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authorJuan Linietsky <reduzio@gmail.com>2020-04-11 14:43:12 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-04-11 19:44:07 -0300
commitd81911490b447541b21305c16d27b078c184f9fe (patch)
tree49cc4038a2a94011cbe5100d142358ddddfa8278 /servers/rendering/rasterizer_rd/shaders
parentae42cb7b0a41f1248ddef408671961da8a6e9770 (diff)
Moved most of the effect code to compute.
Simplifies it and improves performance. Improves image barrier handling per mipmap on RenderingDeviceVulkan
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders')
-rw-r--r--servers/rendering/rasterizer_rd/shaders/SCsub5
-rw-r--r--servers/rendering/rasterizer_rd/shaders/blur.glsl301
-rw-r--r--servers/rendering/rasterizer_rd/shaders/blur_inc.glsl35
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy.glsl239
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl68
-rw-r--r--servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl72
6 files changed, 329 insertions, 391 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/SCsub b/servers/rendering/rasterizer_rd/shaders/SCsub
index 04a43e3251..a454d144aa 100644
--- a/servers/rendering/rasterizer_rd/shaders/SCsub
+++ b/servers/rendering/rasterizer_rd/shaders/SCsub
@@ -5,14 +5,15 @@ Import("env")
if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("canvas.glsl")
env.RD_GLSL("canvas_occlusion.glsl")
- env.RD_GLSL("blur.glsl")
+ env.RD_GLSL("copy.glsl")
+ env.RD_GLSL("copy_to_fb.glsl")
env.RD_GLSL("cubemap_roughness.glsl")
env.RD_GLSL("cubemap_downsampler.glsl")
env.RD_GLSL("cubemap_filter.glsl")
env.RD_GLSL("scene_high_end.glsl")
env.RD_GLSL("sky.glsl")
env.RD_GLSL("tonemap.glsl")
- env.RD_GLSL("copy.glsl")
+ env.RD_GLSL("cube_to_dp.glsl")
env.RD_GLSL("giprobe.glsl")
env.RD_GLSL("giprobe_debug.glsl")
env.RD_GLSL("giprobe_sdf.glsl")
diff --git a/servers/rendering/rasterizer_rd/shaders/blur.glsl b/servers/rendering/rasterizer_rd/shaders/blur.glsl
deleted file mode 100644
index 5dfdc614a4..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/blur.glsl
+++ /dev/null
@@ -1,301 +0,0 @@
-/* clang-format off */
-[vertex]
-
-#version 450
-
-VERSION_DEFINES
-
-#include "blur_inc.glsl"
-
-layout(location = 0) out vec2 uv_interp;
-/* clang-format on */
-
-void main() {
-
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
-
- if (bool(blur.flags & FLAG_USE_BLUR_SECTION)) {
- uv_interp = blur.section.xy + uv_interp * blur.section.zw;
- }
-
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
-
- if (bool(blur.flags & FLAG_FLIP_Y)) {
- uv_interp.y = 1.0 - uv_interp.y;
- }
-}
-
-/* clang-format off */
-[fragment]
-
-#version 450
-
-VERSION_DEFINES
-
-#include "blur_inc.glsl"
-
-layout(location = 0) in vec2 uv_interp;
-/* clang-format on */
-
-layout(set = 0, binding = 0) uniform sampler2D source_color;
-
-#ifdef MODE_SSAO_MERGE
-layout(set = 1, binding = 0) uniform sampler2D source_ssao;
-#endif
-
-#ifdef GLOW_USE_AUTO_EXPOSURE
-layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
-#endif
-
-layout(location = 0) out vec4 frag_color;
-
-//DOF
-#if defined(MODE_DOF_FAR_BLUR) || defined(MODE_DOF_NEAR_BLUR)
-
-layout(set = 1, binding = 0) uniform sampler2D dof_source_depth;
-
-#ifdef DOF_NEAR_BLUR_MERGE
-layout(set = 2, binding = 0) uniform sampler2D source_dof_original;
-#endif
-
-#ifdef DOF_QUALITY_LOW
-const int dof_kernel_size = 5;
-const int dof_kernel_from = 2;
-const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388);
-#endif
-
-#ifdef DOF_QUALITY_MEDIUM
-const int dof_kernel_size = 11;
-const int dof_kernel_from = 5;
-const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037);
-
-#endif
-
-#ifdef DOF_QUALITY_HIGH
-const int dof_kernel_size = 21;
-const int dof_kernel_from = 10;
