5944eb6e7f
Also implemented decal atlas, so projectors and other stuff can be added. Sidenote: Had to make RID hashable, so some unrelated includes changed in order to include it in hashfuncs.h
220 lines
6.7 KiB
GLSL
220 lines
6.7 KiB
GLSL
/* clang-format off */
|
|
[compute]
|
|
|
|
#version 450
|
|
|
|
VERSION_DEFINES
|
|
|
|
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
|
/* clang-format on */
|
|
|
|
#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)
|
|
|
|
layout(push_constant, binding = 1, 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_grey;
|
|
// DOF.
|
|
float camera_z_far;
|
|
float camera_z_near;
|
|
uint pad2[2];
|
|
}
|
|
params;
|
|
|
|
layout(set = 0, binding = 0) uniform sampler2D source_color;
|
|
|
|
#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
|
|
|
|
void main() {
|
|
|
|
// Pixel being shaded
|
|
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
|
|
if (any(greaterThan(pos, params.section.zw))) { //too large, do nothing
|
|
return;
|
|
}
|
|
|
|
#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;
|
|
|
|
imageStore(dest_buffer, pos + params.target, color);
|
|
#endif
|
|
|
|
#ifdef MODE_GAUSSIAN_BLUR
|
|
|
|
//Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
|
|
|
|
if (bool(params.flags & FLAG_HORIZONTAL)) {
|
|
|
|
ivec2 base_pos = (pos + params.section.xy) << 1;
|
|
vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.214607;
|
|
color += texelFetch(source_color, base_pos + ivec2(1, 0), 0) * 0.189879;
|
|
color += texelFetch(source_color, base_pos + ivec2(2, 0), 0) * 0.131514;
|
|
color += texelFetch(source_color, base_pos + ivec2(3, 0), 0) * 0.071303;
|
|
color += texelFetch(source_color, base_pos + ivec2(-1, 0), 0) * 0.189879;
|
|
color += texelFetch(source_color, base_pos + ivec2(-2, 0), 0) * 0.131514;
|
|
color += texelFetch(source_color, base_pos + ivec2(-3, 0), 0) * 0.071303;
|
|
imageStore(dest_buffer, pos + params.target, color);
|
|
} else {
|
|
|
|
ivec2 base_pos = (pos + params.section.xy);
|
|
vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.38774;
|
|
color += texelFetch(source_color, base_pos + ivec2(0, 1), 0) * 0.24477;
|
|
color += texelFetch(source_color, base_pos + ivec2(0, 2), 0) * 0.06136;
|
|
color += texelFetch(source_color, base_pos + ivec2(0, -1), 0) * 0.24477;
|
|
color += texelFetch(source_color, base_pos + ivec2(0, -2), 0) * 0.06136;
|
|
imageStore(dest_buffer, pos + params.target, color);
|
|
}
|
|
#endif
|
|
|
|
#ifdef MODE_GAUSSIAN_GLOW
|
|
|
|
//Glow uses larger sigma 1 for a more rounded blur effect
|
|
|
|
#define GLOW_ADD(m_ofs, m_mult) \
|
|
{ \
|
|
ivec2 ofs = base_pos + m_ofs; \
|
|
if (all(greaterThanEqual(ofs, section_begin)) && all(lessThan(ofs, section_end))) { \
|
|
color += texelFetch(source_color, ofs, 0) * m_mult; \
|
|
} \
|
|
}
|
|
|
|
vec4 color = vec4(0.0);
|
|
|
|
if (bool(params.flags & FLAG_HORIZONTAL)) {
|
|
|
|
ivec2 base_pos = (pos + params.section.xy) << 1;
|
|
ivec2 section_begin = params.section.xy << 1;
|
|
ivec2 section_end = section_begin + (params.section.zw << 1);
|
|
|
|
GLOW_ADD(ivec2(0, 0), 0.174938);
|
|
GLOW_ADD(ivec2(1, 0), 0.165569);
|
|
GLOW_ADD(ivec2(2, 0), 0.140367);
|
|
GLOW_ADD(ivec2(3, 0), 0.106595);
|
|
GLOW_ADD(ivec2(-1, 0), 0.165569);
|
|
GLOW_ADD(ivec2(-2, 0), 0.140367);
|
|
GLOW_ADD(ivec2(-3, 0), 0.106595);
|
|
color *= params.glow_strength;
|
|
} else {
|
|
|
|
ivec2 base_pos = pos + params.section.xy;
|
|
ivec2 section_begin = params.section.xy;
|
|
ivec2 section_end = section_begin + params.section.zw;
|
|
|
|
GLOW_ADD(ivec2(0, 0), 0.288713);
|
|
GLOW_ADD(ivec2(0, 1), 0.233062);
|
|
GLOW_ADD(ivec2(0, 2), 0.122581);
|
|
GLOW_ADD(ivec2(0, -1), 0.233062);
|
|
GLOW_ADD(ivec2(0, -2), 0.122581);
|
|
color *= params.glow_strength;
|
|
}
|
|
|
|
#undef GLOW_ADD
|
|
|
|
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_grey;
|
|
#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));
|
|
}
|
|
|
|
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);
|
|
|
|
if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
|
|
color.rgb = vec3(max(max(color.r, color.g), color.b));
|
|
}
|
|
imageStore(dest_buffer, pos + params.target, color);
|
|
|
|
} else {
|
|
color = texelFetch(source_color, pos + params.section.xy, 0);
|
|
|
|
if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
|
|
color.rgb = vec3(max(max(color.r, color.g), color.b));
|
|
}
|
|
|
|
if (bool(params.flags & FLAG_FLIP_Y)) {
|
|
pos.y = params.section.w - pos.y - 1;
|
|
}
|
|
|
|
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
|
|
}
|