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mirror of https://github.com/godotengine/godot.git synced 2025-11-13 13:31:48 +00:00

Merge pull request #37808 from reduz/port-effects-to-compute

Moved most of the effect code to compute.
This commit is contained in:
Juan Linietsky
2020-04-11 23:38:05 -03:00
committed by GitHub
15 changed files with 715 additions and 712 deletions

View File

@@ -5,14 +5,15 @@ Import("env")
if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("canvas.glsl")
env.RD_GLSL("canvas_occlusion.glsl")
env.RD_GLSL("blur.glsl")
env.RD_GLSL("copy.glsl")
env.RD_GLSL("copy_to_fb.glsl")
env.RD_GLSL("cubemap_roughness.glsl")
env.RD_GLSL("cubemap_downsampler.glsl")
env.RD_GLSL("cubemap_filter.glsl")
env.RD_GLSL("scene_high_end.glsl")
env.RD_GLSL("sky.glsl")
env.RD_GLSL("tonemap.glsl")
env.RD_GLSL("copy.glsl")
env.RD_GLSL("cube_to_dp.glsl")
env.RD_GLSL("giprobe.glsl")
env.RD_GLSL("giprobe_debug.glsl")
env.RD_GLSL("giprobe_sdf.glsl")

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@@ -1,301 +0,0 @@
/* clang-format off */
[vertex]
#version 450
VERSION_DEFINES
#include "blur_inc.glsl"
layout(location = 0) out vec2 uv_interp;
/* clang-format on */
void main() {
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp = base_arr[gl_VertexIndex];
if (bool(blur.flags & FLAG_USE_BLUR_SECTION)) {
uv_interp = blur.section.xy + uv_interp * blur.section.zw;
}
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
if (bool(blur.flags & FLAG_FLIP_Y)) {
uv_interp.y = 1.0 - uv_interp.y;
}
}
/* clang-format off */
[fragment]
#version 450
VERSION_DEFINES
#include "blur_inc.glsl"
layout(location = 0) in vec2 uv_interp;
/* clang-format on */
layout(set = 0, binding = 0) uniform sampler2D source_color;
#ifdef MODE_SSAO_MERGE
layout(set = 1, binding = 0) uniform sampler2D source_ssao;
#endif
#ifdef GLOW_USE_AUTO_EXPOSURE
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
#endif
layout(location = 0) out vec4 frag_color;
//DOF
#if defined(MODE_DOF_FAR_BLUR) || defined(MODE_DOF_NEAR_BLUR)
layout(set = 1, binding = 0) uniform sampler2D dof_source_depth;
#ifdef DOF_NEAR_BLUR_MERGE
layout(set = 2, binding = 0) uniform sampler2D source_dof_original;
#endif
#ifdef DOF_QUALITY_LOW
const int dof_kernel_size = 5;
const int dof_kernel_from = 2;
const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388);
#endif
#ifdef DOF_QUALITY_MEDIUM
const int dof_kernel_size = 11;
const int dof_kernel_from = 5;
const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037);
#endif
#ifdef DOF_QUALITY_HIGH
const int dof_kernel_size = 21;
const int dof_kernel_from = 10;
const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174);
#endif
#endif
void main() {
#ifdef MODE_MIPMAP
vec2 pix_size = blur.pixel_size;
vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size);
color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size);
color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size);
color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size);
frag_color = color / 4.0;
#endif
#ifdef MODE_GAUSSIAN_BLUR
//Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
if (bool(blur.flags & FLAG_HORIZONTAL)) {
vec2 pix_size = blur.pixel_size;
pix_size *= 0.5; //reading from larger buffer, so use more samples
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607;
color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879;
color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514;
color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303;
color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879;
color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514;
color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303;
frag_color = color;
} else {
vec2 pix_size = blur.pixel_size;
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774;
color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477;
color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136;
color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477;
color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136;
frag_color = color;
}
#endif
#ifdef MODE_GAUSSIAN_GLOW
//Glow uses larger sigma 1 for a more rounded blur effect
#define GLOW_ADD(m_ofs, m_mult) \
{ \
vec2 ofs = uv_interp + m_ofs * pix_size; \
vec4 c = texture(source_color, ofs) * m_mult; \
if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \
c *= 0.0; \
} \
color += c; \
}
if (bool(blur.flags & FLAG_HORIZONTAL)) {
vec2 pix_size = blur.pixel_size;
pix_size *= 0.5; //reading from larger buffer, so use more samples
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
