diff --git a/Compositor/ALS/als.xml b/Compositor/ALS/als.xml
index 860627a89..84855f100 100644
--- a/Compositor/ALS/als.xml
+++ b/Compositor/ALS/als.xml
@@ -76,13 +76,13 @@
forward
scene
als-lighting
-
+
+
+ 128
+ 1
+ 1
+
+
csm0
csm1
csm2
diff --git a/Compositor/Effects/model-default.eff b/Compositor/Effects/model-default.eff
index aa3575b8b..72e1c2abc 100644
--- a/Compositor/Effects/model-default.eff
+++ b/Compositor/Effects/model-default.eff
@@ -481,6 +481,15 @@
Shaders/ALS/noise.frag
Shaders/ALS/filters.frag
Shaders/ALS/shadows-include.frag
+ Shaders/ALS/clustered-include.frag
+
+ PointLightBlock
+ 5
+
+
+ SpotLightBlock
+ 6
+
visibility
diff --git a/Compositor/Shaders/ALS/clustered-include.frag b/Compositor/Shaders/ALS/clustered-include.frag
new file mode 100644
index 000000000..85d7ce45b
--- /dev/null
+++ b/Compositor/Shaders/ALS/clustered-include.frag
@@ -0,0 +1,136 @@
+#version 120
+
+#extension GL_ARB_uniform_buffer_object : enable
+#extension GL_EXT_gpu_shader4 : enable
+
+uniform usampler3D fg_ClusteredLightGrid;
+uniform usamplerBuffer fg_ClusteredLightIndices;
+uniform int fg_ClusteredTileSize;
+uniform float fg_ClusteredSliceScale;
+uniform float fg_ClusteredSliceBias;
+
+const bool debug = true;
+const float shininess = 16.0;
+
+struct PointLight {
+ vec4 position;
+ vec4 ambient;
+ vec4 diffuse;
+ vec4 specular;
+ vec4 attenuation;
+};
+
+struct SpotLight {
+ vec4 position;
+ vec4 direction;
+ vec4 ambient;
+ vec4 diffuse;
+ vec4 specular;
+ vec4 attenuation;
+ float cos_cutoff;
+ float exponent;
+};
+
+layout (std140) uniform PointLightBlock {
+ PointLight pointLights[256];
+};
+layout (std140) uniform SpotLightBlock {
+ SpotLight spotLights[256];
+};
+
+
+vec3 addColors(vec3 a, vec3 b)
+{
+ return 0.14 * log(exp(a/0.14) + exp(b/0.14));
+}
+
+// @param p Fragment position in view space.
+// @param n Fragment normal in view space.
+vec3 addClusteredLightsContribution(vec3 inputColor, vec3 p, vec3 n)
+{
+ int slice = int(max(log2(-p.z) * fg_ClusteredSliceScale
+ + fg_ClusteredSliceBias, 0.0));
+ ivec3 clusterCoord = ivec3(gl_FragCoord.xy / fg_ClusteredTileSize, slice);
+ uvec3 cluster = texelFetch3D(fg_ClusteredLightGrid,
+ clusterCoord,
+ 0).rgb;
+ uint startIndex = cluster.r;
+ uint pointCount = cluster.g;
+ uint spotCount = cluster.b;
+
+ vec3 color = vec3(0.0);
+
+ for (uint i = uint(0); i < pointCount; ++i) {
+ uint lightListIndex = texelFetchBuffer(fg_ClusteredLightIndices,
+ int(startIndex + i)).r;
+ PointLight light = pointLights[lightListIndex];
+
+ float range = light.attenuation.w;
+ vec3 toLight = light.position.xyz - p;
+ // Ignore fragments outside the light volume
+ if (dot(toLight, toLight) > (range * range))
+ continue;
+
+ ////////////////////////////////////////////////////////////////////////
+ // Actual lighting
+
+ float d = length(toLight);
+ float att = 1.0 / (light.attenuation.x // constant
+ + light.attenuation.y * d // linear
+ + light.attenuation.z * d * d); // quadratic
+ vec3 lightDir = normalize(toLight);
+ float NdotL = max(dot(n, lightDir), 0.0);
+
+ vec3 Iamb = light.ambient.rgb;
+ vec3 Idiff = light.diffuse.rgb * NdotL;
+ vec3 Ispec = vec3(0.0);
+
+ if (NdotL > 0.0) {
+ vec3 halfVector = normalize(lightDir + normalize(-p));
+ float NdotHV = max(dot(n, halfVector), 0.0);
+ Ispec = light.specular.rgb * att * pow(NdotHV, shininess);
+ }
+
+ color += addColors(color, (Iamb + Idiff + Ispec) * att);
+ }
+
+ for (uint i = uint(0); i < spotCount; ++i) {
+ uint lightListIndex = texelFetchBuffer(fg_ClusteredLightIndices,
+ int(startIndex + i)).r;
+ SpotLight light = spotLights[lightListIndex];
+
+ vec3 toLight = light.position.xyz - p;
+
+ ////////////////////////////////////////////////////////////////////////
+ // Actual lighting
+
+ float d = length(toLight);
+ float att = 1.0 / (light.attenuation.x // constant
+ + light.attenuation.y * d // linear
+ + light.attenuation.z * d * d); // quadratic
+
+ vec3 lightDir = normalize(toLight);
+
+ float spotDot = dot(-lightDir, light.direction.xyz);
+ if (spotDot < light.cos_cutoff)
+ continue;
+
+ att *= pow(spotDot, light.exponent);
+
+ float NdotL = max(dot(n, lightDir), 0.0);
+
+ vec3 Iamb = light.ambient.rgb;
+ vec3 Idiff = light.diffuse.rgb * NdotL;
+ vec3 Ispec = vec3(0.0);
+
+ if (NdotL > 0.0) {
+ vec3 halfVector = normalize(lightDir + normalize(-p));
+ float NdotHV = max(dot(n, halfVector), 0.0);
+ Ispec = light.specular.rgb * att * pow(NdotHV, shininess);
+ }
+
+ color += (Iamb + Idiff + Ispec) * att;
+ }
+
+ return clamp(color + inputColor, 0.0, 1.0);
+}
diff --git a/Compositor/Shaders/ALS/generic-base.vert b/Compositor/Shaders/ALS/generic-base.vert
index cd1150e29..6895e834b 100644
--- a/Compositor/Shaders/ALS/generic-base.vert
+++ b/Compositor/Shaders/ALS/generic-base.vert
@@ -22,6 +22,7 @@
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
+varying vec4 ecPosition;
varying float yprime_alt;
varying float mie_angle;
@@ -75,7 +76,7 @@ void main()
// this code is copied from default.vert
- //vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
+ ecPosition = gl_ModelViewMatrix * gl_Vertex;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;
diff --git a/Compositor/Shaders/ALS/model-base.frag b/Compositor/Shaders/ALS/model-base.frag
index ecd756ff1..437b924fe 100644
--- a/Compositor/Shaders/ALS/model-base.frag
+++ b/Compositor/Shaders/ALS/model-base.frag
@@ -6,7 +6,7 @@
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
-
+varying vec4 ecPosition;
uniform sampler2D texture;
@@ -57,6 +57,7 @@ vec3 landing_light(in float offset, in float offsetv);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
+vec3 addClusteredLightsContribution(vec3 inputColor, vec3 v, vec3 N);
float luminance(vec3 color)
{
@@ -318,6 +319,7 @@ fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(mvisibility),
}
+fragColor.rgb = addClusteredLightsContribution(fragColor.rgb, ecPosition.xyz, normal);
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;