-const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174);
-#endif
-
-#endif
-
-void main() {
-
-#ifdef MODE_MIPMAP
-
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size);
- color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size);
- color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size);
- color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size);
- frag_color = color / 4.0;
-
-#endif
-
-#ifdef MODE_GAUSSIAN_BLUR
-
- //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
-
- if (bool(blur.flags & FLAG_HORIZONTAL)) {
-
- vec2 pix_size = blur.pixel_size;
- pix_size *= 0.5; //reading from larger buffer, so use more samples
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607;
- color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879;
- color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514;
- color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303;
- color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879;
- color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514;
- color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303;
- frag_color = color;
- } else {
-
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774;
- color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477;
- color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136;
- color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477;
- color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136;
- frag_color = color;
- }
-#endif
-
-#ifdef MODE_GAUSSIAN_GLOW
-
- //Glow uses larger sigma 1 for a more rounded blur effect
-
-#define GLOW_ADD(m_ofs, m_mult) \
- { \
- vec2 ofs = uv_interp + m_ofs * pix_size; \
- vec4 c = texture(source_color, ofs) * m_mult; \
- if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \
- c *= 0.0; \
- } \
- color += c; \
- }
-
- if (bool(blur.flags & FLAG_HORIZONTAL)) {
-
- vec2 pix_size = blur.pixel_size;
- pix_size *= 0.5; //reading from larger buffer, so use more samples
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
- GLOW_ADD(vec2(1.0, 0.0), 0.165569);
- GLOW_ADD(vec2(2.0, 0.0), 0.140367);
- GLOW_ADD(vec2(3.0, 0.0), 0.106595);
- GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
- GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
- GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
- color *= blur.glow_strength;
- frag_color = color;
- } else {
-
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
- GLOW_ADD(vec2(0.0, 1.0), 0.233062);
- GLOW_ADD(vec2(0.0, 2.0), 0.122581);
- GLOW_ADD(vec2(0.0, -1.0), 0.233062);
- GLOW_ADD(vec2(0.0, -2.0), 0.122581);
- color *= blur.glow_strength;
- frag_color = color;
- }
-
-#undef GLOW_ADD
-
- if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
-#ifdef GLOW_USE_AUTO_EXPOSURE
-
- frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
-#endif
- frag_color *= blur.glow_exposure;
-
- float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
- float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
-
- frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap));
- }
-
-#endif
-
-#ifdef MODE_DOF_FAR_BLUR
-
- vec4 color_accum = vec4(0.0);
-
- float depth = texture(dof_source_depth, uv_interp, 0.0).r;
- depth = depth * 2.0 - 1.0;
-
- if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
- depth = ((depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
- } else {
- depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near));
- }
-
- float amount = smoothstep(blur.dof_begin, blur.dof_end, depth);
- float k_accum = 0.0;
-
- for (int i = 0; i < dof_kernel_size; i++) {
-
- int int_ofs = i - dof_kernel_from;
- vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * amount * blur.dof_radius;
-
- float tap_k = dof_kernel[i];
-
