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- #[compute]
- #version 450
- #VERSION_DEFINES
- layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
- /* Specialization Constants (Toggles) */
- layout(constant_id = 0) const bool sc_multiview = false;
- /* inputs */
- layout(set = 0, binding = 0) uniform sampler2D source_ssr;
- layout(set = 1, binding = 0) uniform sampler2D source_depth;
- layout(set = 1, binding = 1) uniform sampler2D source_normal;
- layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly image2D dest_ssr;
- layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_depth;
- layout(rgba8, set = 3, binding = 1) uniform restrict writeonly image2D dest_normal;
- layout(push_constant, std430) uniform Params {
- ivec2 screen_size;
- float camera_z_near;
- float camera_z_far;
- bool orthogonal;
- bool filtered;
- uint pad[2];
- }
- params;
- void main() {
- // Pixel being shaded
- ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing
- return;
- }
- //do not filter, SSR will generate artifacts if this is done
- float divisor = 0.0;
- vec4 color;
- float depth;
- vec4 normal;
- if (params.filtered) {
- color = vec4(0.0);
- depth = 0.0;
- normal = vec4(0.0);
- for (int i = 0; i < 4; i++) {
- ivec2 ofs = ssC << 1;
- if (bool(i & 1)) {
- ofs.x += 1;
- }
- if (bool(i & 2)) {
- ofs.y += 1;
- }
- color += texelFetch(source_ssr, ofs, 0);
- float d = texelFetch(source_depth, ofs, 0).r;
- vec4 nr = texelFetch(source_normal, ofs, 0);
- normal.xyz += normalize(nr.xyz * 2.0 - 1.0);
- float roughness = normal.w;
- if (roughness > 0.5) {
- roughness = 1.0 - roughness;
- }
- roughness /= (127.0 / 255.0);
- normal.w += roughness;
- if (sc_multiview) {
- // we're doing a full unproject so we need the value as is.
- depth += d;
- } else {
- // unproject our Z value so we can use it directly.
- d = d * 2.0 - 1.0;
- if (params.orthogonal) {
- d = ((d + (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;
- } else {
- d = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - d * (params.camera_z_far - params.camera_z_near));
- }
- depth += -d;
- }
- }
- color /= 4.0;
- depth /= 4.0;
- normal.xyz = normalize(normal.xyz / 4.0) * 0.5 + 0.5;
- normal.w /= 4.0;
- normal.w = normal.w * (127.0 / 255.0);
- } else {
- ivec2 ofs = ssC << 1;
- color = texelFetch(source_ssr, ofs, 0);
- depth = texelFetch(source_depth, ofs, 0).r;
- normal = texelFetch(source_normal, ofs, 0);
- if (!sc_multiview) {
- // unproject our Z value so we can use it directly.
- depth = depth * 2.0 - 1.0;
- if (params.orthogonal) {
- depth = -(depth * (params.camera_z_far - params.camera_z_near) - (params.camera_z_far + params.camera_z_near)) / 2.0;
- } else {
- 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));
- }
- depth = -depth;
- }
- }
- imageStore(dest_ssr, ssC, color);
- imageStore(dest_depth, ssC, vec4(depth));
- imageStore(dest_normal, ssC, normal);
- }
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