d81911490b
Simplifies it and improves performance. Improves image barrier handling per mipmap on RenderingDeviceVulkan
220 lines
6.7 KiB
GLSL
220 lines
6.7 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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#define FLAG_HORIZONTAL (1 << 0)
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#define FLAG_USE_BLUR_SECTION (1 << 1)
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#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
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#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
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#define FLAG_GLOW_FIRST_PASS (1 << 4)
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#define FLAG_FLIP_Y (1 << 5)
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#define FLAG_FORCE_LUMINANCE (1 << 6)
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#define FLAG_COPY_ALL_SOURCE (1 << 7)
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layout(push_constant, binding = 1, std430) uniform Params {
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ivec4 section;
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ivec2 target;
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uint flags;
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uint pad;
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// Glow.
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float glow_strength;
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float glow_bloom;
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float glow_hdr_threshold;
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float glow_hdr_scale;
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float glow_exposure;
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float glow_white;
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float glow_luminance_cap;
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float glow_auto_exposure_grey;
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// DOF.
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float camera_z_far;
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float camera_z_near;
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uvec2 pad2;
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}
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params;
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layout(set = 0, binding = 0) uniform sampler2D source_color;
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#ifdef GLOW_USE_AUTO_EXPOSURE
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layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
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#endif
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#if defined(MODE_LINEARIZE_DEPTH_COPY) || defined(MODE_SIMPLE_COPY_DEPTH)
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layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
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#elif defined(DST_IMAGE_8BIT)
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layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
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#else
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layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
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#endif
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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(greaterThan(pos, params.section.zw))) { //too large, do nothing
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return;
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}
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#ifdef MODE_MIPMAP
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ivec2 base_pos = (pos + params.section.xy) << 1;
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vec4 color = texelFetch(source_color, base_pos, 0);
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color += texelFetch(source_color, base_pos + ivec2(0, 1), 0);
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color += texelFetch(source_color, base_pos + ivec2(1, 0), 0);
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color += texelFetch(source_color, base_pos + ivec2(1, 1), 0);
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color /= 4.0;
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imageStore(dest_buffer, pos + params.target, color);
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#endif
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#ifdef MODE_GAUSSIAN_BLUR
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//Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
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if (bool(params.flags & FLAG_HORIZONTAL)) {
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ivec2 base_pos = (pos + params.section.xy) << 1;
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vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.214607;
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color += texelFetch(source_color, base_pos + ivec2(1, 0), 0) * 0.189879;
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color += texelFetch(source_color, base_pos + ivec2(2, 0), 0) * 0.131514;
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color += texelFetch(source_color, base_pos + ivec2(3, 0), 0) * 0.071303;
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color += texelFetch(source_color, base_pos + ivec2(-1, 0), 0) * 0.189879;
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color += texelFetch(source_color, base_pos + ivec2(-2, 0), 0) * 0.131514;
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color += texelFetch(source_color, base_pos + ivec2(-3, 0), 0) * 0.071303;
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imageStore(dest_buffer, pos + params.target, color);
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} else {
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ivec2 base_pos = (pos + params.section.xy);
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vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.38774;
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color += texelFetch(source_color, base_pos + ivec2(0, 1), 0) * 0.24477;
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color += texelFetch(source_color, base_pos + ivec2(0, 2), 0) * 0.06136;
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color += texelFetch(source_color, base_pos + ivec2(0, -1), 0) * 0.24477;
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color += texelFetch(source_color, base_pos + ivec2(0, -2), 0) * 0.06136;
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imageStore(dest_buffer, pos + params.target, color);
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}
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#endif
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#ifdef MODE_GAUSSIAN_GLOW
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//Glow uses larger sigma 1 for a more rounded blur effect
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#define GLOW_ADD(m_ofs, m_mult) \
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{ \
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ivec2 ofs = base_pos + m_ofs; \
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if (all(greaterThanEqual(ofs, section_begin)) && all(lessThan(ofs, section_end))) { \
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color += texelFetch(source_color, ofs, 0) * m_mult; \
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} \
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}
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vec4 color = vec4(0.0);
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if (bool(params.flags & FLAG_HORIZONTAL)) {
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ivec2 base_pos = (pos + params.section.xy) << 1;
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ivec2 section_begin = params.section.xy << 1;
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ivec2 section_end = section_begin + (params.section.zw << 1);
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GLOW_ADD(ivec2(0, 0), 0.174938);
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GLOW_ADD(ivec2(1, 0), 0.165569);
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GLOW_ADD(ivec2(2, 0), 0.140367);
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GLOW_ADD(ivec2(3, 0), 0.106595);
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GLOW_ADD(ivec2(-1, 0), 0.165569);
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GLOW_ADD(ivec2(-2, 0), 0.140367);
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GLOW_ADD(ivec2(-3, 0), 0.106595);
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color *= params.glow_strength;
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} else {
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ivec2 base_pos = pos + params.section.xy;
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ivec2 section_begin = params.section.xy;
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ivec2 section_end = section_begin + params.section.zw;
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GLOW_ADD(ivec2(0, 0), 0.288713);
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GLOW_ADD(ivec2(0, 1), 0.233062);
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GLOW_ADD(ivec2(0, 2), 0.122581);
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GLOW_ADD(ivec2(0, -1), 0.233062);
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GLOW_ADD(ivec2(0, -2), 0.122581);
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color *= params.glow_strength;
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}
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#undef GLOW_ADD
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if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
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#ifdef GLOW_USE_AUTO_EXPOSURE
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color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_grey;
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#endif
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color *= params.glow_exposure;
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float luminance = max(color.r, max(color.g, color.b));
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float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom);
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color = min(color * feedback, vec4(params.glow_luminance_cap));
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}
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imageStore(dest_buffer, pos + params.target, color);
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#endif
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#ifdef MODE_SIMPLE_COPY
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vec4 color;
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if (bool(params.flags & FLAG_COPY_ALL_SOURCE)) {
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vec2 uv = vec2(pos) / vec2(params.section.zw);
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if (bool(params.flags & FLAG_FLIP_Y)) {
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uv.y = 1.0 - uv.y;
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}
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color = textureLod(source_color, uv, 0.0);
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if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
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color.rgb = vec3(max(max(color.r, color.g), color.b));
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}
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imageStore(dest_buffer, pos + params.target, color);
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} else {
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color = texelFetch(source_color, pos + params.section.xy, 0);
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if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
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color.rgb = vec3(max(max(color.r, color.g), color.b));
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}
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if (bool(params.flags & FLAG_FLIP_Y)) {
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pos.y = params.section.w - pos.y - 1;
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}
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imageStore(dest_buffer, pos + params.target, color);
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}
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#endif
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#ifdef MODE_SIMPLE_COPY_DEPTH
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vec4 color = texelFetch(source_color, pos + params.section.xy, 0);
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if (bool(params.flags & FLAG_FLIP_Y)) {
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pos.y = params.section.w - pos.y - 1;
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}
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imageStore(dest_buffer, pos + params.target, vec4(color.r));
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#endif
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#ifdef MODE_LINEARIZE_DEPTH_COPY
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float depth = texelFetch(source_color, pos + params.section.xy, 0).r;
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depth = depth * 2.0 - 1.0;
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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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vec4 color = vec4(depth / params.camera_z_far);
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if (bool(params.flags & FLAG_FLIP_Y)) {
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pos.y = params.section.w - pos.y - 1;
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}
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imageStore(dest_buffer, pos + params.target, color);
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#endif
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}
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