(senvmap_radiance4, sampler_linear, coord, 0.0).rgb; \
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} \
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";
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let str_get_pos_nor_from_depth: string = "\
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fun get_pos_from_depth(uv: float2, invVP: flaot4x4): float3 { \
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var depth: float = sample_lod(gbufferD, sampler_linear, float2(uv.x, 1.0 - uv.y), 0.0).r; \
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