- float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
- tap_depth = tap_depth * 2.0 - 1.0;
-
- if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
-
- tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
- } else {
- tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
- }
-
- float tap_amount = mix(smoothstep(blur.dof_begin, blur.dof_end, tap_depth), 1.0, int_ofs == 0);
- tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
-
- vec4 tap_color = texture(source_color, tap_uv, 0.0) * tap_k;
-
- k_accum += tap_k * tap_amount;
- color_accum += tap_color * tap_amount;
- }
-
- if (k_accum > 0.0) {
- color_accum /= k_accum;
- }
-
- frag_color = color_accum; ///k_accum;
-
-#endif
-
-#ifdef MODE_DOF_NEAR_BLUR
-
- vec4 color_accum = vec4(0.0);
-
- float max_accum = 0.0;
-
- for (int i = 0; i < dof_kernel_size; i++) {
-
- int int_ofs = i - dof_kernel_from;
- vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * blur.dof_radius;
- float ofs_influence = max(0.0, 1.0 - float(abs(int_ofs)) / float(dof_kernel_from));
-
- float tap_k = dof_kernel[i];
-
- vec4 tap_color = texture(source_color, tap_uv, 0.0);
-
- float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
- tap_depth = tap_depth * 2.0 - 1.0;
- if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
-
- tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
- } else {
- tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
- }
- float tap_amount = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
- tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
-
- if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
- tap_color.a = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
- }
-
- max_accum = max(max_accum, tap_amount * ofs_influence);
-
- color_accum += tap_color * tap_k;
- }
-
- color_accum.a = max(color_accum.a, sqrt(max_accum));
-
-#ifdef DOF_NEAR_BLUR_MERGE
- {
- vec4 original = texture(source_dof_original, uv_interp, 0.0);
- color_accum = mix(original, color_accum, color_accum.a);
- }
-#endif
-
- if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
- frag_color = color_accum;
- }
-#endif
-
-#ifdef MODE_SIMPLE_COPY
- vec4 color = texture(source_color, uv_interp, 0.0);
- if (bool(blur.flags & FLAG_COPY_FORCE_LUMINANCE)) {
- color.rgb = vec3(max(max(color.r, color.g), color.b));
- }
- frag_color = color;
-#endif
-
-#ifdef MODE_LINEARIZE_DEPTH_COPY
- float depth = texture(source_color, uv_interp, 0.0).r;
- depth = depth * 2.0 - 1.0;
- depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near));
- frag_color = vec4(depth / blur.camera_z_far);
-#endif
-
-#ifdef MODE_SSAO_MERGE
- vec4 color = texture(source_color, uv_interp, 0.0);
- float ssao = texture(source_ssao, uv_interp, 0.0).r;
- frag_color = vec4(mix(color.rgb, color.rgb * mix(blur.ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0);
-
-#endif
-}
diff --git a/servers/rendering/rasterizer_rd/shaders/blur_inc.glsl b/servers/rendering/rasterizer_rd/shaders/blur_inc.glsl
deleted file mode 100644
index 33ba9de7bb..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/blur_inc.glsl
+++ /dev/null
@@ -1,35 +0,0 @@
-#define FLAG_HORIZONTAL (1 << 0)
-#define FLAG_USE_BLUR_SECTION (1 << 1)
-#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
-#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
-#define FLAG_GLOW_FIRST_PASS (1 << 4)
-#define FLAG_FLIP_Y (1 << 5)
-#define FLAG_COPY_FORCE_LUMINANCE (1 << 6)
-
-layout(push_constant, binding = 1, std430) uniform Blur {
- vec4 section;
- vec2 pixel_size;
- uint flags;
- uint pad;
- // Glow.
- float glow_strength;
- float glow_bloom;
- float glow_hdr_threshold;
- float glow_hdr_scale;
- float glow_exposure;
- float glow_white;
- float glow_luminance_cap;
- float glow_auto_exposure_grey;
- // DOF.
