154 lines
5.7 KiB
GLSL
154 lines
5.7 KiB
GLSL
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Copyright (c) 2016, Intel Corporation
|
|
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
|
|
// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
|
|
// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
|
|
// permit persons to whom the Software is furnished to do so, subject to the following conditions:
|
|
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
|
|
// the Software.
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
|
|
// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
|
// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
// SOFTWARE.
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// File changes (yyyy-mm-dd)
|
|
// 2016-09-07: filip.strugar@intel.com: first commit
|
|
// 2020-12-05: clayjohn: convert to Vulkan and Godot
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#[compute]
|
|
|
|
#version 450
|
|
|
|
VERSION_DEFINES
|
|
|
|
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
|
|
|
layout(set = 0, binding = 0) uniform sampler2D source_ssao;
|
|
|
|
layout(rg8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
|
|
|
|
layout(push_constant, binding = 1, std430) uniform Params {
|
|
float edge_sharpness;
|
|
float pad;
|
|
vec2 half_screen_pixel_size;
|
|
}
|
|
params;
|
|
|
|
vec4 unpack_edges(float p_packed_val) {
|
|
uint packed_val = uint(p_packed_val * 255.5);
|
|
vec4 edgesLRTB;
|
|
edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
|
|
edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
|
|
edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
|
|
edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
|
|
|
|
return clamp(edgesLRTB + params.edge_sharpness, 0.0, 1.0);
|
|
}
|
|
|
|
void add_sample(float p_ssao_value, float p_edge_value, inout float r_sum, inout float r_sum_weight) {
|
|
float weight = p_edge_value;
|
|
|
|
r_sum += (weight * p_ssao_value);
|
|
r_sum_weight += weight;
|
|
}
|
|
|
|
#ifdef MODE_WIDE
|
|
vec2 sample_blurred_wide(vec2 p_coord) {
|
|
vec2 vC = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, 0)).xy;
|
|
vec2 vL = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(-2, 0)).xy;
|
|
vec2 vT = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, -2)).xy;
|
|
vec2 vR = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(2, 0)).xy;
|
|
vec2 vB = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, 2)).xy;
|
|
|
|
float packed_edges = vC.y;
|
|
vec4 edgesLRTB = unpack_edges(packed_edges);
|
|
edgesLRTB.x *= unpack_edges(vL.y).y;
|
|
edgesLRTB.z *= unpack_edges(vT.y).w;
|
|
edgesLRTB.y *= unpack_edges(vR.y).x;
|
|
edgesLRTB.w *= unpack_edges(vB.y).z;
|
|
|
|
float ssao_value = vC.x;
|
|
float ssao_valueL = vL.x;
|
|
float ssao_valueT = vT.x;
|
|
float ssao_valueR = vR.x;
|
|
float ssao_valueB = vB.x;
|
|
|
|
float sum_weight = 0.8f;
|
|
float sum = ssao_value * sum_weight;
|
|
|
|
add_sample(ssao_valueL, edgesLRTB.x, sum, sum_weight);
|
|
add_sample(ssao_valueR, edgesLRTB.y, sum, sum_weight);
|
|
add_sample(ssao_valueT, edgesLRTB.z, sum, sum_weight);
|
|
add_sample(ssao_valueB, edgesLRTB.w, sum, sum_weight);
|
|
|
|
float ssao_avg = sum / sum_weight;
|
|
|
|
ssao_value = ssao_avg;
|
|
|
|
return vec2(ssao_value, packed_edges);
|
|
}
|
|
#endif
|
|
|
|
#ifdef MODE_SMART
|
|
vec2 sample_blurred(vec3 p_pos, vec2 p_coord) {
|
|
float packed_edges = texelFetch(source_ssao, ivec2(p_pos.xy), 0).y;
|
|
vec4 edgesLRTB = unpack_edges(packed_edges);
|
|
|
|
vec4 valuesUL = textureGather(source_ssao, vec2(p_coord - params.half_screen_pixel_size * 0.5));
|
|
vec4 valuesBR = textureGather(source_ssao, vec2(p_coord + params.half_screen_pixel_size * 0.5));
|
|
|
|
float ssao_value = valuesUL.y;
|
|
float ssao_valueL = valuesUL.x;
|
|
float ssao_valueT = valuesUL.z;
|
|
float ssao_valueR = valuesBR.z;
|
|
float ssao_valueB = valuesBR.x;
|
|
|
|
float sum_weight = 0.5;
|
|
float sum = ssao_value * sum_weight;
|
|
|
|
add_sample(ssao_valueL, edgesLRTB.x, sum, sum_weight);
|
|
add_sample(ssao_valueR, edgesLRTB.y, sum, sum_weight);
|
|
|
|
add_sample(ssao_valueT, edgesLRTB.z, sum, sum_weight);
|
|
add_sample(ssao_valueB, edgesLRTB.w, sum, sum_weight);
|
|
|
|
float ssao_avg = sum / sum_weight;
|
|
|
|
ssao_value = ssao_avg;
|
|
|
|
return vec2(ssao_value, packed_edges);
|
|
}
|
|
#endif
|
|
|
|
void main() {
|
|
// Pixel being shaded
|
|
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
|
|
|
|
#ifdef MODE_NON_SMART
|
|
|
|
vec2 halfPixel = params.half_screen_pixel_size * 0.5f;
|
|
|
|
vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
|
|
|
|
vec2 centre = textureLod(source_ssao, vec2(uv), 0.0).xy;
|
|
|
|
vec4 vals;
|
|
vals.x = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x * 3, -halfPixel.y)), 0.0).x;
|
|
vals.y = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x, -halfPixel.y * 3)), 0.0).x;
|
|
vals.z = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x, +halfPixel.y * 3)), 0.0).x;
|
|
vals.w = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x * 3, +halfPixel.y)), 0.0).x;
|
|
|
|
vec2 sampled = vec2(dot(vals, vec4(0.2)) + centre.x * 0.2, centre.y);
|
|
|
|
#else
|
|
#ifdef MODE_SMART
|
|
vec2 sampled = sample_blurred(vec3(gl_GlobalInvocationID), (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
|
|
#else // MODE_WIDE
|
|
vec2 sampled = sample_blurred_wide((vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
|
|
#endif
|
|
|
|
#endif
|
|
imageStore(dest_image, ivec2(ssC), vec4(sampled, 0.0, 0.0));
|
|
}
|