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minecraft-pt/shaders/Lib/PathTracing/Voxelizer/Shadow.glsl
T

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GLSL

// MinecraftPT — Shadow + Voxelization pass
// Renders the RTWSM shadow map (shadowcolor0) AND the voxel atlas (shadowcolor1),
// which is then copied into the 3D voxel texture by VoxelData_Copy_CS.
#include "/Lib/Settings.glsl"
#include "/Lib/Utilities.glsl"
#include "/Lib/PathTracing/Voxelizer/VoxelProfile.glsl"
#include "/Lib/RTWSM/SampleWarp.glsl"
//////////////////////////////////////////////////////////////////////////////
// Vertex Shader
//////////////////////////////////////////////////////////////////////////////
#ifdef PROGRAM_VSH
uniform mat4 shadowModelViewInverse;
uniform mat4 shadowProjection;
uniform vec3 cameraPositionFract;
uniform float frameTimeCounter;
uniform float wetness;
uniform sampler2D noisetex;
in vec4 mc_Entity;
in vec4 at_midBlock;
in vec2 mc_midTexCoord;
out vec3 g_color;
out vec3 g_worldPos;
out vec2 g_texcoord;
#ifdef PROGRAM_VOXEL
flat out float g_voxelID;
out float g_mcLightLevel;
out vec3 g_voxelCoord;
out float g_notInVoxel;
out float g_normalInvalid;
#endif
#include "/Lib/PathTracing/Voxelizer/VoxelProfile.glsl"
#include "/Lib/RTWSM/SampleWarp.glsl"
#ifdef WAVING_PLANTS
#include "/Lib/IndividualFunctions/WavingPlants.glsl"
#endif
void main(){
vec4 worldPos = shadowModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
float skylightmap = saturate(float(gl_MultiTexCoord1.y - 8) / 232.0);
#ifdef WAVING_PLANTS
#ifdef SHADOW_WAVING_PLANTS
WavingPlants(worldPos, skylightmap);
#endif
#endif
g_worldPos = worldPos.xyz;
g_color = gl_Color.rgb;
g_texcoord.xy = mat2(gl_TextureMatrix[0]) * gl_MultiTexCoord0.xy + gl_TextureMatrix[0][3].xy;
#ifdef PROGRAM_VOXEL
vec3 worldNormal = mat3(shadowModelViewInverse) * normalize(gl_NormalMatrix * gl_Normal);
g_voxelID = mc_Entity.x;
g_mcLightLevel = skylightmap;
g_notInVoxel = step(5999.5, g_voxelID);
g_notInVoxel += step(g_voxelID, 0.5);
g_notInVoxel *= float(abs(g_voxelID - 8400.0) > 400.5);
g_normalInvalid = step(maxVec3(abs(worldNormal)), 0.99);
g_voxelCoord = vec3(-2.0);
if (g_notInVoxel < 0.5){
// Full block detection: verify vertices are on the block grid
if (g_voxelID <= 1.0){
vec3 vertexPos = gl_Vertex.xyz + cameraPositionFract;
vertexPos = abs(vertexPos - round(vertexPos));
float posInvalid = vertexPos.x + vertexPos.y + vertexPos.z;
posInvalid = step(0.001, posInvalid);
g_notInVoxel = posInvalid + g_normalInvalid;
}
#ifdef PT_MIDBLOCK_TEMPFIX
g_voxelCoord = g_worldPos + cameraPositionFract + (voxelResolution * 0.5) - worldNormal * 0.01;
#else
g_voxelCoord = g_worldPos + cameraPositionFract + (voxelResolution * 0.5) + at_midBlock.xyz * 0.015625;
#endif
}
#endif
gl_Position = vec4(1.0); // set by geometry shader
}
#endif
//////////////////////////////////////////////////////////////////////////////
// Geometry Shader
//////////////////////////////////////////////////////////////////////////////
#ifdef PROGRAM_GSH
layout(triangles) in;
layout(triangle_strip, max_vertices = 6) out;
uniform mat4 shadowProjection;
uniform ivec2 atlasSize;
uniform int renderStage;
in vec3 g_color[];
in vec3 g_worldPos[];
in vec2 g_texcoord[];
#ifdef PROGRAM_VOXEL
flat in float g_voxelID[];
in float g_mcLightLevel[];
