mirror of
https://github.com/godotengine/godot.git
synced 2024-12-27 11:24:59 +08:00
237 lines
5.9 KiB
GLSL
237 lines
5.9 KiB
GLSL
#[compute]
|
|
|
|
#version 450
|
|
|
|
#VERSION_DEFINES
|
|
|
|
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
|
|
|
#ifdef MODE_RESOLVE_DEPTH
|
|
layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
|
|
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_depth;
|
|
#endif
|
|
|
|
#ifdef MODE_RESOLVE_GI
|
|
layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
|
|
layout(set = 0, binding = 1) uniform sampler2DMS source_normal_roughness;
|
|
|
|
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_depth;
|
|
layout(rgba8, set = 1, binding = 1) uniform restrict writeonly image2D dest_normal_roughness;
|
|
|
|
#ifdef VOXEL_GI_RESOLVE
|
|
layout(set = 2, binding = 0) uniform usampler2DMS source_voxel_gi;
|
|
layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_voxel_gi;
|
|
#endif
|
|
|
|
#endif
|
|
|
|
layout(push_constant, std430) uniform Params {
|
|
ivec2 screen_size;
|
|
int sample_count;
|
|
uint pad;
|
|
}
|
|
params;
|
|
|
|
void main() {
|
|
// Pixel being shaded
|
|
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
|
|
if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
|
|
return;
|
|
}
|
|
|
|
#ifdef MODE_RESOLVE_DEPTH
|
|
|
|
float depth_avg = 0.0;
|
|
for (int i = 0; i < params.sample_count; i++) {
|
|
depth_avg += texelFetch(source_depth, pos, i).r;
|
|
}
|
|
depth_avg /= float(params.sample_count);
|
|
imageStore(dest_depth, pos, vec4(depth_avg));
|
|
|
|
#endif
|
|
|
|
#ifdef MODE_RESOLVE_GI
|
|
|
|
float best_depth = 1e20;
|
|
vec4 best_normal_roughness = vec4(0.0);
|
|
#ifdef VOXEL_GI_RESOLVE
|
|
uvec2 best_voxel_gi;
|
|
#endif
|
|
|
|
#if 0
|
|
|
|
for(int i=0;i<params.sample_count;i++) {
|
|
float depth = texelFetch(source_depth,pos,i).r;
|
|
if (depth < best_depth) { //use the depth closest to camera
|
|
best_depth = depth;
|
|
best_normal_roughness = texelFetch(source_normal_roughness,pos,i);
|
|
|
|
#ifdef VOXEL_GI_RESOLVE
|
|
best_voxel_gi = texelFetch(source_voxel_gi,pos,i).rg;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#else
|
|
|
|
#if 1
|
|
|
|
vec4 group1;
|
|
vec4 group2;
|
|
vec4 group3;
|
|
vec4 group4;
|
|
int best_index = 0;
|
|
|
|
//2X
|
|
group1.x = texelFetch(source_depth, pos, 0).r;
|
|
group1.y = texelFetch(source_depth, pos, 1).r;
|
|
|
|
//4X
|
|
if (params.sample_count >= 4) {
|
|
group1.z = texelFetch(source_depth, pos, 2).r;
|
|
group1.w = texelFetch(source_depth, pos, 3).r;
|
|
}
|
|
//8X
|
|
if (params.sample_count >= 8) {
|
|
group2.x = texelFetch(source_depth, pos, 4).r;
|
|
group2.y = texelFetch(source_depth, pos, 5).r;
|
|
group2.z = texelFetch(source_depth, pos, 6).r;
|
|
group2.w = texelFetch(source_depth, pos, 7).r;
|
|
}
|
|
//16X
|
|
if (params.sample_count >= 16) {
|
|
group3.x = texelFetch(source_depth, pos, 8).r;
|
|
group3.y = texelFetch(source_depth, pos, 9).r;
|
|
group3.z = texelFetch(source_depth, pos, 10).r;
|
|
group3.w = texelFetch(source_depth, pos, 11).r;
|
|
|
|
group4.x = texelFetch(source_depth, pos, 12).r;
|
|
group4.y = texelFetch(source_depth, pos, 13).r;
|
|
group4.z = texelFetch(source_depth, pos, 14).r;
|
|
group4.w = texelFetch(source_depth, pos, 15).r;
|
|
}
|
|
|
|
if (params.sample_count == 2) {
|
|
best_index = (pos.x & 1) ^ ((pos.y >> 1) & 1); //not much can be done here
