godot/servers/rendering/renderer_rd/shaders/effects/copy.glsl
clayjohn 385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00

285 lines
9.9 KiB
GLSL

#[compute]
#version 450
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#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)
#define FLAG_HIGH_QUALITY_GLOW (1 << 8)
#define FLAG_ALPHA_TO_ONE (1 << 9)
layout(push_constant, 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_scale;
// DOF.
float camera_z_far;
float camera_z_near;
uint pad2[2];
vec4 set_color;
}
params;
#ifdef MODE_CUBEMAP_ARRAY_TO_PANORAMA
layout(set = 0, binding = 0) uniform samplerCubeArray source_color;
#elif defined(MODE_CUBEMAP_TO_PANORAMA)
layout(set = 0, binding = 0) uniform samplerCube source_color;
#elif !defined(MODE_SET_COLOR)
layout(set = 0, binding = 0) uniform sampler2D source_color;
#endif
#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
#ifdef MODE_GAUSSIAN_BLUR
shared vec4 local_cache[256];
shared vec4 temp_cache[128];
#endif
void main() {
// Pixel being shaded
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
#ifndef MODE_GAUSSIAN_BLUR // Gaussian blur needs the extra threads
if (any(greaterThanEqual(pos, params.section.zw))) { //too large, do nothing
return;
}
#endif
#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;
color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isinf(color));
color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isnan(color));
imageStore(dest_buffer, pos + params.target, color);
#endif
#ifdef MODE_GAUSSIAN_BLUR
// First pass copy texture into 16x16 local memory for every 8x8 thread block
vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * 16;
#ifdef MODE_GLOW
if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) {
vec2 quad_offset_uv = clamp((vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.0)) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
local_cache[dest_index] = (textureLod(source_color, quad_center_uv, 0) + textureLod(source_color, quad_offset_uv, 0)) * 0.5;
local_cache[dest_index + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.z, 0.0), 0)) * 0.5;
local_cache[dest_index + 16] = (textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0) + textureLod(source_color, quad_offset_uv + vec2(0.0, 1.0 / params.section.w), 0)) * 0.5;
local_cache[dest_index + 16 + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.zw), 0)) * 0.5;
} else
#endif
{
local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0);
local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0);
local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
}
#ifdef MODE_GLOW
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
// Tonemap initial samples to reduce weight of fireflies: https://graphicrants.blogspot.com/2013/12/tone-mapping.html
local_cache[dest_index] /= 1.0 + dot(local_cache[dest_index].rgb, vec3(0.299, 0.587, 0.114));
local_cache[dest_index + 1] /= 1.0 + dot(local_cache[dest_index + 1].rgb, vec3(0.299, 0.587, 0.114));
local_cache[dest_index + 16] /= 1.0 + dot(local_cache[dest_index + 16].rgb, vec3(0.299, 0.587, 0.114));
local_cache[dest_index + 16 + 1] /= 1.0 + dot(local_cache[dest_index + 16 + 1].rgb, vec3(0.299, 0.587, 0.114));
}
const float kernel[4] = { 0.174938, 0.165569, 0.140367, 0.106595 };
#else
// Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect.
const float kernel[4] = { 0.214607, 0.189879, 0.131514, 0.071303 };
#endif
memoryBarrierShared();
barrier();
// Horizontal pass. Needs to copy into 8x16 chunk of local memory so vertical pass has full resolution
uint read_index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 32 + 4;
vec4 color_top = vec4(0.0);
color_top += local_cache[read_index] * kernel[0];
color_top += local_cache[read_index + 1] * kernel[1];
color_top += local_cache[read_index + 2] * kernel[2];
color_top += local_cache[read_index + 3] * kernel[3];
color_top += local_cache[read_index - 1] * kernel[1];
color_top += local_cache[read_index - 2] * kernel[2];
color_top += local_cache[read_index - 3] * kernel[3];
vec4 color_bottom = vec4(0.0);
color_bottom += local_cache[read_index + 16] * kernel[0];
color_bottom += local_cache[read_index + 1 + 16] * kernel[1];
color_bottom += local_cache[read_index + 2 + 16] * kernel[2];
color_bottom += local_cache[read_index + 3 + 16] * kernel[3];
color_bottom += local_cache[read_index - 1 + 16] * kernel[1];
color_bottom += local_cache[read_index - 2 + 16] * kernel[2];
color_bottom += local_cache[read_index - 3 + 16] * kernel[3];
// rotate samples to take advantage of cache coherency
uint write_index = gl_LocalInvocationID.y * 2 + gl_LocalInvocationID.x * 16;
temp_cache[write_index] = color_top;
temp_cache[write_index + 1] = color_bottom;
memoryBarrierShared();
barrier();
// If destination outside of texture, can stop doing work now
if (any(greaterThanEqual(pos, params.section.zw))) {
return;
}
// Vertical pass
uint index = gl_LocalInvocationID.y + gl_LocalInvocationID.x * 16 + 4;
vec4 color = vec4(0.0);
color += temp_cache[index] * kernel[0];
color += temp_cache[index + 1] * kernel[1];
color += temp_cache[index + 2] * kernel[2];
color += temp_cache[index + 3] * kernel[3];
color += temp_cache[index - 1] * kernel[1];
color += temp_cache[index - 2] * kernel[2];
color += temp_cache[index - 3] * kernel[3];
#ifdef MODE_GLOW
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
// Undo tonemap to restore range: https://graphicrants.blogspot.com/2013/12/tone-mapping.html
color /= 1.0 - dot(color.rgb, vec3(0.299, 0.587, 0.114));
}
color *= params.glow_strength;
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_scale;
#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));
}
#endif
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);
} else {
color = texelFetch(source_color, pos + params.section.xy, 0);
if (bool(params.flags & FLAG_FLIP_Y)) {
pos.y = params.section.w - pos.y - 1;
}
}
if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
if (bool(params.flags & FLAG_ALPHA_TO_ONE)) {
color.a = 1.0;
}
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
#if defined(MODE_CUBEMAP_TO_PANORAMA) || defined(MODE_CUBEMAP_ARRAY_TO_PANORAMA)
const float PI = 3.14159265359;
vec2 uv = vec2(pos) / vec2(params.section.zw);
if (bool(params.flags & FLAG_FLIP_Y)) {
uv.y = 1.0 - uv.y;
}
float phi = uv.x * 2.0 * PI;
float theta = uv.y * PI;
vec3 normal;
normal.x = sin(phi) * sin(theta) * -1.0;
normal.y = cos(theta);
normal.z = cos(phi) * sin(theta) * -1.0;
#ifdef MODE_CUBEMAP_TO_PANORAMA
vec4 color = textureLod(source_color, normal, params.camera_z_far); //the biggest the lod the least the acne
#else
vec4 color = textureLod(source_color, vec4(normal, params.camera_z_far), 0.0); //the biggest the lod the least the acne
#endif
imageStore(dest_buffer, pos + params.target, color);
#endif
#ifdef MODE_SET_COLOR
imageStore(dest_buffer, pos + params.target, params.set_color);
#endif
}