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@@ -244,20 +244,26 @@ void main() {
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vec4 light;
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if (hit) {
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- const float EPSILON = 0.001;
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- vec3 hit_normal = normalize(vec3(
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- texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
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- texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
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- texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
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-
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- vec3 hit_light = texture(sampler3D(light_cascades[hit_cascade], linear_sampler), uvw).rgb;
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- vec4 aniso0 = texture(sampler3D(aniso0_cascades[hit_cascade], linear_sampler), uvw);
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- vec3 hit_aniso0 = aniso0.rgb;
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- vec3 hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[hit_cascade], linear_sampler), uvw).rg);
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-
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- //one liner magic
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- light.rgb = hit_light * (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
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- light.a = 1.0;
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+ //avoid reading different texture from different threads
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+ for (uint j = params.cascade; j < params.max_cascades; j++) {
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+ if (j == hit_cascade) {
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+ const float EPSILON = 0.001;
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+ vec3 hit_normal = normalize(vec3(
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+ texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
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+ texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
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+ texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
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+
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+ vec3 hit_light = texture(sampler3D(light_cascades[hit_cascade], linear_sampler), uvw).rgb;
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+ vec4 aniso0 = texture(sampler3D(aniso0_cascades[hit_cascade], linear_sampler), uvw);
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+ vec3 hit_aniso0 = aniso0.rgb;
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+ vec3 hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[hit_cascade], linear_sampler), uvw).rg);
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+
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+ //one liner magic
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+ light.rgb = hit_light * (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
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+ light.a = 1.0;
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+ }
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+ }
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+
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} else if (params.sky_mode == SKY_MODE_SKY) {
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#ifdef USE_CUBEMAP_ARRAY
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light.rgb = textureLod(samplerCubeArray(sky_irradiance, linear_sampler_mipmaps), vec4(ray_dir, 0.0), 2.0).rgb; //use second mipmap because we dont usually throw a lot of rays, so this compensates
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