- float dof_begin;
- float dof_end;
- float dof_radius;
- float dof_pad;
-
- vec2 dof_dir;
- float camera_z_far;
- float camera_z_near;
-
- vec4 ssao_color;
-}
-blur;
diff --git a/servers/rendering/rasterizer_rd/shaders/copy.glsl b/servers/rendering/rasterizer_rd/shaders/copy.glsl
index 2b541f2660..48c49ff7de 100644
--- a/servers/rendering/rasterizer_rd/shaders/copy.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/copy.glsl
@@ -1,87 +1,220 @@
/* clang-format off */
-[vertex]
+[compute]
#version 450
VERSION_DEFINES
-layout(location = 0) out vec2 uv_interp;
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
/* clang-format on */
-void main() {
+#define FLAG_HORIZONTAL (1 << 0)
+#define FLAG_USE_BLUR_SECTION (1 << 1)
+#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
+#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
+#define FLAG_GLOW_FIRST_PASS (1 << 4)
+#define FLAG_FLIP_Y (1 << 5)
+#define FLAG_FORCE_LUMINANCE (1 << 6)
+#define FLAG_COPY_ALL_SOURCE (1 << 7)
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ ivec4 section;
+ ivec2 target;
+ uint flags;
+ uint pad;
+ // Glow.
+ float glow_strength;
+ float glow_bloom;
+ float glow_hdr_threshold;
+ float glow_hdr_scale;
+
+ float glow_exposure;
+ float glow_white;
+ float glow_luminance_cap;
+ float glow_auto_exposure_grey;
+ // DOF.
+ float camera_z_far;
+ float camera_z_near;
+ uvec2 pad2;
+}
+params;
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
+layout(set = 0, binding = 0) uniform sampler2D source_color;
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
-}
+#ifdef GLOW_USE_AUTO_EXPOSURE
+layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
+#endif
-/* clang-format off */
-[fragment]
+#if defined(MODE_LINEARIZE_DEPTH_COPY) || defined(MODE_SIMPLE_COPY_DEPTH)
+layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
+#elif defined(DST_IMAGE_8BIT)
+layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
+#else
+layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
+#endif
-#version 450
+void main() {
-VERSION_DEFINES
+ // Pixel being shaded
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThan(pos, params.section.zw))) { //too large, do nothing
+ return;
+ }
-layout(location = 0) in vec2 uv_interp;
-/* clang-format on */
+#ifdef MODE_MIPMAP
-#ifdef MODE_CUBE_TO_DP
+ ivec2 base_pos = (pos + params.section.xy) << 1;
+ vec4 color = texelFetch(source_color, base_pos, 0);
+ color += texelFetch(source_color, base_pos + ivec2(0, 1), 0);
+ color += texelFetch(source_color, base_pos + ivec2(1, 0), 0);
+ color += texelFetch(source_color, base_pos + ivec2(1, 1), 0);
+ color /= 4.0;
-layout(set = 0, binding = 0) uniform samplerCube source_cube;
+ imageStore(dest_buffer, pos + params.target, color);
+#endif
-layout(push_constant, binding = 0, std430) uniform Params {
- float bias;
- float z_far;
- float z_near;
- bool z_flip;
-}
-params;
+#ifdef MODE_GAUSSIAN_BLUR
+
+ //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
-layout(location = 0) out float depth_buffer;
+ if (bool(params.flags & FLAG_HORIZONTAL)) {
+
+ ivec2 base_pos = (pos + params.section.xy) << 1;
+ vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.214607;
+ color += texelFetch(source_color, base_pos + ivec2(1, 0), 0) * 0.189879;
+ color += texelFetch(source_color, base_pos + ivec2(2, 0), 0) * 0.131514;
+ color += texelFetch(source_color, base_pos + ivec2(3, 0), 0) * 0.071303;
+ color += texelFetch(source_color, base_pos + ivec2(-1, 0), 0) * 0.189879;
+ color += texelFetch(source_color, base_pos + ivec2(-2, 0), 0) * 0.131514;
+ color += texelFetch(source_color, base_pos + ivec2(-3, 0), 0) * 0.071303;
+ imageStore(dest_buffer, pos + params.target, color);
+ } else {
+ ivec2 base_pos = (pos + params.section.xy);
+ vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.38774;
+ color += texelFetch(source_color, base_pos + ivec2(0, 1), 0) * 0.24477;
