Files

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GLSL

// MinecraftPT — DiffuseTracing_FS
// One diffuse path-tracing ray per pixel at half resolution.
// Output: colortex6 = noisy diffuse irradiance, colortex10 = motion vectors.
#include "/Lib/Settings.glsl"
#include "/Lib/Utilities.glsl"
#include "/Lib/BasicFunctions/LightingConstants.glsl"
#include "/Lib/GbufferData.glsl"
#include "/Lib/PathTracing/Tracer/TracingNoise.glsl"
#include "/Lib/PathTracing/Tracer/TracingUtilities.glsl"
#include "/Lib/PathTracing/Tracer/ShadowTracing.glsl"
#include "/Lib/PathTracing/Tracer/SampleIRC.glsl"
#include "/Lib/PathTracing/Tracer/SpecularTracer.glsl"
#include "/Lib/BasicFunctions/TemporalNoise.glsl"
uniform sampler2D colortex0; // albedo
uniform sampler2D colortex1; // normals
uniform sampler2D colortex3; // lightmap
layout(location = 0) out vec4 diffuseOut; // colortex6
layout(location = 1) out vec4 motionOut; // colortex10
vec3 TraceDiffuseRay(vec3 origin, vec3 dir, float maxDist){
vec3 result = vec3(0.0);
Ray ray = PackRay(origin, dir);
vec3 voxelCoord = floor(ray.ori);
vec3 totalStep = (ray.sdir * (voxelCoord - ray.ori + 0.5) + 0.5) * abs(ray.rdir);
float rayLength = 0.0;
vec3 tracingNext;
for (int i = 0; i < 128; i++){
if (clamp(voxelCoord, vec3(0.0), vec3(voxelResolution - 0.5)) != voxelCoord){
// Miss: sample sky
result += SampleSkyBox(dir) * (1.0 / 3.14159265);
break;
}
if (rayLength > maxDist){
result += SampleSkyBox(dir) * (1.0 / 3.14159265);
break;
}
vec4 voxelData = texelFetch(voxelData3D, ivec3(voxelCoord), 0);
float voxelID = DecodeVoxelID(voxelData.z);
// Light sphere contribution
if (IsLightSphere(voxelID)){
result += HitLightShpere(ray, voxelCoord, voxelID, rayLength);
rayLength = minVec3(totalStep);
tracingNext = step(totalStep, vec3(rayLength));
voxelCoord += tracingNext * ray.sdir;
totalStep += tracingNext * abs(ray.rdir);
continue;
}
bool hit = false;
vec3 hitNormal = vec3(0.0);
if (voxelID >= 999.0){
hit = rayLength > 0.0;
hitNormal = -step(vec3(rayLength), totalStep - abs(ray.rdir)) * ray.sdir;
}else if (voxelID < 1000.0 && voxelID > 1.0){
float rawID = 1000.0 - voxelID;
rayLength = minVec3(totalStep);
hit = HitShape(ray, voxelCoord, rawID, rayLength, hitNormal);
}
if (hit){
vec3 hitPos = ray.ori + ray.dir * rayLength;
vec2 midCoord = voxelData.xy;
vec3 albedo = SampleVoxelAlbedo(midCoord, hitPos, hitNormal);
float skylight = Unpack2xU8_Y_from_U16(voxelData.w);
// Direct sun at hit point
vec3 sun = GetSunIrradiance();
float shadow = SimpleShadowTracing(hitPos + hitNormal * 0.01, GetSunDirWorld());
float NdotL = max(dot(hitNormal, GetSunDirWorld()), 0.0);
result += albedo * sun * shadow * NdotL;
// Sky light at hit point (from voxel skylight)
result += albedo * GetAtmoIrradiance() * skylight * 0.5;
// One-bounce: sample IRC
result += albedo * SampleIRC(hitPos) * 0.5;
break;
}
// Sparse skip
float marker = voxelData.z;
if (marker > 0.60 && marker < 0.92){
float skipSize = marker > 0.90 ? 8.0 : (marker > 0.70 ? 4.0 : 2.0);
vec3 nextBoundary = floor((voxelCoord + 1.0) / skipSize) * skipSize;
vec3 distToBoundary = (nextBoundary - voxelCoord) * abs(ray.rdir);
float tSkip = minVec3(distToBoundary) + 1e-4;
rayLength += tSkip;
vec3 stepVec = ray.sdir * abs(ray.rdir) * tSkip;
ray.ori += stepVec;
voxelCoord = floor(ray.ori);
totalStep = (ray.sdir * (voxelCoord - ray.ori + 0.5) + 0.5) * abs(ray.rdir);
continue;
}
rayLength = minVec3(totalStep);
tracingNext = step(totalStep, vec3(rayLength));
voxelCoord += tracingNext * ray.sdir;
totalStep += tracingNext * abs(ray.rdir);
}
return result;
}
void main(){
// Half resolution texel
ivec2 texelCoord = ivec2(gl_FragCoord.xy);
ivec2 fullCoord = texelCoord * 2;
// Skip sky
float depth = texelFetch(depthtex0, fullCoord, 0).r;
if (depth >= 1.0){
diffuseOut = vec4(0.0);
motionOut = vec4(0.0);
return;
}
vec4 albedoData = texelFetch(colortex0, fullCoord, 0);
vec4 normalData = texelFetch(colortex1, fullCoord, 0);
vec3 worldNormal = DecodeNormal(normalData.xy);
vec3 viewNormal = mat3(gbufferModelView) * worldNormal;
// Reconstruct view position
vec4 viewPos = gbufferProjectionInverse * vec4(vec2(fullCoord) / screenSize * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
viewPos.xyz /= viewPos.w;
vec3 worldPos = gbufferModelViewInverse[3].xyz + viewPos.xyz;
vec2 noise = GetTracingNoise2(vec2(texelCoord), frameCounter, 0);
// Cosine-weighted hemisphere sampling
vec3 dir = SampleHemisphere(noise, worldNormal);
// Only trace if there's anything to bounce (skip pure black)
vec3 traceResult = TraceDiffuseRay(WorldToVoxel(worldPos + worldNormal * 0.05), dir, PT_DIFFUSE_TRACING_DISTANCE);
diffuseOut = vec4(traceResult, 1.0);
// Motion vectors (full res reprojection)
vec4 prevViewPos = gbufferPreviousProjection * gbufferPreviousModelView * vec4(worldPos, 1.0);
prevViewPos.xyz /= prevViewPos.w;
vec2 prevScreen = (prevViewPos.xy * 0.5 + 0.5) * screenSize;
vec2 motion = vec2(texelCoord) - prevScreen * 0.5;
motionOut = vec4(motion, 0.0, 1.0);
}