#[compute] #version 450 #VERSION_DEFINES layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(set = 0, binding = 0) uniform sampler2D source_ssr; layout(set = 1, binding = 0) uniform sampler2D source_depth; layout(set = 1, binding = 1) uniform sampler2D source_normal; layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly image2D dest_ssr; layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_depth; layout(rgba8, set = 3, binding = 1) uniform restrict writeonly image2D dest_normal; layout(push_constant, binding = 1, std430) uniform Params { ivec2 screen_size; float camera_z_near; float camera_z_far; bool orthogonal; bool filtered; uint pad[2]; } params; void main() { // Pixel being shaded ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing return; } //do not filter, SSR will generate arctifacts if this is done float divisor = 0.0; vec4 color; float depth; vec3 normal; if (params.filtered) { color = vec4(0.0); depth = 0.0; normal = vec3(0.0); for (int i = 0; i < 4; i++) { ivec2 ofs = ssC << 1; if (bool(i & 1)) { ofs.x += 1; } if (bool(i & 2)) { ofs.y += 1; } color += texelFetch(source_ssr, ofs, 0); float d = texelFetch(source_depth, ofs, 0).r; normal += texelFetch(source_normal, ofs, 0).xyz * 2.0 - 1.0; d = d * 2.0 - 1.0; if (params.orthogonal) { d = ((d + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0; } else { d = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - d * (params.camera_z_far - params.camera_z_near)); } depth += -d; } color /= 4.0; depth /= 4.0; normal = normalize(normal / 4.0) * 0.5 + 0.5; } else { color = texelFetch(source_ssr, ssC << 1, 0); depth = texelFetch(source_depth, ssC << 1, 0).r; normal = texelFetch(source_normal, ssC << 1, 0).xyz; depth = depth * 2.0 - 1.0; if (params.orthogonal) { depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0; } else { depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near)); } depth = -depth; } imageStore(dest_ssr, ssC, color); imageStore(dest_depth, ssC, vec4(depth)); imageStore(dest_normal, ssC, vec4(normal, 0.0)); }