godot/servers/rendering/rasterizer_rd/shaders/copy.glsl

221 lines
6.7 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 */
#define FLAG_HORIZONTAL (1 << 0)
#define FLAG_USE_BLUR_SECTION (1 << 1)
#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
#define FLAG_GLOW_FIRST_PASS (1 << 4)
#define FLAG_FLIP_Y (1 << 5)
#define FLAG_FORCE_LUMINANCE (1 << 6)
#define FLAG_COPY_ALL_SOURCE (1 << 7)
layout(push_constant, binding = 1, std430) uniform Params {
ivec4 section;
ivec2 target;
uint flags;
uint pad;
// Glow.
float glow_strength;
float glow_bloom;
float glow_hdr_threshold;
float glow_hdr_scale;
float glow_exposure;
float glow_white;
float glow_luminance_cap;
float glow_auto_exposure_grey;
// DOF.
float camera_z_far;
float camera_z_near;
uint pad2[2];
}
params;
layout(set = 0, binding = 0) uniform sampler2D source_color;
#ifdef GLOW_USE_AUTO_EXPOSURE
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
#endif
#if defined(MODE_LINEARIZE_DEPTH_COPY) || defined(MODE_SIMPLE_COPY_DEPTH)
layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
#elif defined(DST_IMAGE_8BIT)
layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
#else
layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
#endif
void main() {
// Pixel being shaded
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos, params.section.zw))) { //too large, do nothing
return;
}
#ifdef MODE_MIPMAP
ivec2 base_pos = (pos + params.section.xy) << 1;
vec4 color = texelFetch(source_color, base_pos, 0);
color += texelFetch(source_color, base_pos + ivec2(0, 1), 0);
color += texelFetch(source_color, base_pos + ivec2(1, 0), 0);
color += texelFetch(source_color, base_pos + ivec2(1, 1), 0);
color /= 4.0;
imageStore(dest_buffer, pos + params.target, color);
#endif
#ifdef MODE_GAUSSIAN_BLUR
//Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
if (bool(params.flags & FLAG_HORIZONTAL)) {
ivec2 base_pos = (pos + params.section.xy) << 1;
vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.214607;
color += texelFetch(source_color, base_pos + ivec2(1, 0), 0) * 0.189879;
color += texelFetch(source_color, base_pos + ivec2(2, 0), 0) * 0.131514;
color += texelFetch(source_color, base_pos + ivec2(3, 0), 0) * 0.071303;
color += texelFetch(source_color, base_pos + ivec2(-1, 0), 0) * 0.189879;
color += texelFetch(source_color, base_pos + ivec2(-2, 0), 0) * 0.131514;
color += texelFetch(source_color, base_pos + ivec2(-3, 0), 0) * 0.071303;
imageStore(dest_buffer, pos + params.target, color);
} else {
ivec2 base_pos = (pos + params.section.xy);
vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.38774;
color += texelFetch(source_color, base_pos + ivec2(0, 1), 0) * 0.24477;
color += texelFetch(source_color, base_pos + ivec2(0, 2), 0) * 0.06136;
color += texelFetch(source_color, base_pos + ivec2(0, -1), 0) * 0.24477;
color += texelFetch(source_color, base_pos + ivec2(0, -2), 0) * 0.06136;
imageStore(dest_buffer, pos + params.target, color);
}
#endif
#ifdef MODE_GAUSSIAN_GLOW
//Glow uses larger sigma 1 for a more rounded blur effect
#define GLOW_ADD(m_ofs, m_mult) \
{ \
ivec2 ofs = base_pos + m_ofs; \
if (all(greaterThanEqual(ofs, section_begin)) && all(lessThan(ofs, section_end))) { \
color += texelFetch(source_color, ofs, 0) * m_mult; \
} \
}
vec4 color = vec4(0.0);
if (bool(params.flags & FLAG_HORIZONTAL)) {
ivec2 base_pos = (pos + params.section.xy) << 1;
ivec2 section_begin = params.section.xy << 1;
ivec2 section_end = section_begin + (params.section.zw << 1);
GLOW_ADD(ivec2(0, 0), 0.174938);
GLOW_ADD(ivec2(1, 0), 0.165569);
GLOW_ADD(ivec2(2, 0), 0.140367);
GLOW_ADD(ivec2(3, 0), 0.106595);
GLOW_ADD(ivec2(-1, 0), 0.165569);
GLOW_ADD(ivec2(-2, 0), 0.140367);
GLOW_ADD(ivec2(-3, 0), 0.106595);
color *= params.glow_strength;
} else {
ivec2 base_pos = pos + params.section.xy;
ivec2 section_begin = params.section.xy;
ivec2 section_end = section_begin + params.section.zw;
GLOW_ADD(ivec2(0, 0), 0.288713);
GLOW_ADD(ivec2(0, 1), 0.233062);
GLOW_ADD(ivec2(0, 2), 0.122581);
GLOW_ADD(ivec2(0, -1), 0.233062);
GLOW_ADD(ivec2(0, -2), 0.122581);
color *= params.glow_strength;
}
#undef GLOW_ADD
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
#ifdef GLOW_USE_AUTO_EXPOSURE
color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_grey;
#endif
color *= params.glow_exposure;
float luminance = max(color.r, max(color.g, color.b));
float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom);
color = min(color * feedback, vec4(params.glow_luminance_cap));
}
imageStore(dest_buffer, pos + params.target, color);
#endif
#ifdef MODE_SIMPLE_COPY
vec4 color;
if (bool(params.flags & FLAG_COPY_ALL_SOURCE)) {
vec2 uv = vec2(pos) / vec2(params.section.zw);
if (bool(params.flags & FLAG_FLIP_Y)) {
uv.y = 1.0 - uv.y;
}
color = textureLod(source_color, uv, 0.0);
if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
imageStore(dest_buffer, pos + params.target, color);
} else {
color = texelFetch(source_color, pos + params.section.xy, 0);
if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
if (bool(params.flags & FLAG_FLIP_Y)) {
pos.y = params.section.w - pos.y - 1;
}
imageStore(dest_buffer, pos + params.target, color);
}
#endif
#ifdef MODE_SIMPLE_COPY_DEPTH
vec4 color = texelFetch(source_color, pos + params.section.xy, 0);
if (bool(params.flags & FLAG_FLIP_Y)) {
pos.y = params.section.w - pos.y - 1;
}
imageStore(dest_buffer, pos + params.target, vec4(color.r));
#endif
#ifdef MODE_LINEARIZE_DEPTH_COPY
float depth = texelFetch(source_color, pos + params.section.xy, 0).r;
depth = depth * 2.0 - 1.0;
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));
vec4 color = vec4(depth / params.camera_z_far);
if (bool(params.flags & FLAG_FLIP_Y)) {
pos.y = params.section.w - pos.y - 1;
}
imageStore(dest_buffer, pos + params.target, color);
#endif
}