diff options
author | Bastiaan Olij <mux213@gmail.com> | 2022-06-28 19:10:36 +1000 |
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committer | Bastiaan Olij <mux213@gmail.com> | 2022-07-19 13:27:39 +1000 |
commit | eefcb5ed678901fafb16a73f24aa85fbd03b69b7 (patch) | |
tree | 1bc8575965adbb35c859532144029e2f657b828f /servers/rendering/renderer_rd/shaders/effects | |
parent | 3953c1aa73bb0b4e96b3861dc83a380e7ce37da4 (diff) |
Move screen space effects into a separate class
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/effects')
14 files changed, 2591 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl new file mode 100644 index 0000000000..d85ab3af2e --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl @@ -0,0 +1,254 @@ +#[compute] + +#version 450 + +#VERSION_DEFINES + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +layout(rgba16f, set = 0, binding = 0) uniform restrict readonly image2D source_diffuse; +layout(r32f, set = 0, binding = 1) uniform restrict readonly image2D source_depth; +layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D ssr_image; +#ifdef MODE_ROUGH +layout(r8, set = 1, binding = 1) uniform restrict writeonly image2D blur_radius_image; +#endif +layout(rgba8, set = 2, binding = 0) uniform restrict readonly image2D source_normal_roughness; +layout(set = 3, binding = 0) uniform sampler2D source_metallic; + +layout(push_constant, std430) uniform Params { + vec4 proj_info; + + ivec2 screen_size; + float camera_z_near; + float camera_z_far; + + int num_steps; + float depth_tolerance; + float distance_fade; + float curve_fade_in; + + bool orthogonal; + float filter_mipmap_levels; + bool use_half_res; + uint metallic_mask; + + uint view_index; + uint pad1; + uint pad2; + uint pad3; +} +params; + +#include "screen_space_reflection_inc.glsl" + +vec2 view_to_screen(vec3 view_pos, out float w) { + vec4 projected = scene_data.projection[params.view_index] * vec4(view_pos, 1.0); + projected.xyz /= projected.w; + projected.xy = projected.xy * 0.5 + 0.5; + w = projected.w; + return projected.xy; +} + +#define M_PI 3.14159265359 + +void main() { + // Pixel being shaded + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + + if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing + return; + } + + vec2 pixel_size = 1.0 / vec2(params.screen_size); + vec2 uv = vec2(ssC.xy) * pixel_size; + + uv += pixel_size * 0.5; + + float base_depth = imageLoad(source_depth, ssC).r; + + // World space point being shaded + vec3 vertex = reconstructCSPosition(uv * vec2(params.screen_size), base_depth); + + vec4 normal_roughness = imageLoad(source_normal_roughness, ssC); + vec3 normal = normal_roughness.xyz * 2.0 - 1.0; + normal = normalize(normal); + normal.y = -normal.y; //because this code reads flipped + + vec3 view_dir; + if (sc_multiview) { + view_dir = normalize(vertex + scene_data.eye_offset[params.view_index].xyz); + } else { + view_dir = normalize(vertex); + } + vec3 ray_dir = normalize(reflect(view_dir, normal)); + + if (dot(ray_dir, normal) < 0.001) { + imageStore(ssr_image, ssC, vec4(0.0)); + return; + } + //ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0); + //ray_dir = normalize(vec3(1.0, 1.0, -1.0)); + + //////////////// + + // make ray length and clip it against the near plane (don't want to trace beyond visible) + float ray_len = (vertex.z + ray_dir.z * params.camera_z_far) > -params.camera_z_near ? (-params.camera_z_near - vertex.z) / ray_dir.z : params.camera_z_far; + vec3 ray_end = vertex + ray_dir * ray_len; + + float w_begin; + vec2 vp_line_begin = view_to_screen(vertex, w_begin); + float w_end; + vec2 vp_line_end = view_to_screen(ray_end, w_end); + vec2 vp_line_dir = vp_line_end - vp_line_begin; + + // we need to interpolate w along the ray, to generate perspective correct reflections + w_begin = 1.0 / w_begin; + w_end = 1.0 / w_end; + + float z_begin = vertex.z * w_begin; + float z_end = ray_end.z * w_end; + + vec2 line_begin = vp_line_begin / pixel_size; + vec2 line_dir = vp_line_dir / pixel_size; + float z_dir = z_end - z_begin; + float w_dir = w_end - w_begin; + + // clip the line to the viewport edges + + float scale_max_x = min(1.0, 0.99 * (1.0 - vp_line_begin.x) / max(1e-5, vp_line_dir.x)); + float scale_max_y = min(1.0, 0.99 * (1.0 - vp_line_begin.y) / max(1e-5, vp_line_dir.y)); + float scale_min_x = min(1.0, 0.99 * vp_line_begin.x / max(1e-5, -vp_line_dir.x)); + float scale_min_y = min(1.0, 0.99 * vp_line_begin.y / max(1e-5, -vp_line_dir.y)); + float line_clip = min(scale_max_x, scale_max_y) * min(scale_min_x, scale_min_y); + line_dir *= line_clip; + z_dir *= line_clip; + w_dir *= line_clip; + + // clip z and w advance to line advance + vec2 line_advance = normalize(line_dir); // down to pixel + float step_size = length(line_advance) / length(line_dir); + float z_advance = z_dir * step_size; // adapt z advance to line advance + float w_advance = w_dir * step_size; // adapt w advance to line advance + + // make line advance faster if direction is closer to pixel edges (this avoids sampling the same pixel twice) + float advance_angle_adj = 1.0 / max(abs(line_advance.x), abs(line_advance.y)); + line_advance *= advance_angle_adj; // adapt z advance to line advance + z_advance *= advance_angle_adj; + w_advance *= advance_angle_adj; + + vec2 pos = line_begin; + float z = z_begin; + float w = w_begin; + float z_from = z / w; + float z_to = z_from; + float depth; + vec2 prev_pos = pos; + + bool found = false; + + float steps_taken = 0.0; + + for (int i = 0; i < params.num_steps; i++) { + pos += line_advance; + z += z_advance; + w += w_advance; + + // convert to linear depth + + depth = imageLoad(source_depth, ivec2(pos - 0.5)).r; + if (sc_multiview) { + 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)); + depth = -depth; + } + + z_from = z_to; + z_to = z / w; + + if (depth > z_to) { + // if depth was surpassed + if (depth <= max(z_to, z_from) + params.depth_tolerance && -depth < params.camera_z_far) { + // check the depth tolerance and far clip + // check that normal is valid + found = true; + } + break; + } + + steps_taken += 1.0; + prev_pos = pos; + } + + if (found) { + float margin_blend = 1.0; + + vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.5 * 0.05); // make a uniform margin + if (any(bvec4(lessThan(pos, -margin), greaterThan(pos, params.screen_size + margin)))) { + // clip outside screen + margin + imageStore(ssr_image, ssC, vec4(0.0)); + return; + } + + { + //blend fading out towards external margin + vec2 margin_grad = mix(pos - params.screen_size, -pos, lessThan(pos, vec2(0.0))); + margin_blend = 1.0 - smoothstep(0.0, margin.x, max(margin_grad.x, margin_grad.y)); + //margin_blend = 1.0; + } + + vec2 final_pos; + float grad = (steps_taken + 1.0) / float(params.num_steps); + float initial_fade = params.curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), params.curve_fade_in); + float fade = pow(clamp(1.0 - grad, 0.0, 1.0), params.distance_fade) * initial_fade; + final_pos = pos; + + vec4 final_color; + +#ifdef MODE_ROUGH + + // if roughness is enabled, do screen space cone tracing + float blur_radius = 0.0; + float roughness = normal_roughness.w; + + if (roughness > 0.001) { + float cone_angle = min(roughness, 0.999) * M_PI * 0.5; + float cone_len = length(final_pos - line_begin); + float op_len = 2.0 * tan(cone_angle) * cone_len; // opposite side of iso triangle + { + // fit to sphere inside cone (sphere ends at end of cone), something like this: + // ___ + // \O/ + // V + // + // as it avoids bleeding from beyond the reflection as much as possible. As a plus + // it also makes the rough reflection more elongated. + float a = op_len; + float h = cone_len; + float a2 = a * a; + float fh2 = 4.0f * h * h; + blur_radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h); + } + } + + // Isn't this going to be overwritten after our endif? + final_color = imageLoad(source_diffuse, ivec2((final_pos - 0.5) * pixel_size)); + + imageStore(blur_radius_image, ssC, vec4(blur_radius / 255.0)); //stored in r8 + +#endif // MODE_ROUGH + + final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend); + + //change blend by metallic + vec4 metallic_mask = unpackUnorm4x8(params.metallic_mask); + final_color.a *= dot(metallic_mask, texelFetch(source_metallic, ssC << 1, 0)); + + imageStore(ssr_image, ssC, final_color); + + } else { +#ifdef MODE_ROUGH + imageStore(blur_radius_image, ssC, vec4(0.0)); +#endif + imageStore(ssr_image, ssC, vec4(0.0)); + } +} diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl new file mode 100644 index 