GLOW_ADD(vec2(1.0, 0.0), 0.165569);
GLOW_ADD(vec2(2.0, 0.0), 0.140367);
GLOW_ADD(vec2(3.0, 0.0), 0.106595);
GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
color *= blur.glow_strength;
frag_color = color;
} else {
vec2 pix_size = blur.pixel_size;
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
GLOW_ADD(vec2(0.0, 1.0), 0.233062);
GLOW_ADD(vec2(0.0, 2.0), 0.122581);
GLOW_ADD(vec2(0.0, -1.0), 0.233062);
GLOW_ADD(vec2(0.0, -2.0), 0.122581);
color *= blur.glow_strength;
frag_color = color;
}
#undef GLOW_ADD
if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
#ifdef GLOW_USE_AUTO_EXPOSURE
frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
#endif
frag_color *= blur.glow_exposure;
float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap));
}
#endif
#ifdef MODE_DOF_FAR_BLUR
vec4 color_accum = vec4(0.0);
float depth = texture(dof_source_depth, uv_interp, 0.0).r;
depth = depth * 2.0 - 1.0;
if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
depth = ((depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
} else {
depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near));
}
float amount = smoothstep(blur.dof_begin, blur.dof_end, depth);
float k_accum = 0.0;
for (int i = 0; i < dof_kernel_size; i++) {
int int_ofs = i - dof_kernel_from;
vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * amount * blur.dof_radius;
float tap_k = dof_kernel[i];
float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
tap_depth = tap_depth * 2.0 - 1.0;
if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
} else {
tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
}
float tap_amount = mix(smoothstep(blur.dof_begin, blur.dof_end, tap_depth), 1.0, int_ofs == 0);
tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
vec4 tap_color = texture(source_color, tap_uv, 0.0) * tap_k;
k_accum += tap_k * tap_amount;
color_accum += tap_color * tap_amount;
}
if (k_accum > 0.0) {
color_accum /= k_accum;
}
frag_color = color_accum; ///k_accum;
#endif
#ifdef MODE_DOF_NEAR_BLUR
vec4 color_accum = vec4(0.0);
float max_accum = 0.0;
for (int i = 0; i < dof_kernel_size; i++) {
int int_ofs = i - dof_kernel_from;
vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * blur.dof_radius;
float ofs_influence = max(0.0, 1.0 - float(abs(int_ofs)) / float(dof_kernel_from));
float tap_k = dof_kernel[i];
vec4 tap_color = texture(source_color, tap_uv, 0.0);
float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
tap_depth = tap_depth * 2.0 - 1.0;
if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
} else {
tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
}
float tap_amount = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
tap_color.a = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
}
max_accum = max(max_accum, tap_amount * ofs_influence);
color_accum += tap_color * tap_k;
}
color_accum.a = max(color_accum.a, sqrt(max_accum));
#ifdef DOF_NEAR_BLUR_MERGE
{
vec4 original = texture(source_dof_original, uv_interp, 0.0);
color_accum = mix(original, color_accum, color_accum.a);
}
#endif
if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
frag_color = color_accum;
}
#endif
#ifdef MODE_SIMPLE_COPY
vec4 color = texture(source_color, uv_interp, 0.0);
if (bool(blur.flags & FLAG_COPY_FORCE_LUMINANCE)) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
frag_color = color;
#endif
#ifdef MODE_LINEARIZE_DEPTH_COPY
float depth = texture(source_color, uv_interp, 0.0).r;
depth = depth * 2.0 - 1.0;
depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near));
frag_color = vec4(depth / blur.camera_z_far);
#endif
#ifdef MODE_SSAO_MERGE
vec4 color = texture(source_color, uv_interp, 0.0);
float ssao = texture(source_ssao, uv_interp, 0.0).r;
frag_color = vec4(mix(color.rgb, color.rgb * mix(blur.ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0);
#endif
}

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@@ -1,35 +0,0 @@
#define FLAG_HORIZONTAL (1 << 0)
#define FLAG_USE_BLUR_SECTION (1 << 1)
#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
#define FLAG_GLOW_FIRST_PASS (1 << 4)
#define FLAG_FLIP_Y (1 << 5)
#define FLAG_COPY_FORCE_LUMINANCE (1 << 6)
layout(push_constant, binding = 1, std430) uniform Blur {
vec4 section;
vec2 pixel_size;
uint flags;
uint pad;
// Glow.
float glow_strength;
float glow_bloom;
float glow_hdr_threshold;
float glow_hdr_scale;
float glow_exposure;
float glow_white;
float glow_luminance_cap;
float glow_auto_exposure_grey;
// DOF.
float dof_begin;
float dof_end;
float dof_radius;
float dof_pad;
vec2 dof_dir;
float camera_z_far;
float camera_z_near;
vec4 ssao_color;
}
blur;

