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().
207 lines
9.1 KiB
GLSL
207 lines
9.1 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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layout(push_constant, binding = 1, std430) uniform Params {
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vec2 pixel_size;
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float z_far;
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float z_near;
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bool orthogonal;
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float radius_sq;
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uvec2 pad;
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}
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params;
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layout(set = 0, binding = 0) uniform sampler2D source_depth;
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layout(r16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_image0; //rename
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#ifdef GENERATE_MIPS
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layout(r16f, set = 2, binding = 0) uniform restrict writeonly image2DArray dest_image1;
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layout(r16f, set = 2, binding = 1) uniform restrict writeonly image2DArray dest_image2;
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layout(r16f, set = 2, binding = 2) uniform restrict writeonly image2DArray dest_image3;
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#endif
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vec4 screen_space_to_view_space_depth(vec4 p_depth) {
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if (params.orthogonal) {
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vec4 depth = p_depth * 2.0 - 1.0;
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return ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
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}
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float depth_linearize_mul = params.z_near;
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float depth_linearize_add = params.z_far;
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// Optimised version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar"
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// Set your depth_linearize_mul and depth_linearize_add to:
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// depth_linearize_mul = ( cameraClipFar * cameraClipNear) / ( cameraClipFar - cameraClipNear );
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// depth_linearize_add = cameraClipFar / ( cameraClipFar - cameraClipNear );
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return depth_linearize_mul / (depth_linearize_add - p_depth);
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}
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float screen_space_to_view_space_depth(float p_depth) {
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if (params.orthogonal) {
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float depth = p_depth * 2.0 - 1.0;
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return ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / (2.0 * params.z_far);
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}
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float depth_linearize_mul = params.z_near;
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float depth_linearize_add = params.z_far;
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return depth_linearize_mul / (depth_linearize_add - p_depth);
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}
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#ifdef GENERATE_MIPS
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shared float depth_buffer[4][8][8];
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float mip_smart_average(vec4 p_depths) {
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float closest = min(min(p_depths.x, p_depths.y), min(p_depths.z, p_depths.w));
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float fallof_sq = -1.0f / params.radius_sq;
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vec4 dists = p_depths - closest.xxxx;
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vec4 weights = clamp(dists * dists * fallof_sq + 1.0, 0.0, 1.0);
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return dot(weights, p_depths) / dot(weights, vec4(1.0, 1.0, 1.0, 1.0));
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}
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void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid) {
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p_samples = screen_space_to_view_space_depth(p_samples);
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depth_buffer[0][p_gtid.x][p_gtid.y] = p_samples.w;
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depth_buffer[1][p_gtid.x][p_gtid.y] = p_samples.z;
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depth_buffer[2][p_gtid.x][p_gtid.y] = p_samples.x;
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depth_buffer[3][p_gtid.x][p_gtid.y] = p_samples.y;
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imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 0), vec4(p_samples.w));
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imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 1), vec4(p_samples.z));
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imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 2), vec4(p_samples.x));
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imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 3), vec4(p_samples.y));
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uint depth_array_index = 2 * (p_gtid.y % 2) + (p_gtid.x % 2);
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uvec2 depth_array_offset = ivec2(p_gtid.x % 2, p_gtid.y % 2);
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ivec2 buffer_coord = ivec2(p_gtid) - ivec2(depth_array_offset);
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p_output_coord /= 2;
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groupMemoryBarrier();
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barrier();
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// if (still_alive) <-- all threads alive here
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{
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float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
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float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 1];
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float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 1][buffer_coord.y + 0];
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float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 1][buffer_coord.y + 1];
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float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
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imageStore(dest_image1, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
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depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg;
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}
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bool still_alive = p_gtid.x % 4 == depth_array_offset.x && p_gtid.y % 4 == depth_array_offset.y;
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p_output_coord /= 2;
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groupMemoryBarrier();
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barrier();
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if (still_alive) {
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float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
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float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 2];
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float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 2][buffer_coord.y + 0];
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float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 2][buffer_coord.y + 2];
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float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
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imageStore(dest_image2, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
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depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg;
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}
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still_alive = p_gtid.x % 8 == depth_array_offset.x && depth_array_offset.y % 8 == depth_array_offset.y;
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p_output_coord /= 2;
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groupMemoryBarrier();
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barrier();
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if (still_alive) {
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float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
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float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 4];
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float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 4][buffer_coord.y + 0];
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float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 4][buffer_coord.y + 4];
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float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
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imageStore(dest_image3, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
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}
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}
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#else
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#ifndef USE_HALF_BUFFERS
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void prepare_depths(vec4 p_samples, uvec2 p_tid) {
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p_samples = screen_space_to_view_space_depth(p_samples);
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imageStore(dest_image0, ivec3(p_tid, 0), vec4(p_samples.w));
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imageStore(dest_image0, ivec3(p_tid, 1), vec4(p_samples.z));
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imageStore(dest_image0, ivec3(p_tid, 2), vec4(p_samples.x));
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imageStore(dest_image0, ivec3(p_tid, 3), vec4(p_samples.y));
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}
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#endif
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#endif
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void main() {
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#ifdef USE_HALF_BUFFERS
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#ifdef USE_HALF_SIZE
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float sample_00 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 0, 4 * gl_GlobalInvocationID.y + 0), 0).x;
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float sample_11 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 2, 4 * gl_GlobalInvocationID.y + 2), 0).x;
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#else
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float sample_00 = texelFetch(source_depth, ivec2(2 * gl_GlobalInvocationID.x + 0, 2 * gl_GlobalInvocationID.y + 0), 0).x;
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float sample_11 = texelFetch(source_depth, ivec2(2 * gl_GlobalInvocationID.x + 1, 2 * gl_GlobalInvocationID.y + 1), 0).x;
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#endif
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sample_00 = screen_space_to_view_space_depth(sample_00);
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sample_11 = screen_space_to_view_space_depth(sample_11);
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imageStore(dest_image0, ivec3(gl_GlobalInvocationID.xy, 0), vec4(sample_00));
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imageStore(dest_image0, ivec3(gl_GlobalInvocationID.xy, 3), vec4(sample_11));
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#else //!USE_HALF_BUFFERS
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#ifdef USE_HALF_SIZE
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ivec2 depth_buffer_coord = 4 * ivec2(gl_GlobalInvocationID.xy);
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ivec2 output_coord = ivec2(gl_GlobalInvocationID);
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vec2 uv = (vec2(depth_buffer_coord) + 0.5f) * params.pixel_size;
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vec4 samples;
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samples.x = textureLodOffset(source_depth, uv, 0, ivec2(0, 2)).x;
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samples.y = textureLodOffset(source_depth, uv, 0, ivec2(2, 2)).x;
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samples.z = textureLodOffset(source_depth, uv, 0, ivec2(2, 0)).x;
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samples.w = textureLodOffset(source_depth, uv, 0, ivec2(0, 0)).x;
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#else
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ivec2 depth_buffer_coord = 2 * ivec2(gl_GlobalInvocationID.xy);
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ivec2 output_coord = ivec2(gl_GlobalInvocationID);
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vec2 uv = (vec2(depth_buffer_coord) + 0.5f) * params.pixel_size;
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vec4 samples = textureGather(source_depth, uv);
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#endif
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#ifdef GENERATE_MIPS
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prepare_depths_and_mips(samples, output_coord, gl_LocalInvocationID.xy);
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#else
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prepare_depths(samples, gl_GlobalInvocationID.xy);
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#endif
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#endif
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}
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