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- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Copyright (c) 2016, Intel Corporation
- // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
- // documentation files (the "Software"), to deal in the Software without restriction, including without limitation
- // the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
- // permit persons to whom the Software is furnished to do so, subject to the following conditions:
- // The above copyright notice and this permission notice shall be included in all copies or substantial portions of
- // the Software.
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
- // THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
- // TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- // SOFTWARE.
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // File changes (yyyy-mm-dd)
- // 2016-09-07: filip.strugar@intel.com: first commit
- // 2020-12-05: clayjohn: convert to Vulkan and Godot
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- #[compute]
- #version 450
- #VERSION_DEFINES
- layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
- #ifdef GENERATE_MAP
- layout(set = 0, binding = 0) uniform sampler2DArray source_texture;
- #else
- layout(set = 0, binding = 0) uniform sampler2D source_importance;
- #endif
- layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
- #ifdef PROCESS_MAPB
- layout(set = 2, binding = 0, std430) buffer Counter {
- uint sum;
- }
- counter;
- #endif
- layout(push_constant, std430) uniform Params {
- vec2 half_screen_pixel_size;
- float intensity;
- float power;
- }
- params;
- void main() {
- // Pixel being shaded
- ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- #ifdef GENERATE_MAP
- // importance map stuff
- uvec2 base_position = ssC * 2;
- vec2 base_uv = (vec2(base_position) + vec2(0.5f, 0.5f)) * params.half_screen_pixel_size;
- float minV = 1.0;
- float maxV = 0.0;
- for (int i = 0; i < 4; i++) {
- vec4 vals = textureGather(source_texture, vec3(base_uv, i));
- // apply the same modifications that would have been applied in the main shader
- vals = params.intensity * vals;
- vals = 1 - vals;
- vals = pow(clamp(vals, 0.0, 1.0), vec4(params.power));
- maxV = max(maxV, max(max(vals.x, vals.y), max(vals.z, vals.w)));
- minV = min(minV, min(min(vals.x, vals.y), min(vals.z, vals.w)));
- }
- float min_max_diff = maxV - minV;
- imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.8)));
- #endif
- #ifdef PROCESS_MAPA
- vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
- float center = textureLod(source_importance, uv, 0.0).x;
- vec2 half_pixel = params.half_screen_pixel_size;
- vec4 vals;
- vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, -half_pixel.y), 0.0).x;
- vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x, -half_pixel.y * 3), 0.0).x;
- vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, +half_pixel.y), 0.0).x;
- vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x, +half_pixel.y * 3), 0.0).x;
- float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
- imageStore(dest_image, ssC, vec4(avg));
- #endif
- #ifdef PROCESS_MAPB
- vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
- float center = textureLod(source_importance, uv, 0.0).x;
- vec2 half_pixel = params.half_screen_pixel_size;
- vec4 vals;
- vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x, -half_pixel.y * 3), 0.0).x;
- vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, -half_pixel.y), 0.0).x;
- vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x, +half_pixel.y * 3), 0.0).x;
- vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, +half_pixel.y), 0.0).x;
- float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
- imageStore(dest_image, ssC, vec4(avg));
- // sum the average; to avoid overflowing we assume max AO resolution is not bigger than 16384x16384; so quarter res (used here) will be 4096x4096, which leaves us with 8 bits per pixel
- uint sum = uint(clamp(avg, 0.0, 1.0) * 255.0 + 0.5);
- // save every 9th to avoid InterlockedAdd congestion - since we're blurring, this is good enough; compensated by multiplying load_counter_avg_div by 9
- if (((ssC.x % 3) + (ssC.y % 3)) == 0) {
- atomicAdd(counter.sum, sum);
- }
- #endif
- }
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