111 lines
2.6 KiB
GLSL
111 lines
2.6 KiB
GLSL
#[compute]
|
|
|
|
#version 450
|
|
|
|
VERSION_DEFINES
|
|
|
|
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
|
|
|
#ifdef MODE_RESOLVE_GI
|
|
layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
|
|
layout(set = 0, binding = 1) uniform sampler2DMS source_normal_roughness;
|
|
|
|
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_depth;
|
|
layout(rgba8, set = 1, binding = 1) uniform restrict writeonly image2D dest_normal_roughness;
|
|
|
|
#ifdef GIPROBE_RESOLVE
|
|
layout(set = 2, binding = 0) uniform usampler2DMS source_giprobe;
|
|
layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_giprobe;
|
|
#endif
|
|
|
|
#endif
|
|
|
|
layout(push_constant, binding = 16, std430) uniform Params {
|
|
ivec2 screen_size;
|
|
int sample_count;
|
|
uint pad;
|
|
}
|
|
params;
|
|
|
|
void main() {
|
|
// Pixel being shaded
|
|
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
|
|
if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
|
|
return;
|
|
}
|
|
|
|
#ifdef MODE_RESOLVE_GI
|
|
|
|
float best_depth = 1e20;
|
|
vec4 best_normal_roughness = vec4(0.0);
|
|
#ifdef GIPROBE_RESOLVE
|
|
uvec2 best_giprobe;
|
|
#endif
|
|
|
|
#if 0
|
|
|
|
for(int i=0;i<params.sample_count;i++) {
|
|
float depth = texelFetch(source_depth,pos,i).r;
|
|
if (depth < best_depth) { //use the depth closest to camera
|
|
best_depth = depth;
|
|
best_normal_roughness = texelFetch(source_normal_roughness,pos,i);
|
|
|
|
#ifdef GIPROBE_RESOLVE
|
|
best_giprobe = texelFetch(source_giprobe,pos,i).rg;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#else
|
|
|
|
float depths[16];
|
|
int depth_indices[16];
|
|
int depth_amount[16];
|
|
int depth_count = 0;
|
|
|
|
for (int i = 0; i < params.sample_count; i++) {
|
|
float depth = texelFetch(source_depth, pos, i).r;
|
|
int depth_index = -1;
|
|
for (int j = 0; j < depth_count; j++) {
|
|
if (abs(depths[j] - depth) < 0.000001) {
|
|
depth_index = j;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (depth_index == -1) {
|
|
depths[depth_count] = depth;
|
|
depth_indices[depth_count] = i;
|
|
depth_amount[depth_count] = 1;
|
|
depth_count += 1;
|
|
} else {
|
|
depth_amount[depth_index] += 1;
|
|
}
|
|
}
|
|
|
|
int depth_least = 0xFFFF;
|
|
int best_index = 0;
|
|
for (int j = 0; j < depth_count; j++) {
|
|
if (depth_amount[j] < depth_least) {
|
|
best_index = depth_indices[j];
|
|
depth_least = depth_amount[j];
|
|
}
|
|
}
|
|
|
|
best_depth = texelFetch(source_depth, pos, best_index).r;
|
|
best_normal_roughness = texelFetch(source_normal_roughness, pos, best_index);
|
|
#ifdef GIPROBE_RESOLVE
|
|
best_giprobe = texelFetch(source_giprobe, pos, best_index).rg;
|
|
#endif
|
|
|
|
#endif
|
|
|
|
imageStore(dest_depth, pos, vec4(best_depth));
|
|
imageStore(dest_normal_roughness, pos, vec4(best_normal_roughness));
|
|
#ifdef GIPROBE_RESOLVE
|
|
imageStore(dest_giprobe, pos, uvec4(best_giprobe, 0, 0));
|
|
#endif
|
|
|
|
#endif
|
|
}
|