View File

@@ -1,87 +1,220 @@
/* clang-format off */
[vertex]
[compute]
#version 450
VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
/* clang-format on */
void main() {
#define FLAG_HORIZONTAL (1 << 0)
#define FLAG_USE_BLUR_SECTION (1 << 1)
#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
#define FLAG_GLOW_FIRST_PASS (1 << 4)
#define FLAG_FLIP_Y (1 << 5)
#define FLAG_FORCE_LUMINANCE (1 << 6)
#define FLAG_COPY_ALL_SOURCE (1 << 7)
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp = base_arr[gl_VertexIndex];
layout(push_constant, binding = 1, std430) uniform Params {
ivec4 section;
ivec2 target;
uint flags;
uint pad;
// Glow.
float glow_strength;
float glow_bloom;
float glow_hdr_threshold;
float glow_hdr_scale;
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
}
/* clang-format off */
[fragment]
#version 450
VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
/* clang-format on */
#ifdef MODE_CUBE_TO_DP
layout(set = 0, binding = 0) uniform samplerCube source_cube;
layout(push_constant, binding = 0, std430) uniform Params {
float bias;
float z_far;
float z_near;
bool z_flip;
float glow_exposure;
float glow_white;
float glow_luminance_cap;
float glow_auto_exposure_grey;
// DOF.
float camera_z_far;
float camera_z_near;
uvec2 pad2;
}
params;
layout(location = 0) out float depth_buffer;
layout(set = 0, binding = 0) uniform sampler2D source_color;
#ifdef GLOW_USE_AUTO_EXPOSURE
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
#endif
#if defined(MODE_LINEARIZE_DEPTH_COPY) || defined(MODE_SIMPLE_COPY_DEPTH)
layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
#elif defined(DST_IMAGE_8BIT)
layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
#else
layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
#endif
void main() {
#ifdef MODE_CUBE_TO_DP
vec3 normal = vec3(uv_interp * 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;
// Pixel being shaded
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos, params.section.zw))) { //too large, do nothing
return;
}
float depth = texture(source_cube, normal).r;
depth_buffer = depth;
#ifdef MODE_MIPMAP
// absolute values for direction cosines, bigger value equals closer to basis axis
vec3 unorm = abs(normal);
ivec2 base_pos = (pos + params.section.xy) << 1;
vec4 color = texelFetch(source_color, base_pos, 0);
color += texelFetch(source_color, base_pos + ivec2(0, 1), 0);
color += texelFetch(source_color, base_pos + ivec2(1, 0), 0);
color += texelFetch(source_color, base_pos + ivec2(1, 1), 0);
color /= 4.0;
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);
imageStore(dest_buffer, pos + params.target, color);
#endif
#ifdef MODE_GAUSSIAN_BLUR
//Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
if (bool(params.flags & FLAG_HORIZONTAL)) {
ivec2 base_pos = (pos + params.section.xy) << 1;
vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.214607;
color += texelFetch(source_color, base_pos + ivec2(1, 0), 0) * 0.189879;
color += texelFetch(source_color, base_pos + ivec2(2, 0), 0) * 0.131514;
color += texelFetch(source_color, base_pos + ivec2(3, 0), 0) * 0.071303;
color += texelFetch(source_color, base_pos + ivec2(-1, 0), 0) * 0.189879;
color += texelFetch(source_color, base_pos + ivec2(-2, 0), 0) * 0.131514;
color += texelFetch(source_color, base_pos + ivec2(-3, 0), 0) * 0.071303;
imageStore(dest_buffer, pos + params.target, color);
} else {
// oh-no we messed up code
// has to be
unorm = vec3(1.0, 0.0, 0.0);
ivec2 base_pos = (pos + params.section.xy);
vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.38774;
color += texelFetch(source_color, base_pos + ivec2(0, 1), 0) * 0.24477;
color += texelFetch(source_color, base_pos + ivec2(0, 2), 0) * 0.06136;
color += texelFetch(source_color, base_pos + ivec2(0, -1), 0) * 0.24477;
color += texelFetch(source_color, base_pos + ivec2(0, -2), 0) * 0.06136;
imageStore(dest_buffer, pos + params.target, color);
}
#endif
#ifdef MODE_GAUSSIAN_GLOW
//Glow uses larger sigma 1 for a more rounded blur effect
#define GLOW_ADD(m_ofs, m_mult) \
{ \
ivec2 ofs = base_pos + m_ofs; \
if (all(greaterThanEqual(ofs, section_begin)) && all(lessThan(ofs, section_end))) { \