0000000000..a63d60e0b2 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl @@ -0,0 +1,148 @@ +#[compute] + +#version 450 + +#VERSION_DEFINES + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +layout(rgba16f, set = 0, binding = 0) uniform restrict readonly image2D source_ssr; +layout(r8, set = 0, binding = 1) uniform restrict readonly image2D source_radius; +layout(rgba8, set = 1, binding = 0) uniform restrict readonly image2D source_normal; + +layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly image2D dest_ssr; +#ifndef VERTICAL_PASS +layout(r8, set = 2, binding = 1) uniform restrict writeonly image2D dest_radius; +#endif +layout(r32f, set = 3, binding = 0) uniform restrict readonly image2D source_depth; + +layout(push_constant, std430) uniform Params { + vec4 proj_info; + + bool orthogonal; + float edge_tolerance; + int increment; + uint view_index; + + ivec2 screen_size; + bool vertical; + uint steps; +} +params; + +#include "screen_space_reflection_inc.glsl" + +#define GAUSS_TABLE_SIZE 15 + +const float gauss_table[GAUSS_TABLE_SIZE + 1] = float[]( + 0.1847392078702266, + 0.16595854345772326, + 0.12031364177766891, + 0.07038755277896766, + 0.03322925565155569, + 0.012657819729901945, + 0.0038903040680094217, + 0.0009646503390864025, + 0.00019297087402915717, + 0.000031139936308099136, + 0.000004053309048174758, + 4.255228059965837e-7, + 3.602517634249573e-8, + 2.4592560765896795e-9, + 1.3534945386863618e-10, + 0.0 //one more for interpolation +); + +float gauss_weight(float p_val) { + float idxf; + float c = modf(max(0.0, p_val * float(GAUSS_TABLE_SIZE)), idxf); + int idx = int(idxf); + if (idx >= GAUSS_TABLE_SIZE + 1) { + return 0.0; + } + + return mix(gauss_table[idx], gauss_table[idx + 1], c); +} + +#define M_PI 3.14159265359 + +void do_filter(inout vec4 accum, inout float accum_radius, inout float divisor, ivec2 texcoord, ivec2 increment, vec3 p_pos, vec3 normal, float p_limit_radius) { + for (int i = 1; i < params.steps; i++) { + float d = float(i * params.increment); + ivec2 tc = texcoord + increment * i; + float depth = imageLoad(source_depth, tc).r; + vec3 view_pos = reconstructCSPosition(vec2(tc) + 0.5, depth); + vec3 view_normal = normalize(imageLoad(source_normal, tc).rgb * 2.0 - 1.0); + view_normal.y = -view_normal.y; + + float r = imageLoad(source_radius, tc).r; + float radius = round(r * 255.0); + + float angle_n = 1.0 - abs(dot(normal, view_normal)); + if (angle_n > params.edge_tolerance) { + break; + } + + float angle = abs(dot(normal, normalize(view_pos - p_pos))); + + if (angle > params.edge_tolerance) { + break; + } + + if (d < radius) { + float w = gauss_weight(d / radius); + accum += imageLoad(source_ssr, tc) * w; +#ifndef VERTICAL_PASS + accum_radius += r * w; +#endif + divisor += w; + } + } +} + +void main() { + // Pixel being shaded + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + + if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing + return; + } + + float base_contrib = gauss_table[0]; + + vec4 accum = imageLoad(source_ssr, ssC); + + float accum_radius = imageLoad(source_radius, ssC).r; + float radius = accum_radius * 255.0; + + float divisor = gauss_table[0]; + accum *= divisor; + accum_radius *= divisor; +#ifdef VERTICAL_PASS + ivec2 direction = ivec2(0, params.increment); +#else + ivec2 direction = ivec2(params.increment, 0); +#endif + float depth = imageLoad(source_depth, ssC).r; + vec3 pos = reconstructCSPosition(vec2(ssC.xy) + 0.5, depth); + vec3 normal = imageLoad(source_normal, ssC).xyz * 2.0 - 1.0; + normal = normalize(normal); + normal.y = -normal.y; + + do_filter(accum, accum_radius, divisor, ssC.xy, direction, pos, normal, radius); + do_filter(accum, accum_radius, divisor, ssC.xy, -direction, pos, normal, radius); + + if (divisor > 0.0) { + accum /= divisor; + accum_radius /= divisor; + } else { + accum = vec4(0.0); + accum_radius = 0.0; + } + + imageStore(dest_ssr, ssC, accum); + +#ifndef VERTICAL_PASS + imageStore(dest_radius, ssC, vec4(accum_radius)); +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl new file mode 100644 index 0000000000..26405ab040 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl @@ -0,0 +1,28 @@ +layout(constant_id = 0) const bool sc_multiview = false; + +layout(set = 4, binding = 0, std140) uniform SceneData { + mat4x4 projection[2]; + mat4x4 inv_projection[2]; + vec4 eye_offset[2]; +} +scene_data; + +vec3 reconstructCSPosition(vec2 screen_pos, float z) { + if (sc_multiview) { + vec4 pos; + pos.xy = (2.0 * vec2(screen_pos) / vec2(params.screen_size)) - 1.0; + pos.z = z * 2.0 - 1.0; + pos.w = 1.0; + + pos = scene_data.inv_projection[params.view_index] * pos; + pos.xyz /= pos.w; + + return pos.xyz; + } else { + if (params.orthogonal) { + return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw), z); + } else { + return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw) * z, z); + } + } +} diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl new file mode 100644 index 0000000000..a7da0812df --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl @@ -0,0 +1,106 @@ +#[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 arctifacts 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 += nr.xyz * 2.0 - 1.0; + normal.w += nr.w; + + 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; + } 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)) * (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); +} diff --git a/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl b/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl new file mode 100644 index 0000000000..c62144fdaf --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl @@ -0,0 +1,112 @@ +#[vertex] + +#version 450 + +#VERSION_DEFINES + +#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) +#extension GL_EXT_multiview : enable +#endif + +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#else // USE_MULTIVIEW +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW + +#ifdef USE_MULTIVIEW +layout(location = 0) out vec3 uv_interp; +#else // USE_MULTIVIEW +layout(location = 0) out vec2 uv_interp; +#endif //USE_MULTIVIEW + +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)); + +#ifdef USE_MULTIVIEW + uv_interp = vec3(base_arr[gl_VertexIndex], ViewIndex); + + gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0); +#else + uv_interp = base_arr[gl_VertexIndex]; + + gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0); +#endif +} + +#[fragment] + +#version 450 + +#VERSION_DEFINES + +#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) +#extension GL_EXT_multiview : enable +#endif + +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#else // USE_MULTIVIEW +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW + +#ifdef USE_MULTIVIEW +layout(location = 0) in vec3 uv_interp; +#else // USE_MULTIVIEW +layout(location = 0) in vec2 uv_interp; +#endif //USE_MULTIVIEW + +#ifdef USE_MULTIVIEW +layout(set = 0, binding = 0) uniform sampler2DArray specular; +#else // USE_MULTIVIEW +layout(set = 0, binding = 0) uniform sampler2D specular; +#endif //USE_MULTIVIEW + +#ifdef MODE_SSR + +#ifdef USE_MULTIVIEW +layout(set = 1, binding = 0) uniform sampler2DArray ssr; +#else // USE_MULTIVIEW +layout(set = 1, binding = 0) uniform sampler2D ssr; +#endif //USE_MULTIVIEW + +#endif + +#ifdef MODE_MERGE + +#ifdef USE_MULTIVIEW +layout(set = 2, binding = 0) uniform sampler2DArray diffuse; +#else // USE_MULTIVIEW +layout(set = 2, binding = 0) uniform sampler2D diffuse; +#endif //USE_MULTIVIEW + +#endif + +layout(location = 0) out vec4 frag_color; + +void main() { + frag_color.rgb = texture(specular, uv_interp).rgb; + frag_color.a = 0.0; +#ifdef MODE_SSR + + vec4 ssr_color = texture(ssr, uv_interp); + frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a); +#endif + +#ifdef MODE_MERGE + frag_color += texture(diffuse, uv_interp); +#endif + //added using additive blend +} diff --git a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl new file mode 100644 index 0000000000..134aae5ce7 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl @@ -0,0 +1,229 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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; + +layout(push_constant, std430) uniform Params { + vec2 pixel_size; + float z_far; + float z_near; + bool orthogonal; + float radius_sq; + uvec2 pad; +} +params; + +layout(set = 0, binding = 0) uniform sampler2D source_depth; + +layout(r16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_image0; //rename +#ifdef GENERATE_MIPS +layout(r16f, set = 2, binding = 0) uniform restrict writeonly