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

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#[compute]
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#version 450
#VERSION_DEFINES
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#define GROUP_SIZE 8
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layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in;
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layout(set = 0, binding = 0) uniform samplerCube source_cube;
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layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
#include "cubemap_roughness_inc.glsl"
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void main() {
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uvec3 id = gl_GlobalInvocationID;
id.z += params.face_id;
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vec2 uv = ((vec2(id.xy) * 2.0 + 1.0) / (params.face_size) - 1.0);
vec3 N = texelCoordToVec(uv, id.z);
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//vec4 color = color_interp;
if (params.use_direct_write) {
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imageStore(dest_cubemap, ivec3(id), vec4(texture(source_cube, N).rgb, 1.0));
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} else {
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
vec2 xi = Hammersley(sampleNum, params.sample_count);
vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
vec3 V = N;
vec3 L = (2.0 * dot(V, H) * H - V);
float ndotl = clamp(dot(N, L), 0.0, 1.0);
if (ndotl > 0.0) {
sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
sum.a += ndotl;
}
}
sum /= sum.a;
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imageStore(dest_cubemap, ivec3(id), vec4(sum.rgb, 1.0));
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}
}