ssao_importance_map.glsl 4.8 KB

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  1. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  2. // Copyright (c) 2016, Intel Corporation
  3. // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
  4. // documentation files (the "Software"), to deal in the Software without restriction, including without limitation
  5. // the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
  6. // permit persons to whom the Software is furnished to do so, subject to the following conditions:
  7. // The above copyright notice and this permission notice shall be included in all copies or substantial portions of
  8. // the Software.
  9. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
  10. // THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  11. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
  12. // TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
  13. // SOFTWARE.
  14. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  15. // File changes (yyyy-mm-dd)
  16. // 2016-09-07: filip.strugar@intel.com: first commit
  17. // 2020-12-05: clayjohn: convert to Vulkan and Godot
  18. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  19. #[compute]
  20. #version 450
  21. #VERSION_DEFINES
  22. layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
  23. #ifdef GENERATE_MAP
  24. layout(set = 0, binding = 0) uniform sampler2DArray source_texture;
  25. #else
  26. layout(set = 0, binding = 0) uniform sampler2D source_importance;
  27. #endif
  28. layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
  29. #ifdef PROCESS_MAPB
  30. layout(set = 2, binding = 0, std430) buffer Counter {
  31. uint sum;
  32. }
  33. counter;
  34. #endif
  35. layout(push_constant, std430) uniform Params {
  36. vec2 half_screen_pixel_size;
  37. float intensity;
  38. float power;
  39. }
  40. params;
  41. void main() {
  42. // Pixel being shaded
  43. ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
  44. #ifdef GENERATE_MAP
  45. // importance map stuff
  46. uvec2 base_position = ssC * 2;
  47. vec2 base_uv = (vec2(base_position) + vec2(0.5f, 0.5f)) * params.half_screen_pixel_size;
  48. float minV = 1.0;
  49. float maxV = 0.0;
  50. for (int i = 0; i < 4; i++) {
  51. vec4 vals = textureGather(source_texture, vec3(base_uv, i));
  52. // apply the same modifications that would have been applied in the main shader
  53. vals = params.intensity * vals;
  54. vals = 1 - vals;
  55. vals = pow(clamp(vals, 0.0, 1.0), vec4(params.power));
  56. maxV = max(maxV, max(max(vals.x, vals.y), max(vals.z, vals.w)));
  57. minV = min(minV, min(min(vals.x, vals.y), min(vals.z, vals.w)));
  58. }
  59. float min_max_diff = maxV - minV;
  60. imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.8)));
  61. #endif
  62. #ifdef PROCESS_MAPA
  63. vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
  64. float center = textureLod(source_importance, uv, 0.0).x;
  65. vec2 half_pixel = params.half_screen_pixel_size;
  66. vec4 vals;
  67. vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, -half_pixel.y), 0.0).x;
  68. vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x, -half_pixel.y * 3), 0.0).x;
  69. vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, +half_pixel.y), 0.0).x;
  70. vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x, +half_pixel.y * 3), 0.0).x;
  71. float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
  72. imageStore(dest_image, ssC, vec4(avg));
  73. #endif
  74. #ifdef PROCESS_MAPB
  75. vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
  76. float center = textureLod(source_importance, uv, 0.0).x;
  77. vec2 half_pixel = params.half_screen_pixel_size;
  78. vec4 vals;
  79. vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x, -half_pixel.y * 3), 0.0).x;
  80. vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, -half_pixel.y), 0.0).x;
  81. vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x, +half_pixel.y * 3), 0.0).x;
  82. vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, +half_pixel.y), 0.0).x;
  83. float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
  84. imageStore(dest_image, ssC, vec4(avg));
  85. // 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
  86. uint sum = uint(clamp(avg, 0.0, 1.0) * 255.0 + 0.5);
  87. // save every 9th to avoid InterlockedAdd congestion - since we're blurring, this is good enough; compensated by multiplying load_counter_avg_div by 9
  88. if (((ssC.x % 3) + (ssC.y % 3)) == 0) {
  89. atomicAdd(counter.sum, sum);
  90. }
  91. #endif
  92. }