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Porting cubemap compute shaders to raster for the mobile renderer
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@@ -32,53 +32,7 @@ layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
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layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
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layout(push_constant, binding = 1, std430) uniform Params {
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uint face_size;
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}
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params;
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#define M_PI 3.14159265359
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void get_dir_0(out vec3 dir, in float u, in float v) {
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dir[0] = 1.0;
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dir[1] = v;
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dir[2] = -u;
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}
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void get_dir_1(out vec3 dir, in float u, in float v) {
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dir[0] = -1.0;
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dir[1] = v;
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dir[2] = u;
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}
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void get_dir_2(out vec3 dir, in float u, in float v) {
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dir[0] = u;
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dir[1] = 1.0;
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dir[2] = -v;
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}
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void get_dir_3(out vec3 dir, in float u, in float v) {
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dir[0] = u;
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dir[1] = -1.0;
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dir[2] = v;
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}
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void get_dir_4(out vec3 dir, in float u, in float v) {
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dir[0] = u;
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dir[1] = v;
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dir[2] = 1.0;
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}
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void get_dir_5(out vec3 dir, in float u, in float v) {
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dir[0] = -u;
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dir[1] = v;
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dir[2] = -1.0;
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}
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float calcWeight(float u, float v) {
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float val = u * u + v * v + 1.0;
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return val * sqrt(val);
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}
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#include "cubemap_downsampler_inc.glsl"
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void main() {
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uvec3 id = gl_GlobalInvocationID;
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@@ -0,0 +1,48 @@
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layout(push_constant, binding = 1, std430) uniform Params {
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uint face_size;
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uint face_id; // only used in raster shader
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}
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params;
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#define M_PI 3.14159265359
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void get_dir_0(out vec3 dir, in float u, in float v) {
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dir[0] = 1.0;
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dir[1] = v;
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dir[2] = -u;
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}
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void get_dir_1(out vec3 dir, in float u, in float v) {
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dir[0] = -1.0;
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dir[1] = v;
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dir[2] = u;
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}
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void get_dir_2(out vec3 dir, in float u, in float v) {
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dir[0] = u;
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dir[1] = 1.0;
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dir[2] = -v;
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}
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void get_dir_3(out vec3 dir, in float u, in float v) {
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dir[0] = u;
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dir[1] = -1.0;
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dir[2] = v;
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}
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void get_dir_4(out vec3 dir, in float u, in float v) {
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dir[0] = u;
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dir[1] = v;
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dir[2] = 1.0;
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}
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void get_dir_5(out vec3 dir, in float u, in float v) {
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dir[0] = -u;
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dir[1] = v;
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dir[2] = -1.0;
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}
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float calcWeight(float u, float v) {
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float val = u * u + v * v + 1.0;
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return val * sqrt(val);
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}
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@@ -0,0 +1,163 @@
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// Copyright 2016 Activision Publishing, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining
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// a copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the Software
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// is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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/* clang-format off */
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#[vertex]
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#version 450
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#VERSION_DEFINES
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#include "cubemap_downsampler_inc.glsl"
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layout(location = 0) out vec2 uv_interp;
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/* clang-format on */
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void main() {
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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));
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uv_interp = base_arr[gl_VertexIndex] * float(params.face_size);
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gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
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}
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/* clang-format off */
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#[fragment]
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#version 450
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#VERSION_DEFINES
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#include "cubemap_downsampler_inc.glsl"
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layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
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layout(location = 0) in vec2 uv_interp;
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layout(location = 0) out vec4 frag_color;
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/* clang-format on */
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void main() {
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// Converted from compute shader which uses absolute coordinates.
