1bea8e1eac
-Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
157 lines
4.9 KiB
GLSL
157 lines
4.9 KiB
GLSL
/* clang-format off */
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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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/* clang-format on */
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layout(set = 0, binding = 0) uniform sampler2D source_ssao;
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layout(set = 1, binding = 0) uniform sampler2D source_depth;
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#ifdef MODE_UPSCALE
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layout(set = 2, binding = 0) uniform sampler2D source_depth_mipmaps;
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#endif
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layout(r8, set = 3, binding = 0) uniform restrict writeonly image2D dest_image;
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Tunable Parameters:
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layout(push_constant, binding = 1, std430) uniform Params {
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float edge_sharpness; /** Increase to make depth edges crisper. Decrease to reduce flicker. */
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int filter_scale;
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float z_far;
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float z_near;
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bool orthogonal;
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uint pad0;
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uint pad1;
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uint pad2;
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ivec2 axis; /** (1, 0) or (0, 1) */
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ivec2 screen_size;
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}
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params;
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/** Filter radius in pixels. This will be multiplied by SCALE. */
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#define R (4)
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Gaussian coefficients
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const float gaussian[R + 1] =
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//float[](0.356642, 0.239400, 0.072410, 0.009869);
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//float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0
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float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
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//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
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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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if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
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return;
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}
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#ifdef MODE_UPSCALE
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//closest one should be the same pixel, but check nearby just in case
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float depth = texelFetch(source_depth, ssC, 0).r;
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depth = depth * 2.0 - 1.0;
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if (params.orthogonal) {
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depth = ((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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} else {
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depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
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}
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vec2 pixel_size = 1.0 / vec2(params.screen_size);
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vec2 closest_uv = vec2(ssC) * pixel_size + pixel_size * 0.5;
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vec2 from_uv = closest_uv;
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vec2 ps2 = pixel_size; // * 2.0;
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float closest_depth = abs(textureLod(source_depth_mipmaps, closest_uv, 0.0).r - depth);
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vec2 offsets[4] = vec2[](vec2(ps2.x, 0), vec2(-ps2.x, 0), vec2(0, ps2.y), vec2(0, -ps2.y));
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for (int i = 0; i < 4; i++) {
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vec2 neighbour = from_uv + offsets[i];
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float neighbour_depth = abs(textureLod(source_depth_mipmaps, neighbour, 0.0).r - depth);
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if (neighbour_depth < closest_depth) {
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closest_uv = neighbour;
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closest_depth = neighbour_depth;
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}
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}
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float visibility = textureLod(source_ssao, closest_uv, 0.0).r;
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imageStore(dest_image, ssC, vec4(visibility));
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#else
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float depth = texelFetch(source_depth, ssC, 0).r;
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#ifdef MODE_FULL_SIZE
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depth = depth * 2.0 - 1.0;
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if (params.orthogonal) {
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depth = ((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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} else {
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depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
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}
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#endif
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float depth_divide = 1.0 / params.z_far;
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//depth *= depth_divide;
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/*
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if (depth > params.z_far * 0.999) {
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discard; //skybox
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}
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*/
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float sum = texelFetch(source_ssao, ssC, 0).r;
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// Base weight for depth falloff. Increase this for more blurriness,
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// decrease it for better edge discrimination
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float BASE = gaussian[0];
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float totalWeight = BASE;
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sum *= totalWeight;
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ivec2 clamp_limit = params.screen_size - ivec2(1);
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for (int r = -R; r <= R; ++r) {
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// We already handled the zero case above. This loop should be unrolled and the static branch optimized out,
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// so the IF statement has no runtime cost
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if (r != 0) {
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ivec2 ppos = ssC + params.axis * (r * params.filter_scale);
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float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r;
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ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit);
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float temp_depth = texelFetch(source_depth, rpos, 0).r;
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#ifdef MODE_FULL_SIZE
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temp_depth = temp_depth * 2.0 - 1.0;
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if (params.orthogonal) {
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temp_depth = ((temp_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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} else {
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temp_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - temp_depth * (params.z_far - params.z_near));
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}
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//temp_depth *= depth_divide;
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#endif
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// spatial domain: offset gaussian tap
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float weight = 0.3 + gaussian[abs(r)];
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//weight *= max(0.0, dot(temp_normal, normal));
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// range domain (the "bilateral" weight). As depth difference increases, decrease weight.
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weight *= max(0.0, 1.0 - params.edge_sharpness * abs(temp_depth - depth));
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sum += value * weight;
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totalWeight += weight;
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}
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}
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const float epsilon = 0.0001;
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float visibility = sum / (totalWeight + epsilon);
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imageStore(dest_image, ssC, vec4(visibility));
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#endif
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}
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