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().
127 lines
4.9 KiB
GLSL
127 lines
4.9 KiB
GLSL
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright (c) 2016, Intel Corporation
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// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
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// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
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// permit persons to whom the Software is furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
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// the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE WARRANTIES OF MERCHANTABILITY, 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 LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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// TORT OR OTHERWISE, ARISING FROM, 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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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// File changes (yyyy-mm-dd)
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// 2016-09-07: filip.strugar@intel.com: first commit
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// 2020-12-05: clayjohn: convert to Vulkan and Godot
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#[compute]
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#version 450
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#VERSION_DEFINES
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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#ifdef GENERATE_MAP
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layout(set = 0, binding = 0) uniform sampler2DArray source_ssao;
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#else
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layout(set = 0, binding = 0) uniform sampler2D source_importance;
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#endif
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layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
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#ifdef PROCESS_MAPB
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layout(set = 2, binding = 0, std430) buffer Counter {
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uint sum;
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}
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counter;
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#endif
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layout(push_constant, binding = 1, std430) uniform Params {
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vec2 half_screen_pixel_size;
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float intensity;
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float power;
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}
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params;
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void main() {
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// Pixel being shaded
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ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
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#ifdef GENERATE_MAP
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// importance map stuff
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uvec2 base_position = ssC * 2;
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vec2 base_uv = (vec2(base_position) + vec2(0.5f, 0.5f)) * params.half_screen_pixel_size;
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float avg = 0.0;
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float minV = 1.0;
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float maxV = 0.0;
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for (int i = 0; i < 4; i++) {
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vec4 vals = textureGather(source_ssao, vec3(base_uv, i));
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// apply the same modifications that would have been applied in the main shader
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vals = params.intensity * vals;
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vals = 1 - vals;
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vals = pow(clamp(vals, 0.0, 1.0), vec4(params.power));
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avg += dot(vec4(vals.x, vals.y, vals.z, vals.w), vec4(1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0));
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maxV = max(maxV, max(max(vals.x, vals.y), max(vals.z, vals.w)));
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minV = min(minV, min(min(vals.x, vals.y), min(vals.z, vals.w)));
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}
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float min_max_diff = maxV - minV;
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imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.8)));
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#endif
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#ifdef PROCESS_MAPA
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vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
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float centre = textureLod(source_importance, uv, 0.0).x;
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vec2 half_pixel = params.half_screen_pixel_size;
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vec4 vals;
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vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, -half_pixel.y), 0.0).x;
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vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x, -half_pixel.y * 3), 0.0).x;
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vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, +half_pixel.y), 0.0).x;
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vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x, +half_pixel.y * 3), 0.0).x;
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float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
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imageStore(dest_image, ssC, vec4(avg));
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#endif
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#ifdef PROCESS_MAPB
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vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
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float centre = textureLod(source_importance, uv, 0.0).x;
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vec2 half_pixel = params.half_screen_pixel_size;
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vec4 vals;
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vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x, -half_pixel.y * 3), 0.0).x;
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vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, -half_pixel.y), 0.0).x;
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vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x, +half_pixel.y * 3), 0.0).x;
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vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, +half_pixel.y), 0.0).x;
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float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
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imageStore(dest_image, ssC, vec4(avg));
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// 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
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uint sum = uint(clamp(avg, 0.0, 1.0) * 255.0 + 0.5);
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// save every 9th to avoid InterlockedAdd congestion - since we're blurring, this is good enough; compensated by multiplying load_counter_avg_div by 9
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if (((ssC.x % 3) + (ssC.y % 3)) == 0) {
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atomicAdd(counter.sum, sum);
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}
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#endif
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}
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