image2DArray dest_image1; +layout(r16f, set = 2, binding = 1) uniform restrict writeonly image2DArray dest_image2; +layout(r16f, set = 2, binding = 2) uniform restrict writeonly image2DArray dest_image3; +#ifdef GENERATE_FULL_MIPS +layout(r16f, set = 2, binding = 3) uniform restrict writeonly image2DArray dest_image4; +#endif +#endif + +vec4 screen_space_to_view_space_depth(vec4 p_depth) { + if (params.orthogonal) { + vec4 depth = p_depth * 2.0 - 1.0; + return ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0; + } + + float depth_linearize_mul = params.z_near; + float depth_linearize_add = params.z_far; + + // Optimised version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar" + + // Set your depth_linearize_mul and depth_linearize_add to: + // depth_linearize_mul = ( cameraClipFar * cameraClipNear) / ( cameraClipFar - cameraClipNear ); + // depth_linearize_add = cameraClipFar / ( cameraClipFar - cameraClipNear ); + + return depth_linearize_mul / (depth_linearize_add - p_depth); +} + +float screen_space_to_view_space_depth(float p_depth) { + if (params.orthogonal) { + float depth = p_depth * 2.0 - 1.0; + return ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / (2.0 * params.z_far); + } + + float depth_linearize_mul = params.z_near; + float depth_linearize_add = params.z_far; + + return depth_linearize_mul / (depth_linearize_add - p_depth); +} + +#ifdef GENERATE_MIPS + +shared float depth_buffer[4][8][8]; + +float mip_smart_average(vec4 p_depths) { + float closest = min(min(p_depths.x, p_depths.y), min(p_depths.z, p_depths.w)); + float fallof_sq = -1.0f / params.radius_sq; + vec4 dists = p_depths - closest.xxxx; + vec4 weights = clamp(dists * dists * fallof_sq + 1.0, 0.0, 1.0); + return dot(weights, p_depths) / dot(weights, vec4(1.0, 1.0, 1.0, 1.0)); +} + +void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid) { + p_samples = screen_space_to_view_space_depth(p_samples); + + depth_buffer[0][p_gtid.x][p_gtid.y] = p_samples.w; + depth_buffer[1][p_gtid.x][p_gtid.y] = p_samples.z; + depth_buffer[2][p_gtid.x][p_gtid.y] = p_samples.x; + depth_buffer[3][p_gtid.x][p_gtid.y] = p_samples.y; + + imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 0), vec4(p_samples.w)); + imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 1), vec4(p_samples.z)); + imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 2), vec4(p_samples.x)); + imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 3), vec4(p_samples.y)); + + uint depth_array_index = 2 * (p_gtid.y % 2) + (p_gtid.x % 2); + uvec2 depth_array_offset = ivec2(p_gtid.x % 2, p_gtid.y % 2); + ivec2 buffer_coord = ivec2(p_gtid) - ivec2(depth_array_offset); + + p_output_coord /= 2; + groupMemoryBarrier(); + barrier(); + + // if (still_alive) <-- all threads alive here + { + float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0]; + float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 1]; + float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 1][buffer_coord.y + 0]; + float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 1][buffer_coord.y + 1]; + + float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11)); + imageStore(dest_image1, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg)); + depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg; + } + + bool still_alive = p_gtid.x % 4 == depth_array_offset.x && p_gtid.y % 4 == depth_array_offset.y; + + p_output_coord /= 2; + groupMemoryBarrier(); + barrier(); + + if (still_alive) { + float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0]; + float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 2]; + float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 2][buffer_coord.y + 0]; + float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 2][buffer_coord.y + 2]; + + float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11)); + imageStore(dest_image2, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg)); + depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg; + } + + still_alive = p_gtid.x % 8 == depth_array_offset.x && depth_array_offset.y % 8 == depth_array_offset.y; + + p_output_coord /= 2; + groupMemoryBarrier(); + barrier(); + + if (still_alive) { + float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0]; + float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 4]; + float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 4][buffer_coord.y + 0]; + float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 4][buffer_coord.y + 4]; + + float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11)); + imageStore(dest_image3, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg)); +#ifndef GENERATE_FULL_MIPS + } +#else + depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg; + } + still_alive = p_gtid.x % 16 == depth_array_offset.x && depth_array_offset.y % 16 == depth_array_offset.y; + + p_output_coord /= 2; + groupMemoryBarrier(); + barrier(); + + if (still_alive) { + float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0]; + float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 8]; + float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 0]; + float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 8]; + + float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11)); + imageStore(dest_image4, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg)); + } +#endif +} +#else +#ifndef USE_HALF_BUFFERS +void prepare_depths(vec4 p_samples, uvec2 p_tid) { + p_samples = screen_space_to_view_space_depth(p_samples); + + imageStore(dest_image0, ivec3(p_tid, 0), vec4(p_samples.w)); + imageStore(dest_image0, ivec3(p_tid, 1), vec4(p_samples.z)); + imageStore(dest_image0, ivec3(p_tid, 2), vec4(p_samples.x)); + imageStore(dest_image0, ivec3(p_tid, 3), vec4(p_samples.y)); +} +#endif +#endif + +void main() { +#ifdef USE_HALF_BUFFERS +#ifdef USE_HALF_SIZE + float sample_00 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 0, 4 * gl_GlobalInvocationID.y + 0), 0).x; + float sample_11 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 2, 4 * gl_GlobalInvocationID.y + 2), 0).x; +#else + float sample_00 = texelFetch(source_depth, ivec2(2 * gl_GlobalInvocationID.x + 0, 2 * gl_GlobalInvocationID.y + 0), 0).x; + float sample_11 = texelFetch(source_depth, ivec2(2 * gl_GlobalInvocationID.x + 1, 2 * gl_GlobalInvocationID.y + 1), 0).x; +#endif + sample_00 = screen_space_to_view_space_depth(sample_00); + sample_11 = screen_space_to_view_space_depth(sample_11); + + imageStore(dest_image0, ivec3(gl_GlobalInvocationID.xy, 0), vec4(sample_00)); + imageStore(dest_image0, ivec3(gl_GlobalInvocationID.xy, 3), vec4(sample_11)); +#else //!USE_HALF_BUFFERS +#ifdef USE_HALF_SIZE + ivec2 depth_buffer_coord = 4 * ivec2(gl_GlobalInvocationID.xy); + ivec2 output_coord = ivec2(gl_GlobalInvocationID); + + vec2 uv = (vec2(depth_buffer_coord) + 0.5f) * params.pixel_size; + vec4 samples; + samples.x = textureLodOffset(source_depth, uv, 0, ivec2(0, 2)).x; + samples.y = textureLodOffset(source_depth, uv, 0, ivec2(2, 2)).x; + samples.z = textureLodOffset(source_depth, uv, 0, ivec2(2, 0)).x; + samples.w = textureLodOffset(source_depth, uv, 0, ivec2(0, 0)).x; +#else + ivec2 depth_buffer_coord = 2 * ivec2(gl_GlobalInvocationID.xy); + ivec2 output_coord = ivec2(gl_GlobalInvocationID); + + vec2 uv = (vec2(depth_buffer_coord) + 0.5f) * params.pixel_size; + vec4 samples = textureGather(source_depth, uv); +#endif +#ifdef GENERATE_MIPS + prepare_depths_and_mips(samples, output_coord, gl_LocalInvocationID.xy); +#else + prepare_depths(samples, gl_GlobalInvocationID.xy); +#endif +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl new file mode 100644 index 0000000000..2a87e273bc --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl @@ -0,0 +1,483 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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 + +#define INTELSSAO_MAIN_DISK_SAMPLE_COUNT (32) +const vec4 sample_pattern[INTELSSAO_MAIN_DISK_SAMPLE_COUNT] = { + vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827), + vec4(-0.13570161, -0.64190155, 1.250000, -0.532765), vec4(-0.26193795, -0.08205118, 0.670000, -1.783245), vec4(-0.61177456, 0.66664219, 0.710000, -0.044234), vec4(0.43675563, 0.25119025, 0.610000, -1.167283), + vec4(0.07884444, 0.86618668, 0.640000, -0.459002), vec4(-0.12790935, -0.29869005, 0.600000, -1.729424), vec4(-0.04031125, 0.02413622, 0.600000, -4.792042), vec4(0.16201244, -0.52851415, 0.790000, -1.067055), + vec4(-0.70991218, 0.47301072, 0.640000, -0.335236), vec4(0.03277707, -0.22349690, 0.600000, -1.982384), vec4(0.68921727, 