110 lines
2.6 KiB
GLSL
110 lines
2.6 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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#ifdef MODE_RESOLVE_GI
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layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
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layout(set = 0, binding = 1) uniform sampler2DMS source_normal_roughness;
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layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_depth;
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layout(rgba8, set = 1, binding = 1) uniform restrict writeonly image2D dest_normal_roughness;
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#ifdef GIPROBE_RESOLVE
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layout(set = 2, binding = 0) uniform usampler2DMS source_giprobe;
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layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_giprobe;
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#endif
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#endif
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layout(push_constant, binding = 16, std430) uniform Params {
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ivec2 screen_size;
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int sample_count;
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uint pad;
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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 pos = ivec2(gl_GlobalInvocationID.xy);
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if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
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return;
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}
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#ifdef MODE_RESOLVE_GI
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float best_depth = 1e20;
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vec4 best_normal_roughness = vec4(0.0);
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#ifdef GIPROBE_RESOLVE
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uvec2 best_giprobe;
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#endif
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#if 0
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for(int i=0;i<params.sample_count;i++) {
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float depth = texelFetch(source_depth,pos,i).r;
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if (depth < best_depth) { //use the depth closest to camera
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best_depth = depth;
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best_normal_roughness = texelFetch(source_normal_roughness,pos,i);
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#ifdef GIPROBE_RESOLVE
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best_giprobe = texelFetch(source_giprobe,pos,i).rg;
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#endif
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}
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}
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#else
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float depths[16];
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int depth_indices[16];
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int depth_amount[16];
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int depth_count = 0;
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for (int i = 0; i < params.sample_count; i++) {
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float depth = texelFetch(source_depth, pos, i).r;
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int depth_index = -1;
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for (int j = 0; j < depth_count; j++) {
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if (abs(depths[j] - depth) < 0.000001) {
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depth_index = j;
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break;
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}
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}
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if (depth_index == -1) {
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depths[depth_count] = depth;
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depth_indices[depth_count] = i;
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depth_amount[depth_count] = 1;
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depth_count += 1;
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} else {
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depth_amount[depth_index] += 1;
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}
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}
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int depth_least = 0xFFFF;
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int best_index = 0;
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for (int j = 0; j < depth_count; j++) {
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if (depth_amount[j] < depth_least) {
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best_index = depth_indices[j];
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depth_least = depth_amount[j];
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}
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}
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best_depth = texelFetch(source_depth, pos, best_index).r;
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best_normal_roughness = texelFetch(source_normal_roughness, pos, best_index);
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#ifdef GIPROBE_RESOLVE
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best_giprobe = texelFetch(source_giprobe, pos, best_index).rg;
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#endif
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#endif
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imageStore(dest_depth, pos, vec4(best_depth));
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imageStore(dest_normal_roughness, pos, vec4(best_normal_roughness));
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#ifdef GIPROBE_RESOLVE
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imageStore(dest_giprobe, pos, uvec4(best_giprobe, 0, 0));
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#endif
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#endif
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}
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