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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().
120 lines
5.3 KiB
GLSL
120 lines
5.3 KiB
GLSL
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright (c) 2016, Intel Corporation
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// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
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// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
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// permit persons to whom the Software is furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
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// 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
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// 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,
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// TORT OR OTHERWISE, ARISING FROM, 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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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// File changes (yyyy-mm-dd)
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// 2016-09-07: filip.strugar@intel.com: first commit
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// 2020-12-05: clayjohn: convert to Vulkan and Godot
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#[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(rgba8, set = 0, binding = 0) uniform restrict writeonly image2D dest_image;
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layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
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layout(push_constant, binding = 1, std430) uniform Params {
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float inv_sharpness;
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uint size_modifier;
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vec2 pixel_size;
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}
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params;
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vec4 unpack_edges(float p_packed_val) {
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uint packed_val = uint(p_packed_val * 255.5);
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vec4 edgesLRTB;
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edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
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edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
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edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
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edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
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return clamp(edgesLRTB + params.inv_sharpness, 0.0, 1.0);
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}
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void main() {
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ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
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if (any(greaterThanEqual(ssC, ivec2(1.0 / params.pixel_size)))) { //too large, do nothing
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return;
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}
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#ifdef MODE_SMART
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float ao;
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uvec2 pix_pos = uvec2(gl_GlobalInvocationID.xy);
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vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
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// calculate index in the four deinterleaved source array texture
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int mx = int(pix_pos.x % 2);
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int my = int(pix_pos.y % 2);
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int index_center = mx + my * 2; // center index
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int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal
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int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical
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int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal
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vec2 center_val = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0).xy;
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ao = center_val.x;
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vec4 edgesLRTB = unpack_edges(center_val.y);
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// convert index shifts to sampling offsets
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float fmx = float(mx);
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float fmy = float(my);
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// in case of an edge, push sampling offsets away from the edge (towards pixel center)
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float fmxe = (edgesLRTB.y - edgesLRTB.x);
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float fmye = (edgesLRTB.w - edgesLRTB.z);
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// calculate final sampling offsets and sample using bilinear filter
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vec2 uv_horizontal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx + fmxe - 0.5, 0.5 - fmy)) * params.pixel_size;
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float ao_horizontal = textureLod(source_texture, vec3(uv_horizontal, index_horizontal), 0.0).x;
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vec2 uv_vertical = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(0.5 - fmx, fmy - 0.5 + fmye)) * params.pixel_size;
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float ao_vertical = textureLod(source_texture, vec3(uv_vertical, index_vertical), 0.0).x;
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vec2 uv_diagonal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx - 0.5 + fmxe, fmy - 0.5 + fmye)) * params.pixel_size;
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float ao_diagonal = textureLod(source_texture, vec3(uv_diagonal, index_diagonal), 0.0).x;
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// reduce weight for samples near edge - if the edge is on both sides, weight goes to 0
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vec4 blendWeights;
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blendWeights.x = 1.0;
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blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5;
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blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5;
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blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5;
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// calculate weighted average
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float blendWeightsSum = dot(blendWeights, vec4(1.0, 1.0, 1.0, 1.0));
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ao = dot(vec4(ao, ao_horizontal, ao_vertical, ao_diagonal), blendWeights) / blendWeightsSum;
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imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(ao));
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#else // !MODE_SMART
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vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
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#ifdef MODE_HALF
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float a = textureLod(source_texture, vec3(uv, 0), 0.0).x;
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float d = textureLod(source_texture, vec3(uv, 3), 0.0).x;
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float avg = (a + d) * 0.5;
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#else
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float a = textureLod(source_texture, vec3(uv, 0), 0.0).x;
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float b = textureLod(source_texture, vec3(uv, 1), 0.0).x;
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float c = textureLod(source_texture, vec3(uv, 2), 0.0).x;
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float d = textureLod(source_texture, vec3(uv, 3), 0.0).x;
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float avg = (a + b + c + d) * 0.25;
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#endif
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imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(avg));
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#endif
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}
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