69 lines
1.9 KiB
GLSL
69 lines
1.9 KiB
GLSL
#[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 samplerCube source_cube;
|
|
|
|
layout(push_constant, binding = 1, std430) uniform Params {
|
|
ivec2 screen_size;
|
|
ivec2 offset;
|
|
float bias;
|
|
float z_far;
|
|
float z_near;
|
|
bool z_flip;
|
|
}
|
|
params;
|
|
|
|
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D depth_buffer;
|
|
|
|
void main() {
|
|
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
|
|
if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
|
|
return;
|
|
}
|
|
|
|
vec2 pixel_size = 1.0 / vec2(params.screen_size);
|
|
vec2 uv = (vec2(pos) + 0.5) * pixel_size;
|
|
|
|
vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
|
|
|
|
normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
|
|
normal = normalize(normal);
|
|
|
|
normal.y = -normal.y; //needs to be flipped to match projection matrix
|
|
if (!params.z_flip) {
|
|
normal.z = -normal.z;
|
|
}
|
|
|
|
float depth = texture(source_cube, normal).r;
|
|
|
|
// absolute values for direction cosines, bigger value equals closer to basis axis
|
|
vec3 unorm = abs(normal);
|
|
|
|
if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
|
|
// x code
|
|
unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
|
|
} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
|
|
// y code
|
|
unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
|
|
} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
|
|
// z code
|
|
unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
|
|
} else {
|
|
// oh-no we messed up code
|
|
// has to be
|
|
unorm = vec3(1.0, 0.0, 0.0);
|
|
}
|
|
|
|
float depth_fix = 1.0 / dot(normal, unorm);
|
|
|
|
depth = 2.0 * depth - 1.0;
|
|
float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
|
|
depth = (linear_depth * depth_fix) / params.z_far;
|
|
|
|
imageStore(depth_buffer, pos + params.offset, vec4(depth));
|
|
}
|