in vec3 g_voxelCoord[];
in float g_notInVoxel[];
in float g_normalInvalid[];
#endif
out vec3 v_color;
out vec4 v_worldPos_voxelData_isWater_isVoxel;
out vec2 v_texcoord_mcLightLevel;
flat out vec2 v_midTexCoord;
#include "/Lib/PathTracing/Voxelizer/VoxelProfile.glsl"
void main(){
v_midTexCoord = vec2(0.0);
vec3 posDiff = vec3(
distance(g_worldPos[0], g_worldPos[1]),
distance(g_worldPos[1], g_worldPos[2]),
distance(g_worldPos[2], g_worldPos[0])
);
// Emit the shadow map triangle (for RTWSM shadow sampling)
{
float bias = saturate(maxVec3(posDiff) * 0.5 - 1.0) * shadowProjection[0][0] * 0.3;
for (int i = 0; i < 3; i++){
vec4 worldPos = shadowModelViewInverse * gl_in[i].gl_Position;
gl_Position = gl_in[i].gl_Position;
gl_Position.z += bias;
// Shift into the right square shadow region, then apply warp
ShiftShadowNdcPos(gl_Position.xy);
gl_Position.xy += SampleRTWWarpSmooth(gl_Position.xy * 0.5 + 0.5) * 2.0;
v_color = g_color[i];
v_worldPos_voxelData_isWater_isVoxel = vec4(g_worldPos[i], 0.0);
v_texcoord_mcLightLevel = g_texcoord[i];
EmitVertex();
}
EndPrimitive();
}
#ifdef PROGRAM_VOXEL
vec3 voxelCoord = floor(g_voxelCoord[0] * 0.33333333 + g_voxelCoord[1] * 0.33333333 + g_voxelCoord[2] * 0.33333333);
if (all(bvec3(
clamp(voxelCoord, vec3(0.0), vec3(voxelResolution - 1.0)) == voxelCoord,
g_notInVoxel[0] + g_notInVoxel[1] + g_notInVoxel[2] < 0.5,
renderStage == MC_RENDER_STAGE_TERRAIN_SOLID || renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT
))){
vec2 atlasResolution = vec2(atlasSize);
vec2 maxTexCoord = max(g_texcoord[0].xy, max(g_texcoord[1].xy, g_texcoord[2].xy));
vec2 minTexCoord = min(g_texcoord[0].xy, min(g_texcoord[1].xy, g_texcoord[2].xy));
v_midTexCoord = (maxTexCoord + minTexCoord) * 0.5;
vec2 coordSize = (maxTexCoord - minTexCoord) * atlasResolution;
#if TEXTURE_RESOLUTION == 0
float coordMaxSize = maxVec3(vec3(
maxVec2(abs(g_texcoord[0].xy - g_texcoord[1].xy) * atlasResolution) / max(posDiff.x, 1e-4),
maxVec2(abs(g_texcoord[1].xy - g_texcoord[2].xy) * atlasResolution) / max(posDiff.y, 1e-4),
maxVec2(abs(g_texcoord[0].xy - g_texcoord[2].xy) * atlasResolution) / max(posDiff.z, 1e-4)
));
float textureResolution = floor(coordMaxSize + 0.5);
#else
float textureResolution = TEXTURE_RESOLUTION;
#endif
float voxelID = g_voxelID[0];
float roundedResolution = round(log2(textureResolution));
vec2 atlasTiles = vec2(atlasSize) * exp2(-roundedResolution);
// Tile-aligned texel sampling for accurate atlas UV
v_midTexCoord = (floor(v_midTexCoord * atlasTiles) + 0.5) / atlasTiles;
float skylight = saturate(SkyLightmapCurve(g_mcLightLevel[0] * 0.33333333 + g_mcLightLevel[1] * 0.33333333 + g_mcLightLevel[2] * 0.33333333));
float zOffset = g_normalInvalid[0] + g_normalInvalid[1] + g_normalInvalid[2];
coordSize /= textureResolution;
zOffset += saturate(coordSize.x * coordSize.y) * -0.2;
bool isCutout = voxelID == 2.0;
// Light blocks (8000-8400): encode block light level
if (abs(voxelID - 8400.0) < 400.5){
voxelID -= 8000.0;
if (voxelID > 499.5){
// hardcoded light level block
voxelID = 1.0;
}
}
// Encode: cutout shapes get 1000 - id, full blocks get id + 1000
bool isShape = bool(
uint(voxelID == 2.0) | // leaves
uint(voxelID == 4.0) | // cross plants
uint(voxelID == 5.0) | // torch
uint(voxelID == 6.0) | // lantern
uint(voxelID == 10.0) | // glass pane
