virtualx-engine/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00

48 lines
1.2 KiB
GLSL

/* clang-format off */
[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
/* clang-format on */
layout(push_constant, binding = 1, std430) uniform Params {
vec2 pixel_size;
float z_far;
float z_near;
ivec2 source_size;
bool orthogonal;
uint pad;
}
params;
#ifdef MINIFY_START
layout(set = 0, binding = 0) uniform sampler2D source_texture;
#else
layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_image;
#endif
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
void main() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos, params.source_size >> 1))) { //too large, do nothing
return;
}
#ifdef MINIFY_START
float depth = texelFetch(source_texture, pos << 1, 0).r * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
}
#else
float depth = imageLoad(source_image, pos << 1).r;
#endif
imageStore(dest_image, pos, vec4(depth));
}