0e366dc7ac
* Was broken at some point long time ago, this restores it.
90 lines
2.6 KiB
GLSL
90 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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layout(set = 0, binding = 0) uniform sampler2D source_ssr;
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layout(set = 1, binding = 0) uniform sampler2D source_depth;
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layout(set = 1, binding = 1) uniform sampler2D source_normal;
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layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly image2D dest_ssr;
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layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_depth;
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layout(rgba8, set = 3, binding = 1) uniform restrict writeonly image2D dest_normal;
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layout(push_constant, binding = 1, std430) uniform Params {
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ivec2 screen_size;
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float camera_z_near;
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float camera_z_far;
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bool orthogonal;
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bool filtered;
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uint pad[2];
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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 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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//do not filter, SSR will generate arctifacts if this is done
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float divisor = 0.0;
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vec4 color;
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float depth;
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vec4 normal;
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if (params.filtered) {
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color = vec4(0.0);
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depth = 0.0;
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normal = vec4(0.0);
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for (int i = 0; i < 4; i++) {
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ivec2 ofs = ssC << 1;
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if (bool(i & 1)) {
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ofs.x += 1;
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}
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if (bool(i & 2)) {
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ofs.y += 1;
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}
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color += texelFetch(source_ssr, ofs, 0);
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float d = texelFetch(source_depth, ofs, 0).r;
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vec4 nr = texelFetch(source_normal, ofs, 0);
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normal.xyz += nr.xyz * 2.0 - 1.0;
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normal.w += nr.w;
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d = d * 2.0 - 1.0;
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if (params.orthogonal) {
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d = ((d + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
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} else {
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d = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - d * (params.camera_z_far - params.camera_z_near));
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}
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depth += -d;
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}
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color /= 4.0;
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depth /= 4.0;
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normal.xyz = normalize(normal.xyz / 4.0) * 0.5 + 0.5;
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normal.w /= 4.0;
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} else {
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color = texelFetch(source_ssr, ssC << 1, 0);
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depth = texelFetch(source_depth, ssC << 1, 0).r;
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normal = texelFetch(source_normal, ssC << 1, 0);
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depth = depth * 2.0 - 1.0;
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if (params.orthogonal) {
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depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
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} else {
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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));
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}
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depth = -depth;
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}
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imageStore(dest_ssr, ssC, color);
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imageStore(dest_depth, ssC, vec4(depth));
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imageStore(dest_normal, ssC, normal);
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}
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