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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-03-27 22:14:50 +0100
committerGitHub <noreply@github.com>2020-03-27 22:14:50 +0100
commitfcfffd729789cd80aa77056ca089697b52297d04 (patch)
treefc1bb58e900436c48c03c52106eb57250442ae35 /servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
parent307b1b3a5835ecdb477859785c673a07e248f904 (diff)
parenta6f3bc7c696af03e3875f78e098d2476e409d15e (diff)
Merge pull request #37361 from reduz/server-renames
Renaming of servers for coherency.
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl')
-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl157
1 files changed, 157 insertions, 0 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl b/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
new file mode 100644
index 0000000000..e90c788e08
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
@@ -0,0 +1,157 @@
+/* clang-format off */
+[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+/* clang-format on */
+
+layout(set = 0, binding = 0) uniform sampler2D source_ssao;
+layout(set = 1, binding = 0) uniform sampler2D source_depth;
+#ifdef MODE_UPSCALE
+layout(set = 2, binding = 0) uniform sampler2D source_depth_mipmaps;
+#endif
+
+layout(r8, set = 3, binding = 0) uniform restrict writeonly image2D dest_image;
+
+//////////////////////////////////////////////////////////////////////////////////////////////
+// Tunable Parameters:
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ float edge_sharpness; /** Increase to make depth edges crisper. Decrease to reduce flicker. */
+ int filter_scale;
+ float z_far;
+ float z_near;
+ bool orthogonal;
+ uint pad0;
+ uint pad1;
+ uint pad2;
+ ivec2 axis; /** (1, 0) or (0, 1) */
+ ivec2 screen_size;
+}
+params;
+
+/** Filter radius in pixels. This will be multiplied by SCALE. */
+#define R (4)
+
+//////////////////////////////////////////////////////////////////////////////////////////////
+
+// Gaussian coefficients
+const float gaussian[R + 1] =
+ //float[](0.356642, 0.239400, 0.072410, 0.009869);
+ //float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0
+ float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
+//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
+
+void main() {
+
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+#ifdef MODE_UPSCALE
+
+ //closest one should be the same pixel, but check nearby just in case
+ float depth = texelFetch(source_depth, ssC, 0).r;
+
+ depth = depth * 2.0 - 1.0;
+ if (params.orthogonal) {
+ depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+ }
+
+ vec2 pixel_size = 1.0 / vec2(params.screen_size);
+ vec2 closest_uv = vec2(ssC) * pixel_size + pixel_size * 0.5;
+ vec2 from_uv = closest_uv;
+ vec2 ps2 = pixel_size; // * 2.0;
+
+ float closest_depth = abs(textureLod(source_depth_mipmaps, closest_uv, 0.0).r - depth);
+
+ vec2 offsets[4] = vec2[](vec2(ps2.x, 0), vec2(-ps2.x, 0), vec2(0, ps2.y), vec2(0, -ps2.y));
+ for (int i = 0; i < 4; i++) {
+ vec2 neighbour = from_uv + offsets[i];
+ float neighbour_depth = abs(textureLod(source_depth_mipmaps, neighbour, 0.0).r - depth);
+ if (neighbour_depth < closest_depth) {
+ closest_uv = neighbour;
+ closest_depth = neighbour_depth;
+ }
+ }
+
+ float visibility = textureLod(source_ssao, closest_uv, 0.0).r;
+ imageStore(dest_image, ssC, vec4(visibility));
+#else
+
+ float depth = texelFetch(source_depth, ssC, 0).r;
+
+#ifdef MODE_FULL_SIZE
+ depth = depth * 2.0 - 1.0;
+
+ if (params.orthogonal) {
+ depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+ }
+
+#endif
+ float depth_divide = 1.0 / params.z_far;
+
+ //depth *= depth_divide;
+
+ /*
+ if (depth > params.z_far * 0.999) {
+ discard; //skybox
+ }
+ */
+
+ float sum = texelFetch(source_ssao, ssC, 0).r;
+
+ // Base weight for depth falloff. Increase this for more blurriness,
+ // decrease it for better edge discrimination
+ float BASE = gaussian[0];
+ float totalWeight = BASE;
+ sum *= totalWeight;
+
+ ivec2 clamp_limit = params.screen_size - ivec2(1);
+
+ for (int r = -R; r <= R; ++r) {
+ // We already handled the zero case above. This loop should be unrolled and the static branch optimized out,
+ // so the IF statement has no runtime cost
+ if (r != 0) {
+
+ ivec2 ppos = ssC + params.axis * (r * params.filter_scale);
+ float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r;
+ ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit);
+
+ float temp_depth = texelFetch(source_depth, rpos, 0).r;
+#ifdef MODE_FULL_SIZE
+ temp_depth = temp_depth * 2.0 - 1.0;
+ if (params.orthogonal) {
+ temp_depth = ((temp_depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ temp_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - temp_depth * (params.z_far - params.z_near));
+ }
+ //temp_depth *= depth_divide;
+#endif
+ // spatial domain: offset gaussian tap
+ float weight = 0.3 + gaussian[abs(r)];
+ //weight *= max(0.0, dot(temp_normal, normal));
+
+ // range domain (the "bilateral" weight). As depth difference increases, decrease weight.
+ weight *= max(0.0, 1.0 - params.edge_sharpness * abs(temp_depth - depth));
+
+ sum += value * weight;
+ totalWeight += weight;
+ }
+ }
+
+ const float epsilon = 0.0001;
+ float visibility = sum / (totalWeight + epsilon);
+
+ imageStore(dest_image, ssC, vec4(visibility));
+#endif
+}