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/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
#define NODETREE_EXEC
#ifdef MESH_SHADER
uniform vec3 volumeOrcoLoc;
uniform vec3 volumeOrcoSize;
#endif
flat in int slice;
/* Warning: these are not attributes, these are global vars. */
vec3 worldPosition = vec3(0.0);
vec3 viewPosition = vec3(0.0);
vec3 viewNormal = vec3(0.0);
vec3 volumeObjectLocalCoord = vec3(0.0);
layout(location = 0) out vec4 volumeScattering;
layout(location = 1) out vec4 volumeExtinction;
layout(location = 2) out vec4 volumeEmissive;
layout(location = 3) out vec4 volumePhase;
/* Store volumetric properties into the froxel textures. */
void main()
{
ivec3 volume_cell = ivec3(gl_FragCoord.xy, slice);
vec3 ndc_cell = volume_to_ndc((vec3(volume_cell) + volJitter.xyz) * volInvTexSize.xyz);
viewPosition = get_view_space_from_depth(ndc_cell.xy, ndc_cell.z);
worldPosition = point_view_to_world(viewPosition);
volumeObjectLocalCoord = point_world_to_object(worldPosition);
volumeObjectLocalCoord = (volumeObjectLocalCoord - volumeOrcoLoc + volumeOrcoSize) /
(volumeOrcoSize * 2.0);
if (any(lessThan(volumeObjectLocalCoord, vec3(0.0))) ||
any(greaterThan(volumeObjectLocalCoord, vec3(1.0))))
discard;
#ifdef CLEAR
Closure cl = CLOSURE_DEFAULT;
#else
Closure cl = nodetree_exec();
volumeScattering = vec4(cl.scatter, 1.0);
volumeExtinction = vec4(cl.absorption + cl.scatter, 1.0);
volumeEmissive = vec4(cl.emission, 1.0);
/* Do not add phase weight if no scattering. */
if (all(equal(cl.scatter, vec3(0.0)))) {
volumePhase = vec4(0.0);
}
else {
volumePhase = vec4(cl.anisotropy, vec3(1.0));