color += texelFetch(source_color, ofs, 0) * m_mult; \
} \
}
float depth_fix = 1.0 / dot(normal, unorm);
vec4 color = vec4(0.0);
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_buffer = (linear_depth * depth_fix) / params.z_far;
if (bool(params.flags & FLAG_HORIZONTAL)) {
ivec2 base_pos = (pos + params.section.xy) << 1;
ivec2 section_begin = params.section.xy << 1;
ivec2 section_end = section_begin + (params.section.zw << 1);
GLOW_ADD(ivec2(0, 0), 0.174938);
GLOW_ADD(ivec2(1, 0), 0.165569);
GLOW_ADD(ivec2(2, 0), 0.140367);
GLOW_ADD(ivec2(3, 0), 0.106595);
GLOW_ADD(ivec2(-1, 0), 0.165569);
GLOW_ADD(ivec2(-2, 0), 0.140367);
GLOW_ADD(ivec2(-3, 0), 0.106595);
color *= params.glow_strength;
} else {
ivec2 base_pos = pos + params.section.xy;
ivec2 section_begin = params.section.xy;
ivec2 section_end = section_begin + params.section.zw;
GLOW_ADD(ivec2(0, 0), 0.288713);
GLOW_ADD(ivec2(0, 1), 0.233062);
GLOW_ADD(ivec2(0, 2), 0.122581);
GLOW_ADD(ivec2(0, -1), 0.233062);
GLOW_ADD(ivec2(0, -2), 0.122581);
color *= params.glow_strength;
}
#undef GLOW_ADD
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
#ifdef GLOW_USE_AUTO_EXPOSURE
color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_grey;
#endif
color *= params.glow_exposure;
float luminance = max(color.r, max(color.g, color.b));
float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom);
color = min(color * feedback, vec4(params.glow_luminance_cap));
}
imageStore(dest_buffer, pos + params.target, color);
#endif
#ifdef MODE_SIMPLE_COPY
vec4 color;
if (bool(params.flags & FLAG_COPY_ALL_SOURCE)) {
vec2 uv = vec2(pos) / vec2(params.section.zw);
if (bool(params.flags & FLAG_FLIP_Y)) {
uv.y = 1.0 - uv.y;
}
color = textureLod(source_color, uv, 0.0);
if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
imageStore(dest_buffer, pos + params.target, color);
} else {
color = texelFetch(source_color, pos + params.section.xy, 0);
if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
if (bool(params.flags & FLAG_FLIP_Y)) {
pos.y = params.section.w - pos.y - 1;
}
imageStore(dest_buffer, pos + params.target, color);
}
#endif
#ifdef MODE_SIMPLE_COPY_DEPTH
vec4 color = texelFetch(source_color, pos + params.section.xy, 0);
if (bool(params.flags & FLAG_FLIP_Y)) {
pos.y = params.section.w - pos.y - 1;
}
imageStore(dest_buffer, pos + params.target, vec4(color.r));
#endif
#ifdef MODE_LINEARIZE_DEPTH_COPY
float depth = texelFetch(source_color, pos + params.section.xy, 0).r;
depth = depth * 2.0 - 1.0;
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));
vec4 color = vec4(depth / params.camera_z_far);
if (bool(params.flags & FLAG_FLIP_Y)) {
pos.y = params.section.w - pos.y - 1;
}
imageStore(dest_buffer, pos + params.target, color);
#endif
}

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/* clang-format off */
[vertex]
#version 450
VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
/* clang-format on */
layout(push_constant, binding = 1, std430) uniform Params {
vec4 section;
vec2 pixel_size;
bool flip_y;
bool use_section;
bool force_luminance;
uint pad[3];
}
params;
void main() {
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp = base_arr[gl_VertexIndex];
if (params.use_section) {
uv_interp = params.section.xy + uv_interp * params.section.zw;
}
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
if (params.flip_y) {
uv_interp.y = 1.0 - uv_interp.y;
}
}
/* clang-format off */
[fragment]
#version 450
VERSION_DEFINES
layout(push_constant, binding = 1, std430) uniform Params {
vec4 section;
vec2 pixel_size;
bool flip_y;
bool use_section;
bool force_luminance;
uint pad[3];
} params;
layout(location = 0) in vec2 uv_interp;
/* clang-format on */
layout(set = 0, binding = 0) uniform sampler2D source_color;
layout(location = 0) out vec4 frag_color;
void main() {
vec4 color = texture(source_color, uv_interp, 0.0);
if (params.force_luminance) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
frag_color = color;
}

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@@ -0,0 +1,72 @@
/* 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(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));
}