d3b49c416a
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
192 lines
5.6 KiB
GLSL
192 lines
5.6 KiB
GLSL
// Copyright 2016 Activision Publishing, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining
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// a copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the Software
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// is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#[compute]
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#version 450
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#VERSION_DEFINES
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#define BLOCK_SIZE 8
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layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
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layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
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layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
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layout(push_constant, binding = 1, std430) uniform Params {
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uint face_size;
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}
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params;
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#define M_PI 3.14159265359
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void get_dir_0(out vec3 dir, in float u, in float v) {
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dir[0] = 1.0;
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dir[1] = v;
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dir[2] = -u;
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}
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void get_dir_1(out vec3 dir, in float u, in float v) {
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dir[0] = -1.0;
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dir[1] = v;
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dir[2] = u;
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}
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void get_dir_2(out vec3 dir, in float u, in float v) {
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dir[0] = u;
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dir[1] = 1.0;
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dir[2] = -v;
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}
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void get_dir_3(out vec3 dir, in float u, in float v) {
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dir[0] = u;
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dir[1] = -1.0;
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dir[2] = v;
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}
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void get_dir_4(out vec3 dir, in float u, in float v) {
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dir[0] = u;
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dir[1] = v;
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dir[2] = 1.0;
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}
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void get_dir_5(out vec3 dir, in float u, in float v) {
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dir[0] = -u;
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dir[1] = v;
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dir[2] = -1.0;
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}
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float calcWeight(float u, float v) {
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float val = u * u + v * v + 1.0;
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return val * sqrt(val);
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}
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void main() {
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uvec3 id = gl_GlobalInvocationID;
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uint face_size = params.face_size;
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if (id.x < face_size && id.y < face_size) {
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float inv_face_size = 1.0 / float(face_size);
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float u0 = (float(id.x) * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0;
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float u1 = (float(id.x) * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0;
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float v0 = (float(id.y) * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0;
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float v1 = (float(id.y) * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0;
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float weights[4];
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weights[0] = calcWeight(u0, v0);
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weights[1] = calcWeight(u1, v0);
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weights[2] = calcWeight(u0, v1);
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weights[3] = calcWeight(u1, v1);
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const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]);
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for (int i = 0; i < 4; i++) {
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weights[i] = weights[i] * wsum + .125;
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}
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vec3 dir;
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vec4 color;
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switch (id.z) {
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case 0:
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get_dir_0(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_0(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_0(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_0(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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case 1:
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get_dir_1(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_1(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_1(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_1(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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case 2:
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get_dir_2(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_2(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_2(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_2(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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case 3:
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get_dir_3(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_3(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_3(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_3(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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case 4:
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get_dir_4(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_4(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_4(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_4(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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default:
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get_dir_5(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_5(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_5(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_5(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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}
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imageStore(dest_cubemap, ivec3(id), color);
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}
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}
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