/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Copyright (c) 2016, Intel Corporation // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated // documentation files (the "Software"), to deal in the Software without restriction, including without limitation // the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to // permit persons to whom the Software is furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all copies or substantial portions of // the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO // THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, // TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // File changes (yyyy-mm-dd) // 2016-09-07: filip.strugar@intel.com: first commit // 2020-12-05: clayjohn: convert to Vulkan and Godot /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #[compute] #version 450 #VERSION_DEFINES layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; #ifdef GENERATE_MAP layout(set = 0, binding = 0) uniform sampler2DArray source_texture; #else layout(set = 0, binding = 0) uniform sampler2D source_importance; #endif layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image; #ifdef PROCESS_MAPB layout(set = 2, binding = 0, std430) buffer Counter { uint sum; } counter; #endif layout(push_constant, binding = 1, std430) uniform Params { vec2 half_screen_pixel_size; float intensity; float pad; } params; void main() { // Pixel being shaded ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); #ifdef GENERATE_MAP // importance map stuff uvec2 base_position = ssC * 2; float avg = 0.0; float minV = 1.0; float maxV = 0.0; for (int i = 0; i < 4; i++) { vec3 value_a = texelFetch(source_texture, ivec3(base_position, i), 0).rgb * params.intensity; vec3 value_b = texelFetch(source_texture, ivec3(base_position, i) + ivec3(0, 1, 0), 0).rgb * params.intensity; vec3 value_c = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 0, 0), 0).rgb * params.intensity; vec3 value_d = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 1, 0), 0).rgb * params.intensity; // Calculate luminance (black and white value) float a = dot(value_a, vec3(0.2125, 0.7154, 0.0721)); float b = dot(value_b, vec3(0.2125, 0.7154, 0.0721)); float c = dot(value_c, vec3(0.2125, 0.7154, 0.0721)); float d = dot(value_d, vec3(0.2125, 0.7154, 0.0721)); maxV = max(maxV, max(max(a, b), max(c, d))); minV = min(minV, min(min(a, b), min(c, d))); } float min_max_diff = maxV - minV; imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.6))); #endif #ifdef PROCESS_MAPA vec2 uv = (vec2(ssC) + 0.5) * params.half_screen_pixel_size * 2.0; float centre = textureLod(source_importance, uv, 0.0).x; vec2 half_pixel = params.half_screen_pixel_size; vec4 vals; vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, -half_pixel.y), 0.0).x; vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x, -half_pixel.y * 3), 0.0).x; vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, +half_pixel.y), 0.0).x; vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x, +half_pixel.y * 3), 0.0).x; float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25)); imageStore(dest_image, ssC, vec4(avg)); #endif #ifdef PROCESS_MAPB vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0; float centre = textureLod(source_importance, uv, 0.0).x; vec2 half_pixel = params.half_screen_pixel_size; vec4 vals; vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x, -half_pixel.y * 3), 0.0).x; vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, -half_pixel.y), 0.0).x; vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x, +half_pixel.y * 3), 0.0).x; vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, +half_pixel.y), 0.0).x; float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25)); imageStore(dest_image, ssC, vec4(avg)); // sum the average; to avoid overflowing we assume max AO resolution is not bigger than 16384x16384; so quarter res (used here) will be 4096x4096, which leaves us with 8 bits per pixel uint sum = uint(clamp(avg, 0.0, 1.0) * 255.0 + 0.5); // save every 9th to avoid InterlockedAdd congestion - since we're blurring, this is good enough; compensated by multiplying load_counter_avg_div by 9 if (((ssC.x % 3) + (ssC.y % 3)) == 0) { atomicAdd(counter.sum, sum); } #endif }