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// Could possibly simplify this
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float face_size = float(params.face_size);
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if (uv_interp.x < face_size && uv_interp.y < face_size) {
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float inv_face_size = 1.0 / face_size;
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float u0 = (uv_interp.x * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0;
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float u1 = (uv_interp.x * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0;
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float v0 = (uv_interp.y * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0;
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float v1 = (uv_interp.y * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0;
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float weights[4];
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weights[0] = calcWeight(u0, v0);
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weights[1] = calcWeight(u1, v0);
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weights[2] = calcWeight(u0, v1);
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weights[3] = calcWeight(u1, v1);
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const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]);
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for (int i = 0; i < 4; i++) {
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weights[i] = weights[i] * wsum + .125;
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}
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vec3 dir;
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vec4 color;
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switch (params.face_id) {
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case 0:
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get_dir_0(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_0(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_0(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_0(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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case 1:
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get_dir_1(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_1(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_1(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_1(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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case 2:
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get_dir_2(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_2(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_2(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_2(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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case 3:
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get_dir_3(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_3(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_3(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_3(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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case 4:
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get_dir_4(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_4(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_4(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_4(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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default:
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get_dir_5(dir, u0, v0);
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color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
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get_dir_5(dir, u1, v0);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
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get_dir_5(dir, u0, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
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get_dir_5(dir, u1, v1);
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color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
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break;
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}
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frag_color = color;
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}
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}
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256
servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl
Normal file
256
servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl
Normal file
@@ -0,0 +1,256 @@
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// Copyright 2016 Activision Publishing, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining
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// a copy of this software and associated documentation files (the "Software"),
|
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// to deal in the Software without restriction, including without limitation
|
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
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// and/or sell copies of the Software, and to permit persons to whom the Software
|
||||
// is furnished to do so, subject to the following conditions:
|
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//
|
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// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
//
|
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
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// SOFTWARE.
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/* clang-format off */
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#[vertex]
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#version 450
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#VERSION_DEFINES
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layout(push_constant, binding = 1, std430) uniform Params {
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int mip_level;
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uint face_id;
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}
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params;
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layout(location = 0) out vec2 uv_interp;
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/* clang-format on */
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void main() {
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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));
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uv_interp = base_arr[gl_VertexIndex];
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gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
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}
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/* clang-format off */
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#[fragment]
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#version 450
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#VERSION_DEFINES
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layout(push_constant, binding = 1, std430) uniform Params {
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int mip_level;
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uint face_id;
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}
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params;
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layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
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layout(location = 0) in vec2 uv_interp;
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layout(location = 0) out vec4 frag_color;
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/* clang-format on */
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#ifdef USE_HIGH_QUALITY
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#define NUM_TAPS 32
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#else
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#define NUM_TAPS 8
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#endif
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#define BASE_RESOLUTION 128
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#ifdef USE_HIGH_QUALITY
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layout(set = 1, binding = 0, std430) buffer restrict readonly Data {
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vec4[7][5][3][24] coeffs;
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}
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data;
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#else
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layout(set = 1, binding = 0, std430) buffer restrict readonly Data {
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vec4[7][5][6] coeffs;
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}
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data;
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#endif
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void get_dir(out vec3 dir, in vec2 uv, in uint face) {
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switch (face) {
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case 0:
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dir = vec3(1.0, uv[1], -uv[0]);
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break;
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case 1:
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dir = vec3(-1.0, uv[1], uv[0]);
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break;
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case 2:
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dir = vec3(uv[0], 1.0, -uv[1]);
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break;
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case 3:
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dir = vec3(uv[0], -1.0, uv[1]);
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break;
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case 4:
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dir = vec3(uv[0], uv[1], 1.0);
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break;
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default:
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dir = vec3(-uv[0], uv[1], -1.0);
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break;
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}
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}
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void main() {
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// determine dir / pos for the texel
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vec3 dir, adir, frameZ;
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{
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vec2 uv;
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uv.x = uv_interp.x;
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uv.y = 1.0 - uv_interp.y;
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uv = uv * 2.0 - 1.0;
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get_dir(dir, uv, params.face_id);
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frameZ = normalize(dir);
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adir = abs(dir);
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}
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// determine which texel this is
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// NOTE (macOS/MoltenVK): Do not rename, "level" variable name conflicts with the Metal "level(float lod)" mipmap sampling function name.
