Add support for colored shadows in LightmapGI
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@ -473,6 +473,7 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
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}
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float penumbra = 0.0;
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vec3 penumbra_color = vec3(0.0);
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if (p_soft_shadowing) {
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const bool use_soft_shadows = (light_data.size > 0.0);
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const uint ray_count = AA_SAMPLES;
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@ -502,6 +503,7 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
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vec3 light_dir = normalize(light_pos - origin);
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float power = 0.0;
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vec3 light_color = vec3(0.0);
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uint power_accm = 0;
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vec3 prev_pos = origin;
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if (use_soft_shadows) {
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@ -528,6 +530,7 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
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vec2 light_disk_sample = get_vogel_disk(vogel_index, a, shadowing_ray_count_sqrt) * soft_shadowing_disk_size * light_data.shadow_blur;
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vec3 light_disk_to_point = normalize(light_to_point + light_disk_sample.x * light_to_point_tan + light_disk_sample.y * light_to_point_bitan);
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float sample_penumbra = 0.0;
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vec3 sample_penumbra_color = light_data.color.rgb;
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bool sample_did_hit = false;
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for (uint iter = 0; iter < bake_params.transparency_rays; iter++) {
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@ -551,7 +554,8 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
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soft_shadow_hits += 1;
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if (contribute) {
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sample_penumbra = max(sample_penumbra - hit_albedo.a - EPSILON, 0.0);
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sample_penumbra_color = mix(sample_penumbra_color, sample_penumbra_color * hit_albedo.rgb, hit_albedo.a);
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sample_penumbra *= 1.0 - hit_albedo.a;
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}
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origin = hit_position + r_light_dir * bake_params.bias;
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@ -562,11 +566,13 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
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}
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power += sample_penumbra;
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light_color += sample_penumbra_color;
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power_accm++;
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}
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} else { // No soft shadows (size == 0).
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float sample_penumbra = 0.0;
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vec3 sample_penumbra_color = light_data.color.rgb;
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bool sample_did_hit = false;
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for (uint iter = 0; iter < bake_params.transparency_rays; iter++) {
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vec4 hit_albedo = vec4(1.0);
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@ -586,7 +592,8 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
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}
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if (contribute) {
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sample_penumbra = max(sample_penumbra - hit_albedo.a - EPSILON, 0.0);
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sample_penumbra_color = mix(sample_penumbra_color, sample_penumbra_color * hit_albedo.rgb, hit_albedo.a);
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sample_penumbra *= 1.0 - hit_albedo.a;
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}
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origin = hit_position + r_light_dir * bake_params.bias;
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@ -596,14 +603,18 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
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}
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}
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power = sample_penumbra;
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light_color = sample_penumbra_color;
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power_accm = 1;
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}
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aa_power += power / float(power_accm);
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penumbra_color += light_color / float(power_accm);
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}
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penumbra = aa_power / ray_count;
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penumbra_color /= ray_count;
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} else { // No soft shadows and anti-aliasing (disabled via parameter).
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bool did_hit = false;
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penumbra = 0.0;
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penumbra_color = light_data.color.rgb;
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for (uint iter = 0; iter < bake_params.transparency_rays; iter++) {
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vec4 hit_albedo = vec4(1.0);
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vec3 hit_position;
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@ -621,7 +632,8 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
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}
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if (contribute) {
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penumbra = max(penumbra - hit_albedo.a - EPSILON, 0.0);
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penumbra_color = mix(penumbra_color, penumbra_color * hit_albedo.rgb, hit_albedo.a);
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penumbra *= 1.0 - hit_albedo.a;
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}
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p_position = hit_position + r_light_dir * bake_params.bias;
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@ -636,7 +648,7 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
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}
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r_shadow = penumbra;
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r_light = light_data.color * light_data.energy * attenuation * penumbra;
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r_light = light_data.color * light_data.energy * attenuation * penumbra * penumbra_color;
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}
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#endif
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