godot/servers/rendering/renderer_rd/shaders/resolve.glsl

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#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#ifdef MODE_RESOLVE_GI
layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
layout(set = 0, binding = 1) uniform sampler2DMS source_normal_roughness;
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_depth;
layout(rgba8, set = 1, binding = 1) uniform restrict writeonly image2D dest_normal_roughness;
#ifdef GIPROBE_RESOLVE
layout(set = 2, binding = 0) uniform usampler2DMS source_giprobe;
layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_giprobe;
#endif
#endif
layout(push_constant, binding = 16, std430) uniform Params {
ivec2 screen_size;
int sample_count;
uint pad;
}
params;
void main() {
// Pixel being shaded
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
return;
}
#ifdef MODE_RESOLVE_GI
float best_depth = 1e20;
vec4 best_normal_roughness = vec4(0.0);
#ifdef GIPROBE_RESOLVE
uvec2 best_giprobe;
#endif
#if 0
for(int i=0;i<params.sample_count;i++) {
float depth = texelFetch(source_depth,pos,i).r;
if (depth < best_depth) { //use the depth closest to camera
best_depth = depth;
best_normal_roughness = texelFetch(source_normal_roughness,pos,i);
#ifdef GIPROBE_RESOLVE
best_giprobe = texelFetch(source_giprobe,pos,i).rg;
#endif
}
}
#else
float depths[16];
int depth_indices[16];
int depth_amount[16];
int depth_count = 0;
for (int i = 0; i < params.sample_count; i++) {
float depth = texelFetch(source_depth, pos, i).r;
int depth_index = -1;
for (int j = 0; j < depth_count; j++) {
if (abs(depths[j] - depth) < 0.000001) {
depth_index = j;
break;
}
}
if (depth_index == -1) {
depths[depth_count] = depth;
depth_indices[depth_count] = i;
depth_amount[depth_count] = 1;
depth_count += 1;
} else {
depth_amount[depth_index] += 1;
}
}
int depth_least = 0xFFFF;
int best_index = 0;
for (int j = 0; j < depth_count; j++) {
if (depth_amount[j] < depth_least) {
best_index = depth_indices[j];
depth_least = depth_amount[j];
}
}
best_depth = texelFetch(source_depth, pos, best_index).r;
best_normal_roughness = texelFetch(source_normal_roughness, pos, best_index);
#ifdef GIPROBE_RESOLVE
best_giprobe = texelFetch(source_giprobe, pos, best_index).rg;
#endif
#endif
imageStore(dest_depth, pos, vec4(best_depth));
imageStore(dest_normal_roughness, pos, vec4(best_normal_roughness));
#ifdef GIPROBE_RESOLVE
imageStore(dest_giprobe, pos, uvec4(best_giprobe, 0, 0));
#endif
#endif
}