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int mip_level = 0;
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if (params.mip_level < 0) {
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// return as is
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frag_color.rgb = textureLod(source_cubemap, frameZ, 0.0).rgb;
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frag_color.a = 1.0;
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return;
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} else if (params.mip_level > 6) {
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// maximum level
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mip_level = 6;
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} else {
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mip_level = params.mip_level;
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}
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// GGX gather colors
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vec4 color = vec4(0.0);
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for (int axis = 0; axis < 3; axis++) {
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const int otherAxis0 = 1 - (axis & 1) - (axis >> 1);
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const int otherAxis1 = 2 - (axis >> 1);
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float frameweight = (max(adir[otherAxis0], adir[otherAxis1]) - .75) / .25;
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if (frameweight > 0.0) {
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// determine frame
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vec3 UpVector;
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switch (axis) {
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case 0:
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UpVector = vec3(1, 0, 0);
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break;
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case 1:
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UpVector = vec3(0, 1, 0);
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break;
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default:
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UpVector = vec3(0, 0, 1);
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break;
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}
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vec3 frameX = normalize(cross(UpVector, frameZ));
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vec3 frameY = cross(frameZ, frameX);
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// calculate parametrization for polynomial
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float Nx = dir[otherAxis0];
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float Ny = dir[otherAxis1];
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float Nz = adir[axis];
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float NmaxXY = max(abs(Ny), abs(Nx));
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Nx /= NmaxXY;
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Ny /= NmaxXY;
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float theta;
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if (Ny < Nx) {
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if (Ny <= -0.999)
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theta = Nx;
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else
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theta = Ny;
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} else {
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if (Ny >= 0.999)
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theta = -Nx;
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else
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theta = -Ny;
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}
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float phi;
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if (Nz <= -0.999)
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phi = -NmaxXY;
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else if (Nz >= 0.999)
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phi = NmaxXY;
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else
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phi = Nz;
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||||
|
||||
float theta2 = theta * theta;
|
||||
float phi2 = phi * phi;
|
||||
|
||||
// sample
|
||||
for (int iSuperTap = 0; iSuperTap < NUM_TAPS / 4; iSuperTap++) {
|
||||
const int index = (NUM_TAPS / 4) * axis + iSuperTap;
|
||||
|
||||
#ifdef USE_HIGH_QUALITY
|
||||
vec4 coeffsDir0[3];
|
||||
vec4 coeffsDir1[3];
|
||||
vec4 coeffsDir2[3];
|
||||
vec4 coeffsLevel[3];
|
||||
vec4 coeffsWeight[3];
|
||||
|
||||
for (int iCoeff = 0; iCoeff < 3; iCoeff++) {
|
||||
coeffsDir0[iCoeff] = data.coeffs[mip_level][0][iCoeff][index];
|
||||
coeffsDir1[iCoeff] = data.coeffs[mip_level][1][iCoeff][index];
|
||||
coeffsDir2[iCoeff] = data.coeffs[mip_level][2][iCoeff][index];
|
||||
coeffsLevel[iCoeff] = data.coeffs[mip_level][3][iCoeff][index];
|
||||
coeffsWeight[iCoeff] = data.coeffs[mip_level][4][iCoeff][index];
|