+ color += texelFetch(source_color, base_pos + ivec2(0, 2), 0) * 0.06136;
+ color += texelFetch(source_color, base_pos + ivec2(0, -1), 0) * 0.24477;
+ color += texelFetch(source_color, base_pos + ivec2(0, -2), 0) * 0.06136;
+ imageStore(dest_buffer, pos + params.target, color);
+ }
#endif
-void main() {
+#ifdef MODE_GAUSSIAN_GLOW
-#ifdef MODE_CUBE_TO_DP
+ //Glow uses larger sigma 1 for a more rounded blur effect
- vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0);
+#define GLOW_ADD(m_ofs, m_mult) \
+ { \
+ ivec2 ofs = base_pos + m_ofs; \
+ if (all(greaterThanEqual(ofs, section_begin)) && all(lessThan(ofs, section_end))) { \
+ color += texelFetch(source_color, ofs, 0) * m_mult; \
+ } \
+ }
- normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
- normal = normalize(normal);
+ vec4 color = vec4(0.0);
- normal.y = -normal.y; //needs to be flipped to match projection matrix
- if (!params.z_flip) {
- normal.z = -normal.z;
+ if (bool(params.flags & FLAG_HORIZONTAL)) {
+
+ ivec2 base_pos = (pos + params.section.xy) << 1;
+ ivec2 section_begin = params.section.xy << 1;
+ ivec2 section_end = section_begin + (params.section.zw << 1);
+
+ GLOW_ADD(ivec2(0, 0), 0.174938);
+ GLOW_ADD(ivec2(1, 0), 0.165569);
+ GLOW_ADD(ivec2(2, 0), 0.140367);
+ GLOW_ADD(ivec2(3, 0), 0.106595);
+ GLOW_ADD(ivec2(-1, 0), 0.165569);
+ GLOW_ADD(ivec2(-2, 0), 0.140367);
+ GLOW_ADD(ivec2(-3, 0), 0.106595);
+ color *= params.glow_strength;
+ } else {
+
+ ivec2 base_pos = pos + params.section.xy;
+ ivec2 section_begin = params.section.xy;
+ ivec2 section_end = section_begin + params.section.zw;
+
+ GLOW_ADD(ivec2(0, 0), 0.288713);
+ GLOW_ADD(ivec2(0, 1), 0.233062);
+ GLOW_ADD(ivec2(0, 2), 0.122581);
+ GLOW_ADD(ivec2(0, -1), 0.233062);
+ GLOW_ADD(ivec2(0, -2), 0.122581);
+ color *= params.glow_strength;
}
- float depth = texture(source_cube, normal).r;
- depth_buffer = depth;
-
- // absolute values for direction cosines, bigger value equals closer to basis axis
- vec3 unorm = abs(normal);
-
- if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
- // x code
- unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
- } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
- // y code
- unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
- } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
- // z code
- unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
+#undef GLOW_ADD
+
+ if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
+#ifdef GLOW_USE_AUTO_EXPOSURE
+
+ color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_grey;
+#endif
+ color *= params.glow_exposure;
+
+ float luminance = max(color.r, max(color.g, color.b));
+ float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom);
+
+ color = min(color * feedback, vec4(params.glow_luminance_cap));
+ }
+
+ imageStore(dest_buffer, pos + params.target, color);
+
+#endif
+
+#ifdef MODE_SIMPLE_COPY
+
+ vec4 color;
+ if (bool(params.flags & FLAG_COPY_ALL_SOURCE)) {
+ vec2 uv = vec2(pos) / vec2(params.section.zw);
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ uv.y = 1.0 - uv.y;
+ }
+ color = textureLod(source_color, uv, 0.0);
+
+ if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
+ color.rgb = vec3(max(max(color.r, color.g), color.b));
+ }
+ imageStore(dest_buffer, pos + params.target, color);
+
} else {
- // oh-no we messed up code
- // has to be
- unorm = vec3(1.0, 0.0, 0.0);
+ color = texelFetch(source_color, pos + params.section.xy, 0);
+
+ if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
+ color.rgb = vec3(max(max(color.r, color.g), color.b));
+ }
+
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ pos.y = params.section.w - pos.y - 1;
+ }
+
+ imageStore(dest_buffer, pos + params.target, color);
}
- float depth_fix = 1.0 / dot(normal, unorm);
+#endif
+
+#ifdef MODE_SIMPLE_COPY_DEPTH
+
+ vec4 color = texelFetch(source_color, pos + params.section.xy, 0);
+
