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260 lines
13 KiB
GLSL
260 lines
13 KiB
GLSL
// Adapted from https://learnopengl.com/Advanced-Lighting/Shadows/Point-Shadows
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// NOTE: We only technically need this for cube map arrays and geometry shader
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// instancing.
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#version 330 core
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// #extension ARB_texture_storage : enable
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#include <constants.glsl>
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#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
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#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
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#if (FLUID_MODE == FLUID_MODE_CHEAP)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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#elif (FLUID_MODE == FLUID_MODE_SHINY)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE
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#endif
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#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
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#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
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// Currently, we only need globals for the max light count (light_shadow_count.x)
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// and the far plane (scene_res.z).
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#include <globals.glsl>
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// Currently, we only need lights for the light position
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#include <light.glsl>
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// Since our output primitive is a triangle strip, we have to render three vertices
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// each.
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#define VERTICES_PER_FACE 3
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// Since we render our depth texture to a cube map, we need to render each face
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// six times. If we used other shadow mapping methods with fewer outputs, this would
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// shrink considerably.
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#define FACES_PER_POINT_LIGHT 6
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// If MAX_VERTEX_UNIFORM_COMPONENTS_ARB = 512 on many platforms, and we want a mat4
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// for each of 6 directions for each light, 20 is close to the maximum allowable
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// size. We could add a final matrix for the directional light of the sun or moon
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// to bring us to 126 matrices, which is just 2 off.
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//
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// To improve this limit, we could do many things, such as:
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// - choose an implementation that isn't cube maps (e.g. tetrahedrons or curves;
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// if there were an easy way to sample from tetrahedrons, we'd be at 32 * 4 = 128
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// exactly, leaving no room for a solar body, though).
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// - Do more work in the geometry shader (e.g. just have a single projection
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// matrix per light, and derive the different-facing components; or there may be
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// other ways of greatly simplifying this). The tradeoff would be losing performance
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// here.
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// - Use ARB_instanced_arrays and switch lights with indexing, instead of a uniform
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// buffer. This would probably work fine (and ARB_instanced_arrays is supported on
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// pretty much every platform), but AFAIK it's possible that instanced arrays are
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// slower than uniform arraay access on many platforms.
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// - Don't try to do everything in one call (break this out into multiple passes).
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//
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// Actually, according to what I'm reading, MAX_GEOM_UNIFORM_COMPONENTS = 1024, and
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// gl_MaxGeometryUniformComponents = 1024.
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//
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// Also, this only applies to uniforms defined *outside* of uniform blocks, of which
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// there can be up to 12 (14 in OpenGL 4.3, which we definitely can't support).
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// GL_MAX_UNIFORM_BLOCK_SIZE has a minimum of 16384, which *easily* exceeds our usage
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// constraints. So this part might not matter.
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//
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// Other restrictions are easy to satisfy:
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//
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// gl_MaxGeometryVaryingComponents has a minimum of 64 and is the maximum number of
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// varying components; I think this is the number of out components per vertex, which
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// is technically 0, but would be 4 if we wrote FragPos. But it might also
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// be the *total* number of varying components, in which case if we wrote FragPos
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// it would be 4 * 20 * 6 * 3 = 1440, which would blow it out of the water. However,
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// I kind of doubt this interpretation because writing FragPos for each of 18 vertices,
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// as the original shader did, already yields 4 * 18 = 72, and it seems unlikely that
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// the original example exceeds OpenGL limits.
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//
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// gl_MaxGeometryOutputComponents has a minimum of 128 and is the maximum number of
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// components allowed in out variables; we easily fall under this since we actually
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// have 0 of these. However, if we were to write FragPos for each vertex, it *might*
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// cause us to exceed this limit, depending on whether it refers to the total output
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// component count *including* varying components, or not. See the previous
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// discussion; since 72 < 128 it's more plausible that this interpretation might be
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// correct, but hopefully it's not.
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//
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// gl_MaxGeometryInputComponents has a minimum of 64 and we easily fall under that
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// limit (I'm actually not sure we even have any user-defined input components?).
