97 lines
2.6 KiB
GLSL
97 lines
2.6 KiB
GLSL
/* clang-format off */
|
|
[compute]
|
|
|
|
#version 450
|
|
|
|
VERSION_DEFINES
|
|
|
|
|
|
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
|
|
|
/* clang-format on */
|
|
|
|
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(greaterThan(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));
|
|
}
|