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ pos.y = params.section.w - pos.y - 1;
+ }
- depth = 2.0 * depth - 1.0;
- float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
- depth_buffer = (linear_depth * depth_fix) / params.z_far;
+ imageStore(dest_buffer, pos + params.target, vec4(color.r));
+
+#endif
+
+#ifdef MODE_LINEARIZE_DEPTH_COPY
+
+ float depth = texelFetch(source_color, pos + params.section.xy, 0).r;
+ depth = depth * 2.0 - 1.0;
+ 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));
+ vec4 color = vec4(depth / params.camera_z_far);
+
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ pos.y = params.section.w - pos.y - 1;
+ }
+ imageStore(dest_buffer, pos + params.target, color);
#endif
}
diff --git a/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl b/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl
new file mode 100644
index 0000000000..1f499cf372
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl
@@ -0,0 +1,68 @@
+/* clang-format off */
+[vertex]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec4 section;
+ vec2 pixel_size;
+ bool flip_y;
+ bool use_section;
+ bool force_luminance;
+ uint pad[3];
+}
+params;
+
+void main() {
+
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+
+ if (params.use_section) {
+ uv_interp = params.section.xy + uv_interp * params.section.zw;
+ }
+
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+
+ if (params.flip_y) {
+ uv_interp.y = 1.0 - uv_interp.y;
+ }
+}
+
+/* clang-format off */
+[fragment]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec4 section;
+ vec2 pixel_size;
+ bool flip_y;
+ bool use_section;
+ bool force_luminance;
+ uint pad[3];
+} params;
+
+
+layout(location = 0) in vec2 uv_interp;
+/* clang-format on */
+
+layout(set = 0, binding = 0) uniform sampler2D source_color;
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+
+ vec4 color = texture(source_color, uv_interp, 0.0);
+ if (params.force_luminance) {
+ color.rgb = vec3(max(max(color.r, color.g), color.b));
+ }
+ frag_color = color;
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl b/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl
new file mode 100644
index 0000000000..02ebe1a53b
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl
@@ -0,0 +1,72 @@
+/* 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 samplerCube source_cube;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ ivec2 screen_size;
+ ivec2 offset;
+ float bias;
+ float z_far;
+ float z_near;
+ bool z_flip;
+}
+params;
+
+layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D depth_buffer;
+
+void main() {
+
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec2 pixel_size = 1.0 / vec2(params.screen_size);
+ vec2 uv = (vec2(pos) + 0.5) * pixel_size;
+
+ vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
+
+ normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
+ normal = normalize(normal);
+
+ normal.y = -normal.y; //needs to be flipped to match projection matrix
+ if (!params.z_flip) {
+ normal.z = -normal.z;
+ }
+
+ float depth = texture(source_cube, normal).r;
+
+ // absolute values for direction cosines, bigger value equals closer to basis axis
+ vec3 unorm = abs(normal);
+
+ if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
+ // x code
+ unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
+ } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
+ // y code
+ unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
+ } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
+ // z code
+ unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
+ } else {
+ // oh-no we messed up code
+ // has to be
+ unorm = vec3(1.0, 0.0, 0.0);
+ }
+
+ float depth_fix = 1.0 / dot(normal, unorm);
+
+ depth = 2.0 * depth - 1.0;
+ float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+ depth = (linear_depth * depth_fix) / params.z_far;
+
+ imageStore(depth_buffer, pos + params.offset, vec4(depth));
+}