|
|
} else if (params.sample_count == 4) {
|
|
vec4 freq = vec4(equal(group1, vec4(group1.x)));
|
|
freq += vec4(equal(group1, vec4(group1.y)));
|
|
freq += vec4(equal(group1, vec4(group1.z)));
|
|
freq += vec4(equal(group1, vec4(group1.w)));
|
|
|
|
float min_f = freq.x;
|
|
best_index = 0;
|
|
if (freq.y < min_f) {
|
|
best_index = 1;
|
|
min_f = freq.y;
|
|
}
|
|
if (freq.z < min_f) {
|
|
best_index = 2;
|
|
min_f = freq.z;
|
|
}
|
|
if (freq.w < min_f) {
|
|
best_index = 3;
|
|
}
|
|
} else if (params.sample_count == 8) {
|
|
vec4 freq0 = vec4(equal(group1, vec4(group1.x)));
|
|
vec4 freq1 = vec4(equal(group2, vec4(group1.x)));
|
|
freq0 += vec4(equal(group1, vec4(group1.y)));
|
|
freq1 += vec4(equal(group2, vec4(group1.y)));
|
|
freq0 += vec4(equal(group1, vec4(group1.z)));
|
|
freq1 += vec4(equal(group2, vec4(group1.z)));
|
|
freq0 += vec4(equal(group1, vec4(group1.w)));
|
|
freq1 += vec4(equal(group2, vec4(group1.w)));
|
|
freq0 += vec4(equal(group1, vec4(group2.x)));
|
|
freq1 += vec4(equal(group2, vec4(group2.x)));
|
|
freq0 += vec4(equal(group1, vec4(group2.y)));
|
|
freq1 += vec4(equal(group2, vec4(group2.y)));
|
|
freq0 += vec4(equal(group1, vec4(group2.z)));
|
|
freq1 += vec4(equal(group2, vec4(group2.z)));
|
|
freq0 += vec4(equal(group1, vec4(group2.w)));
|
|
freq1 += vec4(equal(group2, vec4(group2.w)));
|
|
|
|
float min_f0 = freq0.x;
|
|
int best_index0 = 0;
|
|
if (freq0.y < min_f0) {
|
|
best_index0 = 1;
|
|
min_f0 = freq0.y;
|
|
}
|
|
if (freq0.z < min_f0) {
|
|
best_index0 = 2;
|
|
min_f0 = freq0.z;
|
|
}
|
|
if (freq0.w < min_f0) {
|
|
best_index0 = 3;
|
|
min_f0 = freq0.w;
|
|
}
|
|
|
|
float min_f1 = freq1.x;
|
|
int best_index1 = 4;
|
|
if (freq1.y < min_f1) {
|
|
best_index1 = 5;
|
|
min_f1 = freq1.y;
|
|
}
|
|
if (freq1.z < min_f1) {
|
|
best_index1 = 6;
|
|
min_f1 = freq1.z;
|
|
}
|
|
if (freq1.w < min_f1) {
|
|
best_index1 = 7;
|
|
min_f1 = freq1.w;
|
|
}
|
|
|
|
best_index = mix(best_index0, best_index1, min_f0 < min_f1);
|
|
}
|
|
|
|
#else
|
|
float depths[16];
|
|
int depth_indices[16];
|
|
int depth_amount[16];
|
|
int depth_count = 0;
|
|
|
|
for (int i = 0; i < params.sample_count; i++) {
|
|
float depth = texelFetch(source_depth, pos, i).r;
|
|
int depth_index = -1;
|
|
for (int j = 0; j < depth_count; j++) {
|
|
if (abs(depths[j] - depth) < 0.000001) {
|
|
depth_index = j;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (depth_index == -1) {
|
|
depths[depth_count] = depth;
|
|
depth_indices[depth_count] = i;
|
|
depth_amount[depth_count] = 1;
|
|
depth_count += 1;
|
|
} else {
|
|
depth_amount[depth_index] += 1;
|
|
}
|
|
}
|
|
|
|
int depth_least = 0xFFFF;
|
|
int best_index = 0;
|
|
for (int j = 0; j < depth_count; j++) {
|
|
if (depth_amount[j] < depth_least) {
|
|
best_index = depth_indices[j];
|
|
depth_least = depth_amount[j];
|
|
}
|
|
}
|
|
#endif
|
|
best_depth = texelFetch(source_depth, pos, best_index).r;
|
|
best_normal_roughness = texelFetch(source_normal_roughness, pos, best_index);
|
|
#ifdef VOXEL_GI_RESOLVE
|
|
best_voxel_gi = texelFetch(source_voxel_gi, pos, best_index).rg;
|
|
#endif
|
|
|
|
#endif
|
|
|
|
imageStore(dest_depth, pos, vec4(best_depth));
|
|
imageStore(dest_normal_roughness, pos, vec4(best_normal_roughness));
|
|
#ifdef VOXEL_GI_RESOLVE
|
|
imageStore(dest_voxel_gi, pos, uvec4(best_voxel_gi, 0, 0));
|
|
#endif
|
|
|
|
#endif
|
|
}
|