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().
143 lines
4.1 KiB
GLSL
143 lines
4.1 KiB
GLSL
#[compute]
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#version 450
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#VERSION_DEFINES
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#define GROUP_SIZE 8
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layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in;
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layout(set = 0, binding = 0) uniform samplerCube source_cube;
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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_id;
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uint sample_count;
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float roughness;
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bool use_direct_write;
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float face_size;
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}
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params;
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#define M_PI 3.14159265359
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vec3 texelCoordToVec(vec2 uv, uint faceID) {
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mat3 faceUvVectors[6];
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// -x
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faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
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faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
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faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face
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// +x
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faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z
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faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
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faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face
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// -y
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faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
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faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z
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faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face
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// +y
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faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
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faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z
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faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face
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// -z
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faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
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faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
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faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face
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// +z
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faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
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faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
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faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
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// out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
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vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
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return normalize(result);
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}
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vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
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float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
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// Compute distribution direction
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float Phi = 2.0 * M_PI * Xi.x;
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float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
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float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
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// Convert to spherical direction
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vec3 H;
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H.x = SinTheta * cos(Phi);
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H.y = SinTheta * sin(Phi);
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H.z = CosTheta;
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vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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vec3 TangentX = normalize(cross(UpVector, N));
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vec3 TangentY = cross(N, TangentX);
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// Tangent to world space
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return TangentX * H.x + TangentY * H.y + N * H.z;
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}
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// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
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float GGX(float NdotV, float a) {
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float k = a / 2.0;
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return NdotV / (NdotV * (1.0 - k) + k);
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}
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// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
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float G_Smith(float a, float nDotV, float nDotL) {
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return GGX(nDotL, a * a) * GGX(nDotV, a * a);
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}
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float radicalInverse_VdC(uint bits) {
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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vec2 Hammersley(uint i, uint N) {
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return vec2(float(i) / float(N), radicalInverse_VdC(i));
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}
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void main() {
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uvec3 id = gl_GlobalInvocationID;
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id.z += params.face_id;
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vec2 uv = ((vec2(id.xy) * 2.0 + 1.0) / (params.face_size) - 1.0);
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vec3 N = texelCoordToVec(uv, id.z);
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//vec4 color = color_interp;
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if (params.use_direct_write) {
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imageStore(dest_cubemap, ivec3(id), vec4(texture(source_cube, N).rgb, 1.0));
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} else {
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vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
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for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
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vec2 xi = Hammersley(sampleNum, params.sample_count);
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vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
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vec3 V = N;
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vec3 L = (2.0 * dot(V, H) * H - V);
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float ndotl = clamp(dot(N, L), 0.0, 1.0);
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if (ndotl > 0.0) {
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sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
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sum.a += ndotl;
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}
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}
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sum /= sum.a;
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imageStore(dest_cubemap, ivec3(id), vec4(sum.rgb, 1.0));
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}
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}
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