mirror of
https://github.com/godotengine/godot.git
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d3b49c416a
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
136 lines
3.0 KiB
GLSL
136 lines
3.0 KiB
GLSL
#[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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layout(r8, set = 0, binding = 1) uniform restrict readonly image2D src_pixels;
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layout(r16, set = 0, binding = 2) uniform restrict writeonly image2D dst_sdf;
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layout(rg16i, set = 0, binding = 3) uniform restrict readonly iimage2D src_process;
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layout(rg16i, set = 0, binding = 4) uniform restrict writeonly iimage2D dst_process;
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layout(push_constant, binding = 0, std430) uniform Params {
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ivec2 size;
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int stride;
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int shift;
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ivec2 base_size;
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uvec2 pad;
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}
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params;
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#define SDF_MAX_LENGTH 16384.0
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void main() {
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ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
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if (any(greaterThanEqual(pos, params.size))) { //too large, do nothing
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return;
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}
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#ifdef MODE_LOAD
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bool solid = imageLoad(src_pixels, pos).r > 0.5;
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imageStore(dst_process, pos, solid ? ivec4(pos, 0, 0) : ivec4(ivec2(32767), 0, 0));
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#endif
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#ifdef MODE_LOAD_SHRINK
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int s = 1 << params.shift;
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ivec2 base = pos << params.shift;
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ivec2 center = base + ivec2(params.shift);
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ivec2 rel = ivec2(32767);
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float d = 1e20;
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for (int i = 0; i < s; i++) {
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for (int j = 0; j < s; j++) {
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ivec2 src_pos = base + ivec2(i, j);
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if (any(greaterThanEqual(src_pos, params.base_size))) {
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continue;
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}
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bool solid = imageLoad(src_pixels, src_pos).r > 0.5;
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if (solid) {
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float dist = length(vec2(src_pos - center));
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if (dist < d) {
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d = dist;
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rel = src_pos;
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}
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}
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}
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}
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imageStore(dst_process, pos, ivec4(rel, 0, 0));
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#endif
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#ifdef MODE_PROCESS
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ivec2 base = pos << params.shift;
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ivec2 center = base + ivec2(params.shift);
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ivec2 rel = imageLoad(src_process, pos).xy;
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if (center != rel) {
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//only process if it does not point to itself
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const int ofs_table_size = 8;
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const ivec2 ofs_table[ofs_table_size] = ivec2[](
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ivec2(-1, -1),
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ivec2(0, -1),
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ivec2(+1, -1),
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ivec2(-1, 0),
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ivec2(+1, 0),
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ivec2(-1, +1),
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ivec2(0, +1),
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ivec2(+1, +1));
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float dist = length(vec2(rel - center));
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for (int i = 0; i < ofs_table_size; i++) {
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ivec2 src_pos = pos + ofs_table[i] * params.stride;
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if (any(lessThan(src_pos, ivec2(0))) || any(greaterThanEqual(src_pos, params.size))) {
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continue;
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}
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ivec2 src_rel = imageLoad(src_process, src_pos).xy;
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float src_dist = length(vec2(src_rel - center));
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if (src_dist < dist) {
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dist = src_dist;
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rel = src_rel;
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}
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}
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}
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imageStore(dst_process, pos, ivec4(rel, 0, 0));
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#endif
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#ifdef MODE_STORE
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ivec2 rel = imageLoad(src_process, pos).xy;
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float d = length(vec2(rel - pos));
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if (d > 0.01) {
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d += 1.0; //make it signed
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}
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d /= SDF_MAX_LENGTH;
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d = clamp(d, 0.0, 1.0);
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imageStore(dst_sdf, pos, vec4(d));
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#endif
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#ifdef MODE_STORE_SHRINK
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ivec2 base = pos << params.shift;
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ivec2 center = base + ivec2(params.shift);
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ivec2 rel = imageLoad(src_process, pos).xy;
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float d = length(vec2(rel - center));
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if (d > 0.01) {
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d += 1.0; //make it signed
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}
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d /= SDF_MAX_LENGTH;
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d = clamp(d, 0.0, 1.0);
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imageStore(dst_sdf, pos, vec4(d));
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#endif
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}
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