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Cull lights into clusters in a compute pass
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@@ -1,5 +1,6 @@
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// debug view of the light clusters: tints every pixel of the scene with the colour of its depth slice,
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// and darkens every other screen tile to show the grid. drawn over the resolved image, see gl/cluster_grid.h
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// debug view of the light clusters: tints every pixel of the scene with the colour of the number of lights which
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// were assigned to its cluster (see gl/cluster_grid.h), pixels of clusters without lights stay as they are.
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// drawn over the resolved image
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in vec2 f_coords;
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@@ -12,7 +13,7 @@ layout(location = 0) out vec4 out_color;
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const float TINT = 0.55;
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// blue (near) through green to red (far)
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// blue (few) through green to red (many)
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vec3 ramp(float t)
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{
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return clamp(vec3(1.5) - abs(4.0 * t - vec3(3.0, 2.0, 1.0)), 0.0, 1.0);
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@@ -30,9 +31,14 @@ void main()
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int slice = clamp(int(floor(log(w) * cluster_slice_scale + cluster_slice_bias)), 0, CLUSTER_GRID_Z - 1);
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ivec2 tile = clamp(ivec2(floor(f_coords * vec2(CLUSTER_GRID_X, CLUSTER_GRID_Y))), ivec2(0), ivec2(CLUSTER_GRID_X - 1, CLUSTER_GRID_Y - 1));
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vec3 color = ramp(float(slice) / float(CLUSTER_GRID_Z - 1));
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if (((tile.x + tile.y) & 1) != 0)
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color *= 0.8;
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uint count = cluster_ranges[tile.x + CLUSTER_GRID_X * (tile.y + CLUSTER_GRID_Y * slice)].count;
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if (count == 0U)
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discard;
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// a full cluster (lights beyond its capacity are dropped) is white; the rest goes by the logarithm of the count
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vec3 color = (count >= uint(MAX_LIGHTS_PER_CLUSTER))
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? vec3(1.0)
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: ramp(log2(1.0 + float(count)) / log2(1.0 + float(MAX_LIGHTS_PER_CLUSTER)));
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out_color = vec4(color, TINT);
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}
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