||||
}
|
||||
|
||||
for (int iSubTap = 0; iSubTap < 4; iSubTap++) {
|
||||
// determine sample attributes (dir, weight, mip_level)
|
||||
vec3 sample_dir = frameX * (coeffsDir0[0][iSubTap] + coeffsDir0[1][iSubTap] * theta2 + coeffsDir0[2][iSubTap] * phi2) + frameY * (coeffsDir1[0][iSubTap] + coeffsDir1[1][iSubTap] * theta2 + coeffsDir1[2][iSubTap] * phi2) + frameZ * (coeffsDir2[0][iSubTap] + coeffsDir2[1][iSubTap] * theta2 + coeffsDir2[2][iSubTap] * phi2);
|
||||
|
||||
float sample_level = coeffsLevel[0][iSubTap] + coeffsLevel[1][iSubTap] * theta2 + coeffsLevel[2][iSubTap] * phi2;
|
||||
|
||||
float sample_weight = coeffsWeight[0][iSubTap] + coeffsWeight[1][iSubTap] * theta2 + coeffsWeight[2][iSubTap] * phi2;
|
||||
#else
|
||||
vec4 coeffsDir0 = data.coeffs[mip_level][0][index];
|
||||
vec4 coeffsDir1 = data.coeffs[mip_level][1][index];
|
||||
vec4 coeffsDir2 = data.coeffs[mip_level][2][index];
|
||||
vec4 coeffsLevel = data.coeffs[mip_level][3][index];
|
||||
vec4 coeffsWeight = data.coeffs[mip_level][4][index];
|
||||
|
||||
for (int iSubTap = 0; iSubTap < 4; iSubTap++) {
|
||||
// determine sample attributes (dir, weight, mip_level)
|
||||
vec3 sample_dir = frameX * coeffsDir0[iSubTap] + frameY * coeffsDir1[iSubTap] + frameZ * coeffsDir2[iSubTap];
|
||||
|
||||
float sample_level = coeffsLevel[iSubTap];
|
||||
|
||||
float sample_weight = coeffsWeight[iSubTap];
|
||||
#endif
|
||||
|
||||
sample_weight *= frameweight;
|
||||
|
||||
// adjust for jacobian
|
||||
sample_dir /= max(abs(sample_dir[0]), max(abs(sample_dir[1]), abs(sample_dir[2])));
|
||||
sample_level += 0.75 * log2(dot(sample_dir, sample_dir));
|
||||
// sample cubemap
|
||||
color.xyz += textureLod(source_cubemap, normalize(sample_dir), sample_level).xyz * sample_weight;
|
||||
color.w += sample_weight;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
color /= color.w;
|
||||
|
||||
// write color
|
||||
color.xyz = max(vec3(0.0), color.xyz);
|
||||
color.w = 1.0;
|
||||
|
||||
frag_color = color;
|
||||
}
|
||||
@@ -12,100 +12,7 @@ layout(set = 0, binding = 0) uniform samplerCube source_cube;
|
||||
|
||||
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
uint face_id;
|
||||
uint sample_count;
|
||||
float roughness;
|
||||
bool use_direct_write;
|
||||
float face_size;
|
||||
}
|
||||
params;
|
||||
|
||||
#define M_PI 3.14159265359
|
||||
|
||||
vec3 texelCoordToVec(vec2 uv, uint faceID) {
|
||||
mat3 faceUvVectors[6];
|
||||
|
||||
// -x
|
||||
faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
|
||||
faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
|
||||
faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face
|
||||
|
||||
// +x
|
||||
faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z
|
||||
faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
|
||||
faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face
|
||||
|
||||
// -y
|
||||
faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
|
||||
faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z
|
||||
faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face
|
||||
|
||||
// +y
|
||||
faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
|
||||
faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z
|
||||
faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face
|
||||
|
||||
// -z
|
||||
faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
|
||||
faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
|
||||
faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face
|
||||
|
||||
// +z
|
||||
faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
|
||||
faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
|
||||
faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
|
||||
|
||||
// out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
|
||||
vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
|
||||
return normalize(result);
|
||||
}
|
||||
|
||||
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
|
||||
float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
|
||||
|
||||
// Compute distribution direction
|
||||
float Phi = 2.0 * M_PI * Xi.x;
|
||||
float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
|
||||
float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
|
||||
|
||||
// Convert to spherical direction
|
||||
vec3 H;
|
||||
H.x = SinTheta * cos(Phi);
|
||||
H.y = SinTheta * sin(Phi);
|
||||
H.z = CosTheta;
|
||||
|
||||
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
|
||||
vec3 TangentX = normalize(cross(UpVector, N));
|
||||
vec3 TangentY = cross(N, TangentX);
|
||||
|
||||
// Tangent to world space
|
||||
return TangentX * H.x + TangentY * H.y + N * H.z;
|
||||
}
|
||||
|
||||
// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
|
||||
float GGX(float NdotV, float a) {
|
||||
float k = a / 2.0;
|
||||
return NdotV / (NdotV * (1.0 - k) + k);
|
||||
}
|
||||
|
||||
// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
|
||||
float G_Smith(float a, float nDotV, float nDotL) {
|
||||
return GGX(nDotL, a * a) * GGX(nDotV, a * a);
|
||||
}
|
||||
|
||||
float radicalInverse_VdC(uint bits) {
|
||||
bits = (bits << 16u) | (bits >> 16u);
|
||||
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
|
||||
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
