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().
190 lines
5.3 KiB
GLSL
190 lines
5.3 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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#ifdef USE_25_SAMPLES
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const int kernel_size = 13;
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const vec2 kernel[kernel_size] = vec2[](
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vec2(0.530605, 0.0),
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vec2(0.0211412, 0.0208333),
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vec2(0.0402784, 0.0833333),
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vec2(0.0493588, 0.1875),
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vec2(0.0410172, 0.333333),
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vec2(0.0263642, 0.520833),
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vec2(0.017924, 0.75),
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vec2(0.0128496, 1.02083),
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vec2(0.0094389, 1.33333),
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vec2(0.00700976, 1.6875),
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vec2(0.00500364, 2.08333),
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vec2(0.00333804, 2.52083),
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vec2(0.000973794, 3.0));
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const vec4 skin_kernel[kernel_size] = vec4[](
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vec4(0.530605, 0.613514, 0.739601, 0),
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vec4(0.0211412, 0.0459286, 0.0378196, 0.0208333),
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vec4(0.0402784, 0.0657244, 0.04631, 0.0833333),
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vec4(0.0493588, 0.0367726, 0.0219485, 0.1875),
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vec4(0.0410172, 0.0199899, 0.0118481, 0.333333),
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vec4(0.0263642, 0.0119715, 0.00684598, 0.520833),
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vec4(0.017924, 0.00711691, 0.00347194, 0.75),
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vec4(0.0128496, 0.00356329, 0.00132016, 1.02083),
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vec4(0.0094389, 0.00139119, 0.000416598, 1.33333),
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vec4(0.00700976, 0.00049366, 0.000151938, 1.6875),
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vec4(0.00500364, 0.00020094, 5.28848e-005, 2.08333),
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vec4(0.00333804, 7.85443e-005, 1.2945e-005, 2.52083),
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vec4(0.000973794, 1.11862e-005, 9.43437e-007, 3));
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#endif //USE_25_SAMPLES
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#ifdef USE_17_SAMPLES
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const int kernel_size = 9;
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const vec2 kernel[kernel_size] = vec2[](
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vec2(0.536343, 0.0),
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vec2(0.0324462, 0.03125),
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vec2(0.0582416, 0.125),
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vec2(0.0571056, 0.28125),
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vec2(0.0347317, 0.5),
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vec2(0.0216301, 0.78125),
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vec2(0.0144609, 1.125),
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vec2(0.0100386, 1.53125),
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vec2(0.00317394, 2.0));
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const vec4 skin_kernel[kernel_size] = vec4[](
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vec4(0.536343, 0.624624, 0.748867, 0),
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vec4(0.0324462, 0.0656718, 0.0532821, 0.03125),
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vec4(0.0582416, 0.0659959, 0.0411329, 0.125),
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vec4(0.0571056, 0.0287432, 0.0172844, 0.28125),
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vec4(0.0347317, 0.0151085, 0.00871983, 0.5),
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vec4(0.0216301, 0.00794618, 0.00376991, 0.78125),
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vec4(0.0144609, 0.00317269, 0.00106399, 1.125),
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vec4(0.0100386, 0.000914679, 0.000275702, 1.53125),
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vec4(0.00317394, 0.000134823, 3.77269e-005, 2));
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#endif //USE_17_SAMPLES
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#ifdef USE_11_SAMPLES
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const int kernel_size = 6;
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const vec2 kernel[kernel_size] = vec2[](
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vec2(0.560479, 0.0),
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vec2(0.0771802, 0.08),
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vec2(0.0821904, 0.32),
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vec2(0.03639, 0.72),
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vec2(0.0192831, 1.28),
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vec2(0.00471691, 2.0));
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const vec4 skin_kernel[kernel_size] = vec4[](
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vec4(0.560479, 0.669086, 0.784728, 0),
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vec4(0.0771802, 0.113491, 0.0793803, 0.08),
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vec4(0.0821904, 0.0358608, 0.0209261, 0.32),
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vec4(0.03639, 0.0130999, 0.00643685, 0.72),
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vec4(0.0192831, 0.00282018, 0.00084214, 1.28),
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vec4(0.00471691, 0.000184771, 5.07565e-005, 2));
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#endif //USE_11_SAMPLES
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layout(push_constant, binding = 1, std430) uniform Params {
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ivec2 screen_size;
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float camera_z_far;
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float camera_z_near;
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bool vertical;
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bool orthogonal;
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float unit_size;
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float scale;
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float depth_scale;
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uint pad[3];
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}
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params;
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layout(set = 0, binding = 0) uniform sampler2D source_image;
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layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
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layout(set = 2, binding = 0) uniform sampler2D source_depth;
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void do_filter(inout vec3 color_accum, inout vec3 divisor, vec2 uv, vec2 step, bool p_skin) {
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// Accumulate the other samples:
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for (int i = 1; i < kernel_size; i++) {
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// Fetch color and depth for current sample:
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vec2 offset = uv + kernel[i].y * step;
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vec4 color = texture(source_image, offset);
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if (abs(color.a) < 0.001) {
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break; //mix no more
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}
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vec3 w;
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if (p_skin) {
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//skin
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w = skin_kernel[i].rgb;
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} else {
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w = vec3(kernel[i].x);
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}
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color_accum += color.rgb * w;
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divisor += w;
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}
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}
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void main() {
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// Pixel being shaded
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ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
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if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
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return;
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}
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vec2 uv = (vec2(ssC) + 0.5) / vec2(params.screen_size);
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// Fetch color of current pixel:
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vec4 base_color = texture(source_image, uv);
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float strength = abs(base_color.a);
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if (strength > 0.0) {
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vec2 dir = params.vertical ? vec2(0.0, 1.0) : vec2(1.0, 0.0);
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// Fetch linear depth of current pixel:
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float depth = texture(source_depth, uv).r * 2.0 - 1.0;
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float depth_scale;
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if (params.orthogonal) {
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depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
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depth_scale = params.unit_size; //remember depth is negative by default in OpenGL
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} else {
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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));
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depth_scale = params.unit_size / depth; //remember depth is negative by default in OpenGL
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}
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float scale = mix(params.scale, depth_scale, params.depth_scale);
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// Calculate the final step to fetch the surrounding pixels:
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vec2 step = scale * dir;
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step *= strength;
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step /= 3.0;
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// Accumulate the center sample:
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vec3 divisor;
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bool skin = bool(base_color.a < 0.0);
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if (skin) {
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//skin
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divisor = skin_kernel[0].rgb;
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} else {
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divisor = vec3(kernel[0].x);
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}
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vec3 color = base_color.rgb * divisor;
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do_filter(color, divisor, uv, step, skin);
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do_filter(color, divisor, uv, -step, skin);
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base_color.rgb = color / divisor;
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}
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imageStore(dest_image, ssC, base_color);
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}
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