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//
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// gl_MaxGeometryTextureImageUnits = 16 and we have no texture image units (or maybe
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// 1, the one we bound?). This might come into play if we were to have attached
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// cubemaps instead of a single cubemap array, in which case it would limit us to
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// 16 lights *regardless* of any of the fixes mentioned above (i.e., we'd just have
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// to split up draw calls, I think).
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//
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// ---
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//
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// However, there is another limit to consider: GL_MAX_GEOMETRY_OUTPUT_VERTICES. Its
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// minimum is 256, and 20 * 6 * 3 = 360, which exceeds that. This introduces a new
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// limit of at most 14 point lights.
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//
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// Another, related limit is GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS. This counts
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// every component output ("component" is usually a 4-byte field of a vector, but maybe
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// this would improve with something like half-floats?), and has a minimum (as of
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// OpenGL 3.3) of 1024. Since even builtin outputs gl_Layer count against this total,
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// this means we issue 5 components per vertex, and 14 * 6 * 3 * 5 = 1260 > 1024.
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//
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// Ultimately, we find our maximum output limit of 11, ≤ 1024/5/3/6.
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//
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// If we choose to reserve a slot for a non-point light (and/or other uniforms), it
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// is just 10, or half what we got from VERTICES_PER_FACE (we could also round down to
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// 8 as a power of 2, if we had to).
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//
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// Unlike the input limits, whwich we can get around with "clever" solutions, it seems
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// likely that the only real way to defeat the vertex limits is to use instancing of
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// some sort (be it geometry shader or otherwise). This would restrict us to OpenGL
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// 4.0 or above.
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//
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// A further consideration (were we to switch to OpenGL 4.1-supported features, but
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// actually it is often supported on 3.3 hardware with ARB_viewport_array--whereas
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// geometry shader instancing is *not* supported on any 3.3 hardware, so would actually
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// require us to upgrade) would be setting gl_ViewportIndex. The main reason to consider
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// this is that it allows specifying a separate scissor rectangle per viewport. This
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// introduces two new constraints. Firstly, it adds an extra component to each vertex
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// (lowering our maximum to 9 faces per light ≤ 1024/6/3/6, or 8 if we want to support a
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// directional light).
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//
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// Secondly, a new constant (MAX_VIEWPORTS) is introduced, which would restrict the
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// total number of active viewports; the minimum value for this is 16. While this may
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// not seem all that relevant since our current hard limit is 11, the difference is that
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// this limit would apply *across* instanced calls (since it may be a "global"
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// restriction, tied to the OpenGL context; this means it couldn't even be a multiple
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// frame buffer thing, as there is usually one per window). This would also tie in
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// with gl_MaxGeometryTextureImageUnits, I guess.
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//
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// --
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//
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// I just realized tht using cube map arrays at all bumps our required OpenGL
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// version to 4.0, so let's just do instancing...
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//
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// The instancing limit on MAX_GEOMETRY_SHADER_INVOCATIONS has a minimum of 32, which
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// would be sufficient to run through all 32 lights with a different cube map and
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// completely removes any imits on ight count.
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//
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// This should instantly bring us below all relevant limits in all cases considered
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// except for the two that would require 16. Unfortunately, 32 is also the *maximum*
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// number of point lights, which is much higher than the usual value, and the instance
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// count has to be a constant. If we were to instead geometry-shader-instance each
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// *face*, we'd get a maximum light count of 56 ≤ 1024/6/3, which is not as elegant
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// but is easily higher than 32. So, let's try using that instead.
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//
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// It is *possible* that using instancing on the *vertex* shader with the (dynamically
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// uniform) total number of instances set to the actual number of point lights, would
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// improve performance, since it would give us a 1:1 vertex input:output ratio, which
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// might be optimized in hardware.
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//
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// It also seems plausible that constructing a separate geometry shader with values
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// from 1 to 32 would be worthwhile, but that seems a little extreme.
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//
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// ---
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//
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// Since wgpu doesn't support geometry shaders anyway, it seems likely that we'll have
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// to do the multiple draw calls, anyway... I don't think gl_Layer can be set from
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// outside a geometry shader. But in wgpu, such a thing is much cheaper, anyway.
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#define MAX_POINT_LIGHTS 31
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// We use geometry shader instancing to construct each face separately.
