0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
93 lines
2.6 KiB
GLSL
93 lines
2.6 KiB
GLSL
/* clang-format off */
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[compute]
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#version 450
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VERSION_DEFINES
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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/* clang-format on */
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layout(set = 0, binding = 0) uniform sampler2D source_ssr;
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layout(set = 1, binding = 0) uniform sampler2D source_depth;
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layout(set = 1, binding = 1) uniform sampler2D source_normal;
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layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly image2D dest_ssr;
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layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_depth;
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layout(rgba8, set = 3, binding = 1) uniform restrict writeonly image2D dest_normal;
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layout(push_constant, binding = 1, std430) uniform Params {
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ivec2 screen_size;
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float camera_z_near;
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float camera_z_far;
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bool orthogonal;
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bool filtered;
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uint pad[2];
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}
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params;
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void main() {
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// Pixel being shaded
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ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
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if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
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return;
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}
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//do not filter, SSR will generate arctifacts if this is done
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float divisor = 0.0;
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vec4 color;
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float depth;
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vec3 normal;
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if (params.filtered) {
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color = vec4(0.0);
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depth = 0.0;
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normal = vec3(0.0);
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for (int i = 0; i < 4; i++) {
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ivec2 ofs = ssC << 1;
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if (bool(i & 1)) {
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ofs.x += 1;
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}
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if (bool(i & 2)) {
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ofs.y += 1;
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}
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color += texelFetch(source_ssr, ofs, 0);
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float d = texelFetch(source_depth, ofs, 0).r;
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normal += texelFetch(source_normal, ofs, 0).xyz * 2.0 - 1.0;
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d = d * 2.0 - 1.0;
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if (params.orthogonal) {
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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;
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} else {
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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));
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}
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depth += -d;
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}
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color /= 4.0;
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depth /= 4.0;
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normal = normalize(normal / 4.0) * 0.5 + 0.5;
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} else {
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color = texelFetch(source_ssr, ssC << 1, 0);
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depth = texelFetch(source_depth, ssC << 1, 0).r;
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normal = texelFetch(source_normal, ssC << 1, 0).xyz;
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depth = depth * 2.0 - 1.0;
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if (params.orthogonal) {
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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;
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} else {
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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));
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}
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depth = -depth;
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}
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imageStore(dest_ssr, ssC, color);
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imageStore(dest_depth, ssC, vec4(depth));
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imageStore(dest_normal, ssC, vec4(normal, 0.0));
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}
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