uint(voxelID == 11.0) | // iron bars
uint(voxelID == 12.0) | // stairs
uint(voxelID == 13.0) | // slabs
uint(voxelID == 14.0) | // walls
uint(voxelID == 15.0) | // fences
uint(voxelID == 16.0) | // fence gates
uint(voxelID == 17.0) | // doors
uint(voxelID == 20.0) | // end rod
uint(voxelID == 21.0) | // chain
uint(voxelID == 22.0) | // amethyst
uint(voxelID == 27.0) | // ladder
uint(voxelID == 28.0) | // sugar cane
uint(voxelID == 29.0) | // bamboo
uint(voxelID == 31.0) | // chorus
uint(voxelID == 32.0) | // coral
uint(voxelID == 33.0) | // dripstone
uint(voxelID == 35.0) | // lightning rod
uint(voxelID == 36.0) | // pot
uint(voxelID == 37.0) | // snow layers
uint(voxelID == 80.0) // cobweb
);
voxelID = isShape ? 1000.0 - voxelID : voxelID + 1000.0;
#ifdef PT_FULLBLOCK_VERIFICATION
if (voxelID == 1001.0){
if (abs(posDiff.x + posDiff.y + posDiff.z - 3.41421356) > 0.001){
voxelID = 65536.0;
zOffset = -0.49;
}
}
#endif
vec2 voxelTexel = VoxelTexel_From_VoxelCoord(voxelCoord);
const vec2[3] vertexOffset = vec2[3](vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.5, 1.0));
for (int i = 0; i < 3; i++){
gl_Position = vec4((voxelTexel + vertexOffset[i]) * shadowPixelSize * 2.0 - 1.0, zOffset * 0.5 - 0.75, 1.0);
v_color = g_color[i];
v_worldPos_voxelData_isWater_isVoxel = vec4(voxelID, roundedResolution, 0.0, 1.0);
v_texcoord_mcLightLevel = vec2(skylight, 0.0);
EmitVertex();
}
EndPrimitive();
}
#endif
}
#endif
//////////////////////////////////////////////////////////////////////////////
// Fragment Shader
//////////////////////////////////////////////////////////////////////////////
#ifdef PROGRAM_FSH
#include "/Lib/PathTracing/Voxelizer/VoxelProfile.glsl"
layout(location = 0) out vec4 shadowbuffer0;
layout(location = 1) out vec4 shadowbuffer1;
uniform mat4 shadowModelViewInverse;
uniform vec3 cameraPosition;
uniform ivec2 atlasSize;
uniform int isEyeInWater;
uniform vec2 screenSize;
uniform vec2 pixelSize;
uniform int frameCounter;
uniform int renderStage;
uniform sampler2D tex;
uniform sampler2D noisetex;
uniform sampler2D pixelData2D;
#include "/Lib/BasicFunctions/TemporalNoise.glsl"
#include "/Lib/RTWSM/SampleWarp.glsl"
in vec3 v_color;
in vec4 v_worldPos_voxelData_isWater_isVoxel;
in vec2 v_texcoord_mcLightLevel;
flat in vec2 v_midTexCoord;
void main(){
// Shadow map fragment
if (v_worldPos_voxelData_isWater_isVoxel.w < 0.5){
vec4 albedoTex = textureLod(tex, v_texcoord_mcLightLevel.xy, 0.0);
// Keep shadow fragments only in the right square region [W, 2W] x [0, W]
if (gl_FragCoord.x < float(voxelWidth) || gl_FragCoord.x >= shadowSize || gl_FragCoord.y >= float(voxelWidth)
|| albedoTex.a < 0.004) discard;
albedoTex.rgb *= v_color;
shadowbuffer0 = vec4(albedoTex);
shadowbuffer1 = vec4(0.0);
}
// Voxel atlas fragment
if (v_worldPos_voxelData_isWater_isVoxel.w > 0.2){
shadowbuffer0 = vec4(v_color.rgb, v_texcoord_mcLightLevel.x);
vec2 midCoord = saturate(v_midTexCoord * (65536.0 / 65535.0));
float voxelID = saturate(v_worldPos_voxelData_isWater_isVoxel.x / 65535.0);
float textureResolution = saturate(v_worldPos_voxelData_isWater_isVoxel.y / 255.0);
float skylight = saturate(SkyLightmapCurve(v_texcoord_mcLightLevel.x * 1.07));
shadowbuffer1 = vec4(midCoord, voxelID, Pack2xU8_to_U16(vec2(textureResolution, skylight)));
}
}
#endif