|
||||
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
|
||||
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
||||
}
|
||||
|
||||
vec2 Hammersley(uint i, uint N) {
|
||||
return vec2(float(i) / float(N), radicalInverse_VdC(i));
|
||||
}
|
||||
#include "cubemap_roughness_inc.glsl"
|
||||
|
||||
void main() {
|
||||
uvec3 id = gl_GlobalInvocationID;
|
||||
|
||||
@@ -0,0 +1,94 @@
|
||||
#define M_PI 3.14159265359
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
uint face_id;
|
||||
uint sample_count;
|
||||
float roughness;
|
||||
bool use_direct_write;
|
||||
float face_size;
|
||||
}
|
||||
params;
|
||||
|
||||
vec3 texelCoordToVec(vec2 uv, uint faceID) {
|
||||
mat3 faceUvVectors[6];
|
||||
|
||||
// -x
|
||||
faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
|
||||
faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
|
||||
faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face
|
||||
|
||||
// +x
|
||||
faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z
|
||||
faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
|
||||
faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face
|
||||
|
||||
// -y
|
||||
faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
|
||||
faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z
|
||||
faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face
|
||||
|
||||
// +y
|
||||
faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
|
||||
faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z
|
||||
faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face
|
||||
|
||||
// -z
|
||||
faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
|
||||
faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
|
||||
faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face
|
||||
|
||||
// +z
|
||||
faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
|
||||
faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
|
||||
faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
|
||||
|
||||
// out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
|
||||
vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
|
||||
return normalize(result);
|
||||
}
|
||||
|
||||
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
|
||||
float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
|
||||
|
||||
// Compute distribution direction
|
||||
float Phi = 2.0 * M_PI * Xi.x;
|
||||
float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
|
||||
float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
|
||||
|
||||
// Convert to spherical direction
|
||||
vec3 H;
|
||||
H.x = SinTheta * cos(Phi);
|
||||
H.y = SinTheta * sin(Phi);
|
||||
H.z = CosTheta;
|
||||
|
||||
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
|
||||
vec3 TangentX = normalize(cross(UpVector, N));
|
||||
vec3 TangentY = cross(N, TangentX);
|
||||
|
||||
// Tangent to world space
|
||||
return TangentX * H.x + TangentY * H.y + N * H.z;
|
||||
}
|
||||
|
||||
// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
|
||||
float GGX(float NdotV, float a) {
|
||||
float k = a / 2.0;
|
||||
return NdotV / (NdotV * (1.0 - k) + k);
|
||||
}
|
||||
|
||||
// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
|
||||
float G_Smith(float a, float nDotV, float nDotL) {
|
||||
return GGX(nDotL, a * a) * GGX(nDotV, a * a);
|
||||
}
|
||||
|
||||
float radicalInverse_VdC(uint bits) {
|
||||
bits = (bits << 16u) | (bits >> 16u);
|
||||
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
|
||||
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
|
||||
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
|
||||
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
||||
}
|
||||
|
||||
vec2 Hammersley(uint i, uint N) {
|
||||
return vec2(float(i) / float(N), radicalInverse_VdC(i));
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
/* clang-format off */
|
||||
#[vertex]
|
||||
|
||||
#version 450
|
||||
|
||||
#VERSION_DEFINES
|
||||
|
||||
#include "cubemap_roughness_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];
|
||||
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
#[fragment]
|
||||
|
||||
#version 450
|
||||
|
||||
#VERSION_DEFINES
|
||||
|
||||
#include "cubemap_roughness_inc.glsl"
|
||||
|
||||
layout(location = 0) in vec2 uv_interp;
|
||||
|
||||
layout(set = 0, binding = 0) uniform samplerCube source_cube;
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
/* clang-format on */
|
||||
|
||||
void main() {
|
||||
vec3 N = texelCoordToVec(uv_interp * 2.0 - 1.0, params.face_id);
|
||||
|
||||
//vec4 color = color_interp;
|
||||
|
||||
if (params.use_direct_write) {
|
||||
frag_color = vec4(texture(source_cube, N).rgb, 1.0);
|
||||
} else {
|
||||
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
|
||||
vec2 xi = Hammersley(sampleNum, params.sample_count);
|
||||
|
||||
vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
|
||||
vec3 V = N;
|
||||
vec3 L = (2.0 * dot(V, H) * H - V);
|
||||
|
||||
float ndotl = clamp(dot(N, L), 0.0, 1.0);
|
||||
|
||||
if (ndotl > 0.0) {
|
||||
sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
|
||||
sum.a += ndotl;
|
||||
}
|
||||
}
|
||||
sum /= sum.a;
|
||||
|
||||
frag_color = vec4(sum.rgb, 1.0);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user