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Fix light range in voxel GI
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@@ -2943,6 +2943,10 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
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}
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}
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// probe size relative to 1 unit in world space
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Vector3 ps = gi->voxel_gi_get_octree_size(probe) / gi->voxel_gi_get_bounds(probe).size;
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float cell_size = (1.0 / MAX(MAX(ps.x, ps.y), ps.z));
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if (has_dynamic_object_data || p_update_light_instances || p_dynamic_objects.size()) {
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// PROCESS MIPMAPS
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if (mipmaps.size()) {
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@@ -2961,6 +2965,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
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push_constant.dynamic_range = gi->voxel_gi_get_dynamic_range(probe);
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push_constant.light_count = light_count;
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push_constant.aniso_strength = 0;
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push_constant.cell_size = cell_size;
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/* print_line("probe update to version " + itos(last_probe_version));
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print_line("propagation " + rtos(push_constant.propagation));
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@@ -3161,9 +3166,9 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
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push_constant.prev_rect_size[1] = 0;
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push_constant.on_mipmap = false;
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push_constant.propagation = gi->voxel_gi_get_propagation(probe);
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push_constant.cell_size = cell_size;
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push_constant.pad[0] = 0;
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push_constant.pad[1] = 0;
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push_constant.pad[2] = 0;
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//process lighting
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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@@ -188,7 +188,7 @@ private:
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uint32_t cell_offset;
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uint32_t cell_count;
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float aniso_strength;
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uint32_t pad;
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float cell_size;
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};
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struct VoxelGIDynamicPushConstant {
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@@ -209,7 +209,8 @@ private:
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float dynamic_range;
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uint32_t on_mipmap;
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float propagation;
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float pad[3];
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float cell_size;
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float pad[2];
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};
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VoxelGILight *voxel_gi_lights = nullptr;
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@@ -86,7 +86,7 @@ layout(push_constant, std430) uniform Params {
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uint cell_offset;
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uint cell_count;
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float aniso_strength;
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uint pad;
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float cell_size;
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}
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params;
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@@ -126,7 +126,8 @@ layout(push_constant, std430) uniform Params {
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float dynamic_range;
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bool on_mipmap;
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float propagation;
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float pad[3];
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float cell_size;
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float pad[2];
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}
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params;
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@@ -209,7 +210,10 @@ bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3
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return false;
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}
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attenuation = get_omni_attenuation(distance, 1.0 / lights.data[light].radius, lights.data[light].attenuation);
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attenuation = get_omni_attenuation(
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distance * params.cell_size,
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1.0 / (lights.data[light].radius * params.cell_size),
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lights.data[light].attenuation);
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if (lights.data[light].type == LIGHT_TYPE_SPOT) {
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vec3 rel = normalize(pos - light_pos);
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