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().
115 lines
3.2 KiB
GLSL
115 lines
3.2 KiB
GLSL
#[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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const vec3 usage_gradient[33] = vec3[]( // 1 (none) + 32
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vec3(0.14, 0.17, 0.23),
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vec3(0.24, 0.44, 0.83),
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vec3(0.23, 0.57, 0.84),
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vec3(0.22, 0.71, 0.84),
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vec3(0.22, 0.85, 0.83),
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vec3(0.21, 0.85, 0.72),
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vec3(0.21, 0.85, 0.57),
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vec3(0.20, 0.85, 0.42),
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vec3(0.20, 0.85, 0.27),
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vec3(0.27, 0.86, 0.19),
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vec3(0.51, 0.85, 0.19),
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vec3(0.57, 0.86, 0.19),
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vec3(0.62, 0.85, 0.19),
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vec3(0.67, 0.86, 0.20),
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vec3(0.73, 0.85, 0.20),
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vec3(0.78, 0.85, 0.20),
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vec3(0.83, 0.85, 0.20),
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vec3(0.85, 0.82, 0.20),
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vec3(0.85, 0.76, 0.20),
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vec3(0.85, 0.81, 0.20),
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vec3(0.85, 0.65, 0.20),
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vec3(0.84, 0.60, 0.21),
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vec3(0.84, 0.56, 0.21),
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vec3(0.84, 0.51, 0.21),
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vec3(0.84, 0.46, 0.21),
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vec3(0.84, 0.41, 0.21),
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vec3(0.84, 0.36, 0.21),
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vec3(0.84, 0.31, 0.21),
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vec3(0.84, 0.27, 0.21),
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vec3(0.83, 0.22, 0.22),
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vec3(0.83, 0.22, 0.27),
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vec3(0.83, 0.22, 0.32),
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vec3(1.00, 0.63, 0.70));
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layout(push_constant, binding = 0, std430) uniform Params {
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uvec2 screen_size;
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uvec2 cluster_screen_size;
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uint cluster_shift;
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uint cluster_type;
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float z_near;
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float z_far;
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bool orthogonal;
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uint max_cluster_element_count_div_32;
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uint pad1;
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uint pad2;
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}
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params;
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layout(set = 0, binding = 1, std430) buffer restrict readonly ClusterData {
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uint data[];
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}
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cluster_data;
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layout(rgba16f, set = 0, binding = 2) uniform restrict writeonly image2D screen_buffer;
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layout(set = 0, binding = 3) uniform texture2D depth_buffer;
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layout(set = 0, binding = 4) uniform sampler depth_buffer_sampler;
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void main() {
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uvec2 screen_pos = gl_GlobalInvocationID.xy;
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if (any(greaterThanEqual(screen_pos, params.screen_size))) {
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return;
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}
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uvec2 cluster_pos = screen_pos >> params.cluster_shift;
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uint offset = cluster_pos.y * params.cluster_screen_size.x + cluster_pos.x;
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offset += params.cluster_screen_size.x * params.cluster_screen_size.y * params.cluster_type;
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offset *= (params.max_cluster_element_count_div_32 + 32);
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//depth buffers generally can't be accessed via image API
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float depth = texelFetch(sampler2D(depth_buffer, depth_buffer_sampler), ivec2(screen_pos), 0).r * 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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depth /= params.z_far;
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uint slice = uint(clamp(floor(depth * 32.0), 0.0, 31.0));
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uint slice_minmax = cluster_data.data[offset + params.max_cluster_element_count_div_32 + slice];
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uint item_min = slice_minmax & 0xFFFF;
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uint item_max = slice_minmax >> 16;
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uint item_count = 0;
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for (uint i = 0; i < params.max_cluster_element_count_div_32; i++) {
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uint slice_bits = cluster_data.data[offset + i];
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while (slice_bits != 0) {
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uint bit = findLSB(slice_bits);
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uint item = i * 32 + bit;
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if ((item >= item_min && item < item_max)) {
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item_count++;
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}
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slice_bits &= ~(1 << bit);
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}
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}
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item_count = min(item_count, 32);
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vec3 color = usage_gradient[item_count];
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color = mix(color * 1.2, color * 0.3, float(slice) / 31.0);
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imageStore(screen_buffer, ivec2(screen_pos), vec4(color, 1.0));
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}
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