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#define MAX_LAYER_VERTICES_PER_FACE (MAX_POINT_LIGHTS * VERTICES_PER_FACE)
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#define MAX_LAYER_FACES (MAX_POINT_LIGHTS * FACES_PER_POINT_LIGHT)
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layout (triangles/*, invocations = 6*/) in;
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layout (triangle_strip, max_vertices = /*MAX_LAYER_VERTICES_PER_FACE*//*96*/18) out;
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struct ShadowLocals {
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mat4 shadowMatrices;
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};
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layout (std140)
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uniform u_light_shadows {
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ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192];
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};
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// NOTE: We choose not to output FragPos currently to save on space limitations
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// (see extensive documentation above). However, as these limitations have been
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// relaxed (unless the total of all our varying output components can't exceed
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// 128, which would mean FragPos would sum to 4 * 3 * 32 = 384; this could be
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// remedied only by setting MAX_POINT_LIGHTS to ), we might enable it again soon.
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//
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// out vec3 FragPos; // FragPos from GS (output per emitvertex)
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// flat out int FragLayer; // Current layer
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// const vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1));
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void main() {
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// return;
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// NOTE: Assuming that light_shadow_count.x < MAX_POINT_LIGHTS. We could min
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// it, but that might make this less optimized, and I'd like to keep this loop as
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// optimized as is reasonably possible.
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// int face = gl_InvocationID;
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// Part 1: emit directed lights.
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/* if (face <= light_shadow_count.z) {
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// Directed light.
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for(int i = 0; i < VERTICES_PER_FACE; ++i) // for each triangle vertex
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{
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// NOTE: See above, we don't make FragPos a uniform.
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FragPos = gl_in[i].gl_Position;
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FragLayer = 0; // 0 is the directed light layer.
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// vec4 FragPos = gl_in[i].gl_Position;
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gl_Layer = i; // built-in variable that specifies to which face we render.
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gl_Position = shadowMats[i].shadowMatrices * FragPos;
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EmitVertex();
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}
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EndPrimitive();
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} */
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// Part 2: emit point lights.
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/* if (light_shadow_count.x == 1) {
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return;
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} */
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for (int layer = 1; layer <= /*light_shadow_count.x*/1; ++layer)
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{
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int layer_base = layer * FACES_PER_POINT_LIGHT;
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// We use instancing here in order to increase the number of emitted vertices.
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// int face = gl_InvocationID;
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for(int face = 0; face < FACES_PER_POINT_LIGHT; ++face)
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{
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// int layer_face = layer * FACES_PER_POINT_LIGHT + face;
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// int layer_face = layer * FACES_PER_POINT_LIGHT + face;
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for(int i = 0; i < VERTICES_PER_FACE; ++i) // for each triangle vertex
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{
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// NOTE: See above, we don't make FragPos a uniform.
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vec3 FragPos = gl_in[i].gl_Position.xyz;
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// FragPos = gl_in[i].gl_Position.xyz;
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// FragLayer = layer;
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// float lightDistance = length(FragPos - lights[((layer - 1) & 31)].light_pos.xyz);
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// lightDistance /= screen_res.w;
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// vec4 FragPos = gl_in[i].gl_Position;
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// NOTE: Our normals map to the same thing as cube map normals, *except* that their normal direction is
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// swapped; we can fix this by doing normal ^ 0x1u. However, we also want to cull back faces, not front
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// faces, so we only care about the shadow cast by the *back* of the triangle, which means we ^ 0x1u
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// again and cancel it out.
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// int face = int(((floatBitsToUint(gl_Position.w) >> 29) & 0x7u) ^ 0x1u);
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int layer_face = layer_base + face;
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gl_Layer = face;//layer_face; // built-in variable that specifies to which face we render.
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gl_Position = shadowMats[layer_face].shadowMatrices * vec4(FragPos, 1.0);
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// gl_Position.z = -((gl_Position.z + screen_res.z) / (screen_res.w - screen_res.z)) * lightDistance;
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// gl_Position.z = gl_Position.z / screen_res.w;
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// gl_Position.z = gl_Position.z / gl_Position.w;
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// gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
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// lightDistance = -(lightDistance + screen_res.z) / (screen_res.w - screen_res.z);
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// gl_Position.z = lightDistance;
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EmitVertex();
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}
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EndPrimitive();
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}
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}
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}
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