godot/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl
clayjohn 2435c9426d
Use proper UV in cubemap downsampler raster
This removes bias in cubemap downsampling shader that resulted in the bottom of cubemaps being over represented

(cherry picked from commit fb77021559)
2023-05-12 12:07:01 +02:00

162 lines
5.1 KiB
GLSL

// Copyright 2016 Activision Publishing, Inc.
//
// 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.
/* clang-format off */
#[vertex]
#version 450
#VERSION_DEFINES
#include "cubemap_downsampler_inc.glsl"
layout(location = 0) out vec2 uv_interp;
/* clang-format on */
void main() {
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp = base_arr[gl_VertexIndex] * float(params.face_size);
gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
}
/* clang-format off */
#[fragment]
#version 450
#VERSION_DEFINES
#include "cubemap_downsampler_inc.glsl"
layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
layout(location = 0) in vec2 uv_interp;
layout(location = 0) out vec4 frag_color;
/* clang-format on */
void main() {
// Converted from compute shader which uses absolute coordinates.
// Could possibly simplify this
float face_size = float(params.face_size);
float inv_face_size = 1.0 / face_size;
vec2 id = floor(uv_interp);
float u1 = (id.x * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0;
float u0 = (id.x * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0;
float v0 = (id.y * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0;
float v1 = (id.y * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0;
float weights[4];
weights[0] = calcWeight(u0, v0);
weights[1] = calcWeight(u1, v0);
weights[2] = calcWeight(u0, v1);
weights[3] = calcWeight(u1, v1);
const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]);
for (int i = 0; i < 4; i++) {
weights[i] = weights[i] * wsum + .125;
}
vec3 dir;
vec4 color;
switch (params.face_id) {
case 0:
get_dir_0(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_0(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_0(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_0(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 1:
get_dir_1(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_1(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_1(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_1(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 2:
get_dir_2(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_2(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_2(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_2(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 3:
get_dir_3(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_3(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_3(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_3(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 4:
get_dir_4(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_4(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_4(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_4(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
default:
get_dir_5(dir, u0, v0);
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_5(dir, u1, v0);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_5(dir, u0, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_5(dir, u1, v1);
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
}
frag_color = color;
}