18d6b75ba8
This is unsupported and glslang made it raise an error in 11.7.0: https://github.com/KhronosGroup/glslang/pull/2810 Co-authored-by: Clay John <claynjohn@gmail.com>
124 lines
4.8 KiB
GLSL
124 lines
4.8 KiB
GLSL
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Copyright (c) 2016, Intel Corporation
|
|
// 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.
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// File changes (yyyy-mm-dd)
|
|
// 2016-09-07: filip.strugar@intel.com: first commit
|
|
// 2020-12-05: clayjohn: convert to Vulkan and Godot
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#[compute]
|
|
|
|
#version 450
|
|
|
|
#VERSION_DEFINES
|
|
|
|
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
|
|
|
#ifdef GENERATE_MAP
|
|
layout(set = 0, binding = 0) uniform sampler2DArray source_texture;
|
|
#else
|
|
layout(set = 0, binding = 0) uniform sampler2D source_importance;
|
|
#endif
|
|
layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
|
|
|
|
#ifdef PROCESS_MAPB
|
|
layout(set = 2, binding = 0, std430) buffer Counter {
|
|
uint sum;
|
|
}
|
|
counter;
|
|
#endif
|
|
|
|
layout(push_constant, std430) uniform Params {
|
|
vec2 half_screen_pixel_size;
|
|
float intensity;
|
|
float power;
|
|
}
|
|
params;
|
|
|
|
void main() {
|
|
// Pixel being shaded
|
|
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
|
|
|
|
#ifdef GENERATE_MAP
|
|
// importance map stuff
|
|
uvec2 base_position = ssC * 2;
|
|
|
|
vec2 base_uv = (vec2(base_position) + vec2(0.5f, 0.5f)) * params.half_screen_pixel_size;
|
|
|
|
float minV = 1.0;
|
|
float maxV = 0.0;
|
|
for (int i = 0; i < 4; i++) {
|
|
vec4 vals = textureGather(source_texture, vec3(base_uv, i));
|
|
|
|
// apply the same modifications that would have been applied in the main shader
|
|
vals = params.intensity * vals;
|
|
|
|
vals = 1 - vals;
|
|
|
|
vals = pow(clamp(vals, 0.0, 1.0), vec4(params.power));
|
|
|
|
maxV = max(maxV, max(max(vals.x, vals.y), max(vals.z, vals.w)));
|
|
minV = min(minV, min(min(vals.x, vals.y), min(vals.z, vals.w)));
|
|
}
|
|
|
|
float min_max_diff = maxV - minV;
|
|
|
|
imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.8)));
|
|
#endif
|
|
|
|
#ifdef PROCESS_MAPA
|
|
vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
|
|
|
|
float centre = textureLod(source_importance, uv, 0.0).x;
|
|
|
|
vec2 half_pixel = params.half_screen_pixel_size;
|
|
|
|
vec4 vals;
|
|
vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, -half_pixel.y), 0.0).x;
|
|
vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x, -half_pixel.y * 3), 0.0).x;
|
|
vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, +half_pixel.y), 0.0).x;
|
|
vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x, +half_pixel.y * 3), 0.0).x;
|
|
|
|
float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
|
|
|
|
imageStore(dest_image, ssC, vec4(avg));
|
|
#endif
|
|
|
|
#ifdef PROCESS_MAPB
|
|
vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
|
|
|
|
float centre = textureLod(source_importance, uv, 0.0).x;
|
|
|
|
vec2 half_pixel = params.half_screen_pixel_size;
|
|
|
|
vec4 vals;
|
|
vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x, -half_pixel.y * 3), 0.0).x;
|
|
vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, -half_pixel.y), 0.0).x;
|
|
vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x, +half_pixel.y * 3), 0.0).x;
|
|
vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, +half_pixel.y), 0.0).x;
|
|
|
|
float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
|
|
|
|
imageStore(dest_image, ssC, vec4(avg));
|
|
|
|
// sum the average; to avoid overflowing we assume max AO resolution is not bigger than 16384x16384; so quarter res (used here) will be 4096x4096, which leaves us with 8 bits per pixel
|
|
uint sum = uint(clamp(avg, 0.0, 1.0) * 255.0 + 0.5);
|
|
|
|
// save every 9th to avoid InterlockedAdd congestion - since we're blurring, this is good enough; compensated by multiplying load_counter_avg_div by 9
|
|
if (((ssC.x % 3) + (ssC.y % 3)) == 0) {
|
|
atomicAdd(counter.sum, sum);
|
|
}
|
|
#endif
|
|
}
|