0.36800742, 0.630000, -0.266718), vec4(0.29251814, 0.37775412, 0.610000, -1.422520), + vec4(-0.12224089, 0.96582592, 0.600000, -0.426142), vec4(0.11071457, -0.16131058, 0.600000, -2.165947), vec4(0.46562141, -0.59747696, 0.600000, -0.189760), vec4(-0.51548797, 0.11804193, 0.600000, -1.246800), + vec4(0.89141309, -0.42090443, 0.600000, 0.028192), vec4(-0.32402530, -0.01591529, 0.600000, -1.543018), vec4(0.60771245, 0.41635221, 0.600000, -0.605411), vec4(0.02379565, -0.08239821, 0.600000, -3.809046), + vec4(0.48951152, -0.23657045, 0.600000, -1.189011), vec4(-0.17611565, -0.81696892, 0.600000, -0.513724), vec4(-0.33930185, -0.20732205, 0.600000, -1.698047), vec4(-0.91974425, 0.05403209, 0.600000, 0.062246), + vec4(-0.15064627, -0.14949332, 0.600000, -1.896062), vec4(0.53180975, -0.35210401, 0.600000, -0.758838), vec4(0.41487166, 0.81442589, 0.600000, -0.505648), vec4(-0.24106961, -0.32721516, 0.600000, -1.665244) +}; + +// these values can be changed (up to SSAO_MAX_TAPS) with no changes required elsewhere; values for 4th and 5th preset are ignored but array needed to avoid compilation errors +// the actual number of texture samples is two times this value (each "tap" has two symmetrical depth texture samples) +const int num_taps[5] = { 3, 5, 12, 0, 0 }; + +#define SSAO_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET (99) // to disable simply set to 99 or similar +#define SSAO_TILT_SAMPLES_AMOUNT (0.4) +// +#define SSAO_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET (1) // to disable simply set to 99 or similar +#define SSAO_HALOING_REDUCTION_AMOUNT (0.6) // values from 0.0 - 1.0, 1.0 means max weighting (will cause artifacts, 0.8 is more reasonable) +// +#define SSAO_NORMAL_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (2) // to disable simply set to 99 or similar +#define SSAO_NORMAL_BASED_EDGES_DOT_THRESHOLD (0.5) // use 0-0.1 for super-sharp normal-based edges +// +#define SSAO_DETAIL_AO_ENABLE_AT_QUALITY_PRESET (1) // whether to use detail; to disable simply set to 99 or similar +// +#define SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2) // !!warning!! the MIP generation on the C++ side will be enabled on quality preset 2 regardless of this value, so if changing here, change the C++ side too +#define SSAO_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically +// +// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for +// testing purposes, it will not yield performance gains (or correct results) +#define SSAO_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1) +// +#define SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1) + +#define SSAO_MAX_TAPS 32 +#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5 +#define SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSAO_MAX_TAPS - SSAO_ADAPTIVE_TAP_BASE_COUNT) +#define SSAO_DEPTH_MIP_LEVELS 4 + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +layout(set = 0, binding = 0) uniform sampler2DArray source_depth_mipmaps; +layout(rgba8, set = 0, binding = 1) uniform restrict readonly image2D source_normal; +layout(set = 0, binding = 2) uniform Constants { //get into a lower set + vec4 rotation_matrices[20]; +} +constants; + +#ifdef ADAPTIVE +layout(rg8, set = 1, binding = 0) uniform restrict readonly image2DArray source_ssao; +layout(set = 1, binding = 1) uniform sampler2D source_importance; +layout(set = 1, binding = 2, std430) buffer Counter { + uint sum; +} +counter; +#endif + +layout(rg8, set = 2, binding = 0) uniform restrict writeonly image2D dest_image; + +// This push_constant is full - 128 bytes - if you need to add more data, consider adding to the uniform buffer instead +layout(push_constant, std430) uniform Params { + ivec2 screen_size; + int pass; + int quality; + + vec2 half_screen_pixel_size; + int size_multiplier; + float detail_intensity; + + vec2 NDC_to_view_mul; + vec2 NDC_to_view_add; + + vec2 pad2; + vec2 half_screen_pixel_size_x025; + + float radius; + float intensity; + float shadow_power; + float shadow_clamp; + + float fade_out_mul; + float fade_out_add; + float horizon_angle_threshold; + float inv_radius_near_limit; + + bool is_orthogonal; + float neg_inv_radius; + float load_counter_avg_div; + float adaptive_sample_limit; + + ivec2 pass_coord_offset; + vec2 pass_uv_offset; +} +params; + +// packing/unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions! +float pack_edges(vec4 p_edgesLRTB) { + p_edgesLRTB = round(clamp(p_edgesLRTB, 0.0, 1.0) * 3.05); + return dot(p_edgesLRTB, vec4(64.0 / 255.0, 16.0 / 255.0, 4.0 / 255.0, 1.0 / 255.0)); +} + +vec3 NDC_to_view_space(vec2 p_pos, float p_viewspace_depth) { + if (params.is_orthogonal) { + return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add), p_viewspace_depth); + } else { + return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add) * p_viewspace_depth, p_viewspace_depth); + } +} + +// calculate effect radius and fit our screen sampling pattern inside it +void calculate_radius_parameters(const float p_pix_center_length, const vec2 p_pixel_size_at_center, out float r_lookup_radius, out float r_radius, out float r_fallof_sq) { + r_radius = params.radius; + + // when too close, on-screen sampling disk will grow beyond screen size; limit this to avoid closeup temporal artifacts + const float too_close_limit = clamp(p_pix_center_length * params.inv_radius_near_limit, 0.0, 1.0) * 0.8 + 0.2; + + r_radius *= too_close_limit; + + // 0.85 is to reduce the radius to allow for more samples on a slope to still stay within influence + r_lookup_radius = (0.85 * r_radius) / p_pixel_size_at_center.x; + + // used to calculate falloff (both for AO samples and per-sample weights) + r_fallof_sq = -1.0 / (r_radius * r_radius); +} + +vec4 calculate_edges(const float p_center_z, const float p_left_z, const float p_right_z, const float p_top_z, const float p_bottom_z) { + // slope-sensitive depth-based edge detection + vec4 edgesLRTB = vec4(p_left_z, p_right_z, p_top_z, p_bottom_z) - p_center_z; + vec4 edgesLRTB_slope_adjusted = edgesLRTB + edgesLRTB.yxwz; + edgesLRTB = min(abs(edgesLRTB), abs(edgesLRTB_slope_adjusted)); + return clamp((1.3 - edgesLRTB / (p_center_z * 0.040)), 0.0, 1.0); +} + +vec3 decode_normal(vec3 p_encoded_normal) { + vec3 normal = p_encoded_normal * 2.0 - 1.0; + return normal; +} + +vec3 load_normal(ivec2 p_pos) { + vec3 encoded_normal = imageLoad(source_normal, p_pos).xyz; + encoded_normal.z = 1.0 - encoded_normal.z; + return decode_normal(encoded_normal); +} + +vec3 load_normal(ivec2 p_pos, ivec2 p_offset) { + vec3 encoded_normal = imageLoad(source_normal, p_pos + p_offset).xyz; + encoded_normal.z = 1.0 - encoded_normal.z; + return decode_normal(encoded_normal); +} + +// all vectors in viewspace +float calculate_pixel_obscurance(vec3 p_pixel_normal, vec3 p_hit_delta, float p_fallof_sq) { + float length_sq = dot(p_hit_delta, p_hit_delta); + float NdotD = dot(p_pixel_normal, p_hit_delta) / sqrt(length_sq); + + float falloff_mult = max(0.0, length_sq * p_fallof_sq + 1.0); + + return max(0, NdotD - params.horizon_angle_threshold) * falloff_mult; +} + +void SSAO_tap_inner(const int p_quality_level, inout float r_obscurance_sum, inout float r_weight_sum, const vec2 p_sampling_uv, const float p_mip_level, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const float p_fallof_sq, const float p_weight_mod) { + // get depth at sample + float viewspace_sample_z = textureLod(source_depth_mipmaps, vec3(p_sampling_uv, params.pass), p_mip_level).x; + + // convert to viewspace + vec3 hit_pos = NDC_to_view_space(p_sampling_uv.xy, viewspace_sample_z).xyz; + vec3 hit_delta = hit_pos - p_pix_center_pos; + + float obscurance = calculate_pixel_obscurance(p_pixel_normal, hit_delta, p_fallof_sq); + float weight = 1.0; + + if (p_quality_level >= SSAO_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET) { + float reduct = max(0, -hit_delta.z); + reduct = clamp(reduct * params.neg_inv_radius + 2.0, 0.0, 1.0); + weight = SSAO_HALOING_REDUCTION_AMOUNT * reduct + (1.0 - SSAO_HALOING_REDUCTION_AMOUNT); + } + weight *= p_weight_mod; + r_obscurance_sum += obscurance * weight; + r_weight_sum += weight; +} + +void SSAOTap(const int p_quality_level, inout float r_obscurance_sum, inout float r_weight_sum, const int p_tap_index, const mat2 p_rot_scale, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const vec2 p_normalized_screen_pos, const float p_mip_offset, const float p_fallof_sq, float p_weight_mod, vec2 p_norm_xy, float p_norm_xy_length) { + vec2 sample_offset; + float sample_pow_2_len; + + // patterns + { + vec4 new_sample = sample_pattern[p_tap_index]; + sample_offset = new_sample.xy * p_rot_scale; + sample_pow_2_len = new_sample.w; // precalculated, same as: sample_pow_2_len = log2( length( new_sample.xy ) ); + p_weight_mod *= new_sample.z; + } + + // snap to pixel center (more correct obscurance math, avoids artifacts) + sample_offset = round(sample_offset); + + // calculate MIP based on the sample distance from the centre, similar to as described + // in http://graphics.cs.williams.edu/papers/SAOHPG12/. + float mip_level = (p_quality_level < SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset); + + vec2 sampling_uv = sample_offset * params.half_screen_pixel_size + p_normalized_screen_pos; + + SSAO_tap_inner(p_quality_level, r_obscurance_sum, r_weight_sum, sampling_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod); + + // for the second tap, just use the mirrored offset + vec2 sample_offset_mirrored_uv = -sample_offset; + + // tilt the second set of samples so that the disk is effectively rotated by the normal + // effective at removing one set of artifacts, but too expensive for lower quality settings + if (p_quality_level >= SSAO_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET) { + float dot_norm = dot(sample_offset_mirrored_uv, p_norm_xy); + sample_offset_mirrored_uv -= dot_norm * p_norm_xy_length * p_norm_xy; + sample_offset_mirrored_uv = round(sample_offset_mirrored_uv); + } + + // snap to pixel center (more correct obscurance math, avoids artifacts) + vec2 sampling_mirrored_uv = sample_offset_mirrored_uv * params.half_screen_pixel_size + p_normalized_screen_pos; + + SSAO_tap_inner(p_quality_level, r_obscurance_sum, r_weight_sum, sampling_mirrored_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod); +} + +void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, out float r_weight, const vec2 p_pos, int p_quality_level, bool p_adaptive_base) { + vec2 pos_rounded = trunc(p_pos); + uvec2 upos = uvec2(pos_rounded); + + const int number_of_taps = (p_adaptive_base) ? (SSAO_ADAPTIVE_TAP_BASE_COUNT) : (num_taps[p_quality_level]); + float pix_z, pix_left_z, pix_top_z, pix_right_z, pix_bottom_z; + + vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass)); + vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass)); + + // get this pixel's viewspace depth + pix_z = valuesUL.y; + + // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0) + pix_left_z = valuesUL.x; + pix_top_z = valuesUL.z; + pix_right_z = valuesBR.z; + pix_bottom_z = valuesBR.x; + + vec2 normalized_screen_pos = pos_rounded * params.half_screen_pixel_size + params.half_screen_pixel_size_x025; + vec3 pix_center_pos = NDC_to_view_space(normalized_screen_pos, pix_z); + + // Load this pixel's viewspace normal + uvec2 full_res_coord = upos * 2 * params.size_multiplier + params.pass_coord_offset.xy; + vec3 pixel_normal = load_normal(ivec2(full_res_coord)); + + const vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size, pix_center_pos.z).xy - pix_center_pos.xy; + + float pixel_lookup_radius; + float fallof_sq; + + // calculate effect radius and fit our screen sampling pattern inside it + float viewspace_radius; + calculate_radius_parameters(length(pix_center_pos), pixel_size_at_center, pixel_lookup_radius, viewspace_radius, fallof_sq); + + // calculate samples rotation/scaling + mat2 rot_scale_matrix; + uint pseudo_random_index; + + { + vec4 rotation_scale; + // reduce effect radius near the screen edges slightly; ideally, one would render a larger depth buffer (5% on each side) instead + if (!p_adaptive_base && (p_quality_level >= SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET)) { + float near_screen_border = min(min(normalized_screen_pos.x, 1.0 - normalized_screen_pos.x), min(normalized_screen_pos.y, 1.0 - normalized_screen_pos.y)); + near_screen_border = clamp(10.0 * near_screen_border + 0.6, 0.0, 1.0); + pixel_lookup_radius *= near_screen_border; + } + + // load & update pseudo-random rotation matrix + pseudo_random_index = uint(pos_rounded.y * 2 + pos_rounded.x) % 5; + rotation_scale = constants.rotation_matrices[params.pass * 5 + pseudo_random_index]; + rot_scale_matrix = mat2(rotation_scale.x * pixel_lookup_radius, rotation_scale.y * pixel_lookup_radius, rotation_scale.z * pixel_lookup_radius, rotation_scale.w * pixel_lookup_radius); + } + + // the main obscurance & sample weight storage + float obscurance_sum = 0.0; + float weight_sum = 0.0; + + // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge) + vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0); + + // Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats + pix_center_pos *= 0.9992; + + if (!p_adaptive_base && (p_quality_level >= SSAO_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) { + edgesLRTB = calculate_edges(pix_z, pix_left_z, pix_right_z, pix_top_z, pix_bottom_z); + } + + // adds a more high definition sharp effect, which gets blurred out (reuses left/right/top/bottom samples that we used for edge detection) + if (!p_adaptive_base && (p_quality_level >= SSAO_DETAIL_AO_ENABLE_AT_QUALITY_PRESET)) { + // disable in case of quality level 4 (reference) + if (p_quality_level != 4) { + //approximate neighbouring pixels positions (actually just deltas or "positions - pix_center_pos" ) + vec3 normalized_viewspace_dir = vec3(pix_center_pos.xy / pix_center_pos.zz, 1.0); + vec3 pixel_left_delta = vec3(-pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_left_z - pix_center_pos.z); + vec3 pixel_right_delta = vec3(+pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_right_z - pix_center_pos.z); + vec3 pixel_top_delta = vec3(0.0, -pixel_size_at_center.y, 0.0) + normalized_viewspace_dir * (pix_top_z - pix_center_pos.z); + vec3 pixel_bottom_delta = vec3(0.0, +pixel_size_at_center.y, 0.0) + normalized_viewspace_dir * (pix_bottom_z - pix_center_pos.z); + + const float range_reduction = 4.0f; // this is to avoid various artifacts + const float modified_fallof_sq = range_reduction * fallof_sq; + + vec4 additional_obscurance; + additional_obscurance.x = calculate_pixel_obscurance(pixel_normal, pixel_left_delta, modified_fallof_sq); + additional_obscurance.y = calculate_pixel_obscurance(pixel_normal, pixel_right_delta, modified_fallof_sq); + additional_obscurance.z = calculate_pixel_obscurance(pixel_normal, pixel_top_delta, modified_fallof_sq); + additional_obscurance.w = calculate_pixel_obscurance(pixel_normal, pixel_bottom_delta, modified_fallof_sq); + + obscurance_sum += params.detail_intensity * dot(additional_obscurance, edgesLRTB); + } + } + + // Sharp normals also create edges - but this adds to the cost as well + if (!p_adaptive_base && (p_quality_level >= SSAO_NORMAL_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) { + vec3 neighbour_normal_left = load_normal(ivec2(full_res_coord), ivec2(-2, 0)); + vec3 neighbour_normal_right = load_normal(ivec2(full_res_coord), ivec2(2, 0)); + vec3 neighbour_normal_top = load_normal(ivec2(full_res_coord), ivec2(0, -2)); + vec3 neighbour_normal_bottom = load_normal(ivec2(full_res_coord), ivec2(0, 2)); + + const float dot_threshold = SSAO_NORMAL_BASED_EDGES_DOT_THRESHOLD; + + vec4 normal_edgesLRTB; + normal_edgesLRTB.x = clamp((dot(pixel_normal, neighbour_normal_left) + dot_threshold), 0.0, 1.0); + normal_edgesLRTB.y = clamp((dot(pixel_normal, neighbour_normal_right) + dot_threshold), 0.0, 1.0); + normal_edgesLRTB.z = clamp((dot(pixel_normal, neighbour_normal_top) + dot_threshold), 0.0, 1.0); + normal_edgesLRTB.w = clamp((dot(pixel_normal, neighbour_normal_bottom) + dot_threshold), 0.0, 1.0); + + edgesLRTB *= normal_edgesLRTB; + } + + const float global_mip_offset = SSAO_DEPTH_MIPS_GLOBAL_OFFSET; + float mip_offset = (p_quality_level < SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (log2(pixel_lookup_radius) + global_mip_offset); + + // Used to tilt the second set of samples so that the disk is effectively rotated by the normal + // effective at removing one set of artifacts, but too expensive for lower quality settings + vec2 norm_xy = vec2(pixel_normal.x, pixel_normal.y); + float norm_xy_length = length(norm_xy); + norm_xy /= vec2(norm_xy_length, -norm_xy_length); + norm_xy_length *= SSAO_TILT_SAMPLES_AMOUNT; + + // standard, non-adaptive approach + if ((p_quality_level != 3) || p_adaptive_base) { + for (int i = 0; i < number_of_taps; i++) { + SSAOTap(p_quality_level, obscurance_sum, weight_sum, i, rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, 1.0, norm_xy, norm_xy_length); + } + } +#ifdef ADAPTIVE + else { + // add new ones if needed + vec2 full_res_uv = normalized_screen_pos + params.pass_uv_offset.xy; + float importance = textureLod(source_importance, full_res_uv, 0.0).x; + + // this is to normalize SSAO_DETAIL_AO_AMOUNT across all pixel regardless of importance + obscurance_sum *= (SSAO_ADAPTIVE_TAP_BASE_COUNT / float(SSAO_MAX_TAPS)) + (importance * SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT / float(SSAO_MAX_TAPS)); + + // load existing base values + vec2 base_values = imageLoad(source_ssao, ivec3(upos, params.pass)).xy; + weight_sum += base_values.y * float(SSAO_ADAPTIVE_TAP_BASE_COUNT * 4.0); + obscurance_sum += (base_values.x) * weight_sum; + + // increase importance around edges + float edge_count = dot(1.0 - edgesLRTB, vec4(1.0, 1.0, 1.0, 1.0)); + + float avg_total_importance = float(counter.sum) * params.load_counter_avg_div; + + float importance_limiter = clamp(params.adaptive_sample_limit / avg_total_importance, 0.0, 1.0); + importance *= importance_limiter; + + float additional_sample_count = SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT * importance; + + const float blend_range = 3.0; + const float blend_range_inv = 1.0 / blend_range; + + additional_sample_count += 0.5; + uint additional_samples = uint(additional_sample_count); + uint additional_samples_to = min(SSAO_MAX_TAPS, additional_samples + SSAO_ADAPTIVE_TAP_BASE_COUNT); + + for (uint i = SSAO_ADAPTIVE_TAP_BASE_COUNT; i < additional_samples_to; i++) { + additional_sample_count -= 1.0f; + float weight_mod = clamp(additional_sample_count * blend_range_inv, 0.0, 1.0); + SSAOTap(p_quality_level, obscurance_sum, weight_sum, int(i), rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, weight_mod, norm_xy, norm_xy_length); + } + } +#endif + + // early out for adaptive base - just output weight (used for the next pass) + if (p_adaptive_base) { + float obscurance = obscurance_sum / weight_sum; + + r_shadow_term = obscurance; + r_edges = vec4(0.0); + r_weight = weight_sum; + return; + } + + // calculate weighted average + float obscurance = obscurance_sum / weight_sum; + + // calculate fadeout (1 close, gradient, 0 far) + float fade_out = clamp(pix_center_pos.z * params.fade_out_mul + params.fade_out_add, 0.0, 1.0); + + // Reduce the SSAO shadowing if we're on the edge to remove artifacts on edges (we don't care for the lower quality one) + if (!p_adaptive_base && (p_quality_level >= SSAO_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) { + // when there's more than 2 opposite edges, start fading out the occlusion to reduce aliasing artifacts + float edge_fadeout_factor = clamp((1.0 - edgesLRTB.x - edgesLRTB.y) * 0.35, 0.0, 1.0) + clamp((1.0 - edgesLRTB.z - edgesLRTB.w) * 0.35, 0.0, 1.0); + + fade_out *= clamp(1.0 - edge_fadeout_factor, 0.0, 1.0); + } + + // strength + obscurance = params.intensity * obscurance; + + // clamp + obscurance = min(obscurance, params.shadow_clamp); + + // fadeout + obscurance *= fade_out; + + // conceptually switch to occlusion with the meaning being visibility (grows with visibility, occlusion == 1 implies full visibility), + // to be in line with what is more commonly used. + float occlusion = 1.0 - obscurance; + + // modify the gradient + // note: this cannot be moved to a later pass because of loss of precision after storing in the render target + occlusion = pow(clamp(occlusion, 0.0, 1.0), params.shadow_power); + + // outputs! + r_shadow_term = occlusion; // Our final 'occlusion' term (0 means fully occluded, 1 means fully lit) + r_edges = edgesLRTB; // These are used to prevent blurring across edges, 1 means no edge, 0 means edge, 0.5 means half way there, etc. + r_weight = weight_sum; +} + +void main() { + float out_shadow_term; + float out_weight; + vec4 out_edges; + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing + return; + } + + vec2 uv = vec2(gl_GlobalInvocationID) + vec2(0.5); +#ifdef SSAO_BASE + generate_SSAO_shadows_internal(out_shadow_term, out_edges, out_weight, uv, params.quality, true); + + imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(out_shadow_term, out_weight / (float(SSAO_ADAPTIVE_TAP_BASE_COUNT) * 4.0), 0.0, 0.0)); +#else + generate_SSAO_shadows_internal(out_shadow_term, out_edges, out_weight, uv, params.quality, false); // pass in quality levels + if (params.quality == 0) { + out_edges = vec4(1.0); + } + + imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(out_shadow_term, pack_edges(out_edges), 0.0, 0.0)); +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl new file mode 100644 index 0000000000..f42734c46d --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl @@ -0,0 +1,154 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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; + +layout(set = 0, binding = 0) uniform sampler2D source_ssao; + +layout(rg8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image; + +layout(push_constant, std430) uniform Params { + float edge_sharpness; + float pad; + vec2 half_screen_pixel_size; +} +params; + +vec4 unpack_edges(float p_packed_val) { + uint packed_val = uint(p_packed_val * 255.5); + vec4 edgesLRTB; + edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0; + edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0; + edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0; + edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0; + + return clamp(edgesLRTB + params.edge_sharpness, 0.0, 1.0); +} + +void add_sample(float p_ssao_value, float p_edge_value, inout float r_sum, inout float r_sum_weight) { + float weight = p_edge_value; + + r_sum += (weight * p_ssao_value); + r_sum_weight += weight; +} + +#ifdef MODE_WIDE +vec2 sample_blurred_wide(vec2 p_coord) { + vec2 vC = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, 0)).xy; + vec2 vL = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(-2, 0)).xy; + vec2 vT = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, -2)).xy; + vec2 vR = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(2, 0)).xy; + vec2 vB = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, 2)).xy; + + float packed_edges = vC.y; + vec4 edgesLRTB = unpack_edges(packed_edges); + edgesLRTB.x *= unpack_edges(vL.y).y; + edgesLRTB.z *= unpack_edges(vT.y).w; + edgesLRTB.y *= unpack_edges(vR.y).x; + edgesLRTB.w *= unpack_edges(vB.y).z; + + float ssao_value = vC.x; + float ssao_valueL = vL.x; + float ssao_valueT = vT.x; + float ssao_valueR = vR.x; + float ssao_valueB = vB.x; + + float sum_weight = 0.8f; + float sum = ssao_value * sum_weight; + + add_sample(ssao_valueL, edgesLRTB.x, sum, sum_weight); + add_sample(ssao_valueR, edgesLRTB.y, sum, sum_weight); + add_sample(ssao_valueT, edgesLRTB.z, sum, sum_weight); + add_sample(ssao_valueB, edgesLRTB.w, sum, sum_weight); + + float ssao_avg = sum / sum_weight; + + ssao_value = ssao_avg; + + return vec2(ssao_value, packed_edges); +} +#endif + +#ifdef MODE_SMART +vec2 sample_blurred(vec3 p_pos, vec2 p_coord) { + float packed_edges = texelFetch(source_ssao, ivec2(p_pos.xy), 0).y; + vec4 edgesLRTB = unpack_edges(packed_edges); + + vec4 valuesUL = textureGather(source_ssao, vec2(p_coord - params.half_screen_pixel_size * 0.5)); + vec4 valuesBR = textureGather(source_ssao, vec2(p_coord + params.half_screen_pixel_size * 0.5)); + + float ssao_value = valuesUL.y; + float ssao_valueL = valuesUL.x; + float ssao_valueT = valuesUL.z; + float ssao_valueR = valuesBR.z; + float ssao_valueB = valuesBR.x; + + float sum_weight = 0.5; + float sum = ssao_value * sum_weight; + + add_sample(ssao_valueL, edgesLRTB.x, sum, sum_weight); + add_sample(ssao_valueR, edgesLRTB.y, sum, sum_weight); + + add_sample(ssao_valueT, edgesLRTB.z, sum, sum_weight); + add_sample(ssao_valueB, edgesLRTB.w, sum, sum_weight); + + float ssao_avg = sum / sum_weight; + + ssao_value = ssao_avg; + + return vec2(ssao_value, packed_edges); +} +#endif + +void main() { + // Pixel being shaded + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + +#ifdef MODE_NON_SMART + + vec2 half_pixel = params.half_screen_pixel_size * 0.5; + + vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size; + + vec2 center = textureLod(source_ssao, vec2(uv), 0.0).xy; + + vec4 vals; + vals.x = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0).x; + vals.y = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0).x; + vals.z = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0).x; + vals.w = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0).x; + + vec2 sampled = vec2(dot(vals, vec4(0.2)) + center.x * 0.2, center.y); + +#else +#ifdef MODE_SMART + vec2 sampled = sample_blurred(vec3(gl_GlobalInvocationID), (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size); +#else // MODE_WIDE + vec2 sampled = sample_blurred_wide((vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size); +#endif + +#endif + imageStore(dest_image, ivec2(ssC), vec4(sampled, 0.0, 0.0)); +} diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl new file mode 100644 index 0000000000..04f98964e8 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl @@ -0,0 +1,123 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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 centre = 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 centre = 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 +} diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl new file mode 100644 index 0000000000..f6a9a92fac --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl @@ -0,0 +1,119 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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; + +layout(rgba8, set = 0, binding = 0) uniform restrict writeonly image2D dest_image; +layout(set = 1, binding = 0) uniform sampler2DArray source_texture; + +layout(push_constant, std430) uniform Params { + float inv_sharpness; + uint size_modifier; + vec2 pixel_size; +} +params; + +vec4 unpack_edges(float p_packed_val) { + uint packed_val = uint(p_packed_val * 255.5); + vec4 edgesLRTB; + edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0; + edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0; + edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0; + edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0; + + return clamp(edgesLRTB + params.inv_sharpness, 0.0, 1.0); +} + +void main() { + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + if (any(greaterThanEqual(ssC, ivec2(1.0 / params.pixel_size)))) { //too large, do nothing + return; + } + +#ifdef MODE_SMART + float ao; + uvec2 pix_pos = uvec2(gl_GlobalInvocationID.xy); + vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size; + + // calculate index in the four deinterleaved source array texture + int mx = int(pix_pos.x % 2); + int my = int(pix_pos.y % 2); + int index_center = mx + my * 2; // center index + int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal + int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical + int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal + + vec2 center_val = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0).xy; + + ao = center_val.x; + + vec4 edgesLRTB = unpack_edges(center_val.y); + + // convert index shifts to sampling offsets + float fmx = float(mx); + float fmy = float(my); + + // in case of an edge, push sampling offsets away from the edge (towards pixel center) + float fmxe = (edgesLRTB.y - edgesLRTB.x); + float fmye = (edgesLRTB.w - edgesLRTB.z); + + // calculate final sampling offsets and sample using bilinear filter + vec2 uv_horizontal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx + fmxe - 0.5, 0.5 - fmy)) * params.pixel_size; + float ao_horizontal = textureLod(source_texture, vec3(uv_horizontal, index_horizontal), 0.0).x; + vec2 uv_vertical = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(0.5 - fmx, fmy - 0.5 + fmye)) * params.pixel_size; + float ao_vertical = textureLod(source_texture, vec3(uv_vertical, index_vertical), 0.0).x; + vec2 uv_diagonal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx - 0.5 + fmxe, fmy - 0.5 + fmye)) * params.pixel_size; + float ao_diagonal = textureLod(source_texture, vec3(uv_diagonal, index_diagonal), 0.0).x; + + // reduce weight for samples near edge - if the edge is on both sides, weight goes to 0 + vec4 blendWeights; + blendWeights.x = 1.0; + blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5; + blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5; + blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5; + + // calculate weighted average + float blendWeightsSum = dot(blendWeights, vec4(1.0, 1.0, 1.0, 1.0)); + ao = dot(vec4(ao, ao_horizontal, ao_vertical, ao_diagonal), blendWeights) / blendWeightsSum; + + imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(ao)); +#else // !MODE_SMART + + vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size; +#ifdef MODE_HALF + float a = textureLod(source_texture, vec3(uv, 0), 0.0).x; + float d = textureLod(source_texture, vec3(uv, 3), 0.0).x; + float avg = (a + d) * 0.5; + +#else + float a = textureLod(source_texture, vec3(uv, 0), 0.0).x; + float b = textureLod(source_texture, vec3(uv, 1), 0.0).x; + float c = textureLod(source_texture, vec3(uv, 2), 0.0).x; + float d = textureLod(source_texture, vec3(uv, 3), 0.0).x; + float avg = (a + b + c + d) * 0.25; + +#endif + imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(avg)); +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl new file mode 100644 index 0000000000..513791dfbf --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl @@ -0,0 +1,444 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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 +// 2021-05-27: clayjohn: convert SSAO to SSIL +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#[compute] + +#version 450 + +#VERSION_DEFINES + +#define SSIL_MAIN_DISK_SAMPLE_COUNT (32) +const vec4 sample_pattern[SSIL_MAIN_DISK_SAMPLE_COUNT] = { + vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827), + vec4(-0.13570161, -0.64190155, 1.250000, -0.532765), vec4(-0.26193795, -0.08205118, 0.670000, -1.783245), vec4(-0.61177456, 0.66664219, 0.710000, -0.044234), vec4(0.43675563, 0.25119025, 0.610000, -1.167283), + vec4(0.07884444, 0.86618668, 0.640000, -0.459002), vec4(-0.12790935, -0.29869005, 0.600000, -1.729424), vec4(-0.04031125, 0.02413622, 0.600000, -4.792042), vec4(0.16201244, -0.52851415, 0.790000, -1.067055), + vec4(-0.70991218, 0.47301072, 0.640000, -0.335236), vec4(0.03277707, -0.22349690, 0.600000, -1.982384), vec4(0.68921727, 0.36800742, 0.630000, -0.266718), vec4(0.29251814, 0.37775412, 0.610000, -1.422520), + vec4(-0.12224089, 0.96582592, 0.600000, -0.426142), vec4(0.11071457, -0.16131058, 0.600000, -2.165947), vec4(0.46562141, -0.59747696, 0.600000, -0.189760), vec4(-0.51548797, 0.11804193, 0.600000, -1.246800), + vec4(0.89141309, -0.42090443, 0.600000, 0.028192), vec4(-0.32402530, -0.01591529, 0.600000, -1.543018), vec4(0.60771245, 0.41635221, 0.600000, -0.605411), vec4(0.02379565, -0.08239821, 0.600000, -3.809046), + vec4(0.48951152, -0.23657045, 0.600000, -1.189011), vec4(-0.17611565, -0.81696892, 0.600000, -0.513724), vec4(-0.33930185, -0.20732205, 0.600000, -1.698047), vec4(-0.91974425, 0.05403209, 0.600000, 0.062246), + vec4(-0.15064627, -0.14949332, 0.600000, -1.896062), vec4(0.53180975, -0.35210401, 0.600000, -0.758838), vec4(0.41487166, 0.81442589, 0.600000, -0.505648), vec4(-0.24106961, -0.32721516, 0.600000, -1.665244) +}; + +// these values can be changed (up to SSIL_MAX_TAPS) with no changes required elsewhere; values for 4th and 5th preset are ignored but array needed to avoid compilation errors +// the actual number of texture samples is two times this value (each "tap" has two symmetrical depth texture samples) +const int num_taps[5] = { 3, 5, 12, 0, 0 }; + +#define SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET (99) // to disable simply set to 99 or similar +#define SSIL_TILT_SAMPLES_AMOUNT (0.4) +// +#define SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET (1) // to disable simply set to 99 or similar +#define SSIL_HALOING_REDUCTION_AMOUNT (0.8) // values from 0.0 - 1.0, 1.0 means max weighting (will cause artifacts, 0.8 is more reasonable) +// +#define SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2) +#define SSIL_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically +// +// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for +// testing purposes, it will not yield performance gains (or correct results) +#define SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1) +// +#define SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1) + +#define SSIL_MAX_TAPS 32 +#define SSIL_ADAPTIVE_TAP_BASE_COUNT 5 +#define SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSIL_MAX_TAPS - SSIL_ADAPTIVE_TAP_BASE_COUNT) +#define SSIL_DEPTH_MIP_LEVELS 4 + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +layout(set = 0, binding = 0) uniform sampler2DArray source_depth_mipmaps; +layout(rgba8, set = 0, binding = 1) uniform restrict readonly image2D source_normal; +layout(set = 0, binding = 2) uniform Constants { //get into a lower set + vec4 rotation_matrices[20]; +} +constants; + +#ifdef ADAPTIVE +layout(rgba16, set = 1, binding = 0) uniform restrict readonly image2DArray source_ssil; +layout(set = 1, binding = 1) uniform sampler2D source_importance; +layout(set = 1, binding = 2, std430) buffer Counter { + uint sum; +} +counter; +#endif + +layout(rgba16, set = 2, binding = 0) uniform restrict writeonly image2D dest_image; +layout(r8, set = 2, binding = 1) uniform image2D edges_weights_image; + +layout(set = 3, binding = 0) uniform sampler2D last_frame; +layout(set = 3, binding = 1) uniform ProjectionConstants { + mat4 reprojection; +} +projection_constants; + +layout(push_constant, std430) uniform Params { + ivec2 screen_size; + int pass; + int quality; + + vec2 half_screen_pixel_size; + vec2 half_screen_pixel_size_x025; + + vec2 NDC_to_view_mul; + vec2 NDC_to_view_add; + + vec2 pad2; + float z_near; + float z_far; + + float radius; + float intensity; + int size_multiplier; + int pad; + + float fade_out_mul; + float fade_out_add; + float normal_rejection_amount; + float inv_radius_near_limit; + + bool is_orthogonal; + float neg_inv_radius; + float load_counter_avg_div; + float adaptive_sample_limit; + + ivec2 pass_coord_offset; + vec2 pass_uv_offset; +} +params; + +float pack_edges(vec4 p_edgesLRTB) { + p_edgesLRTB = round(clamp(p_edgesLRTB, 0.0, 1.0) * 3.05); + return dot(p_edgesLRTB, vec4(64.0 / 255.0, 16.0 / 255.0, 4.0 / 255.0, 1.0 / 255.0)); +} + +vec3 NDC_to_view_space(vec2 p_pos, float p_viewspace_depth) { + if (params.is_orthogonal) { + return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add), p_viewspace_depth); + } else { + return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add) * p_viewspace_depth, p_viewspace_depth); + } +} + +// calculate effect radius and fit our screen sampling pattern inside it +void calculate_radius_parameters(const float p_pix_center_length, const vec2 p_pixel_size_at_center, out float r_lookup_radius, out float r_radius, out float r_fallof_sq) { + r_radius = params.radius; + + // when too close, on-screen sampling disk will grow beyond screen size; limit this to avoid closeup temporal artifacts + const float too_close_limit = clamp(p_pix_center_length * params.inv_radius_near_limit, 0.0, 1.0) * 0.8 + 0.2; + + r_radius *= too_close_limit; + + // 0.85 is to reduce the radius to allow for more samples on a slope to still stay within influence + r_lookup_radius = (0.85 * r_radius) / p_pixel_size_at_center.x; + + // used to calculate falloff (both for AO samples and per-sample weights) + r_fallof_sq = -1.0 / (r_radius * r_radius); +} + +vec4 calculate_edges(const float p_center_z, const float p_left_z, const float p_right_z, const float p_top_z, const float p_bottom_z) { + // slope-sensitive depth-based edge detection + vec4 edgesLRTB = vec4(p_left_z, p_right_z, p_top_z, p_bottom_z) - p_center_z; + vec4 edgesLRTB_slope_adjusted = edgesLRTB + edgesLRTB.yxwz; + edgesLRTB = min(abs(edgesLRTB), abs(edgesLRTB_slope_adjusted)); + return clamp((1.3 - edgesLRTB / (p_center_z * 0.040)), 0.0, 1.0); +} + +vec3 decode_normal(vec3 p_encoded_normal) { + vec3 normal = p_encoded_normal * 2.0 - 1.0; + return normal; +} + +vec3 load_normal(ivec2 p_pos) { + vec3 encoded_normal = imageLoad(source_normal, p_pos).xyz; + encoded_normal.z = 1.0 - encoded_normal.z; + return decode_normal(encoded_normal); +} + +vec3 load_normal(ivec2 p_pos, ivec2 p_offset) { + vec3 encoded_normal = imageLoad(source_normal, p_pos + p_offset).xyz; + encoded_normal.z = 1.0 - encoded_normal.z; + return decode_normal(encoded_normal); +} + +// all vectors in viewspace +float calculate_pixel_obscurance(vec3 p_pixel_normal, vec3 p_hit_delta, float p_fallof_sq) { + float length_sq = dot(p_hit_delta, p_hit_delta); + float NdotD = dot(p_pixel_normal, p_hit_delta) / sqrt(length_sq); + + float falloff_mult = max(0.0, length_sq * p_fallof_sq + 1.0); + + return max(0, NdotD - 0.05) * falloff_mult; +} + +void SSIL_tap_inner(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const vec2 p_sampling_uv, const float p_mip_level, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const float p_fallof_sq, const float p_weight_mod) { + // get depth at sample + float viewspace_sample_z = textureLod(source_depth_mipmaps, vec3(p_sampling_uv, params.pass), p_mip_level).x; + vec3 sample_normal = load_normal(ivec2(p_sampling_uv * vec2(params.screen_size))); + + // convert to viewspace + vec3 hit_pos = NDC_to_view_space(p_sampling_uv.xy, viewspace_sample_z); + vec3 hit_delta = hit_pos - p_pix_center_pos; + + float obscurance = calculate_pixel_obscurance(p_pixel_normal, hit_delta, p_fallof_sq); + float weight = 1.0; + + if (p_quality_level >= SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET) { + float reduct = max(0, -hit_delta.z); + reduct = clamp(reduct * params.neg_inv_radius + 2.0, 0.0, 1.0); + weight = SSIL_HALOING_REDUCTION_AMOUNT * reduct + (1.0 - SSIL_HALOING_REDUCTION_AMOUNT); + } + + // Translate sampling_uv to last screen's coordinates + const vec4 sample_pos = projection_constants.reprojection * vec4(p_sampling_uv * 2.0 - 1.0, (viewspace_sample_z - params.z_near) / (params.z_far - params.z_near) * 2.0 - 1.0, 1.0); + vec2 reprojected_sampling_uv = (sample_pos.xy / sample_pos.w) * 0.5 + 0.5; + + weight *= p_weight_mod; + + r_obscurance_sum += obscurance * weight; + + vec3 sample_color = textureLod(last_frame, reprojected_sampling_uv, 5.0).rgb; + // Reduce impact of fireflies by tonemapping before averaging: http://graphicrants.blogspot.com/2013/12/tone-mapping.html + sample_color /= (1.0 + dot(sample_color, vec3(0.299, 0.587, 0.114))); + r_color_sum += sample_color * obscurance * weight * mix(1.0, smoothstep(0.0, 0.1, -dot(sample_normal, normalize(hit_delta))), params.normal_rejection_amount); + r_weight_sum += weight; +} + +void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const int p_tap_index, const mat2 p_rot_scale, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const vec2 p_normalized_screen_pos, const float p_mip_offset, const float p_fallof_sq, float p_weight_mod, vec2 p_norm_xy, float p_norm_xy_length) { + vec2 sample_offset; + float sample_pow_2_len; + + // patterns + { + vec4 new_sample = sample_pattern[p_tap_index]; + sample_offset = new_sample.xy * p_rot_scale; + sample_pow_2_len = new_sample.w; // precalculated, same as: sample_pow_2_len = log2( length( new_sample.xy ) ); + p_weight_mod *= new_sample.z; + } + + // snap to pixel center (more correct obscurance math, avoids artifacts) + sample_offset = round(sample_offset); + + // calculate MIP based on the sample distance from the centre, similar to as described + // in http://graphics.cs.williams.edu/papers/SAOHPG12/. + float mip_level = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset); + + vec2 sampling_uv = sample_offset * params.half_screen_pixel_size + p_normalized_screen_pos; + + SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod); + + // for the second tap, just use the mirrored offset + vec2 sample_offset_mirrored_uv = -sample_offset; + + // tilt the second set of samples so that the disk is effectively rotated by the normal + // effective at removing one set of artifacts, but too expensive for lower quality settings + if (p_quality_level >= SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET) { + float dot_norm = dot(sample_offset_mirrored_uv, p_norm_xy); + sample_offset_mirrored_uv -= dot_norm * p_norm_xy_length * p_norm_xy; + sample_offset_mirrored_uv = round(sample_offset_mirrored_uv); + } + + // snap to pixel center (more correct obscurance math, avoids artifacts) + vec2 sampling_mirrored_uv = sample_offset_mirrored_uv * params.half_screen_pixel_size + p_normalized_screen_pos; + + SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_mirrored_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod); +} + +void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, out float r_weight, const vec2 p_pos, int p_quality_level, bool p_adaptive_base) { + vec2 pos_rounded = trunc(p_pos); + uvec2 upos = uvec2(pos_rounded); + + const int number_of_taps = (p_adaptive_base) ? (SSIL_ADAPTIVE_TAP_BASE_COUNT) : (num_taps[p_quality_level]); + float pix_z, pix_left_z, pix_top_z, pix_right_z, pix_bottom_z; + + vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass)); + vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass)); + + // get this pixel's viewspace depth + pix_z = valuesUL.y; + + // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0) + pix_left_z = valuesUL.x; + pix_top_z = valuesUL.z; + pix_right_z = valuesBR.z; + pix_bottom_z = valuesBR.x; + + vec2 normalized_screen_pos = pos_rounded * params.half_screen_pixel_size + params.half_screen_pixel_size_x025; + vec3 pix_center_pos = NDC_to_view_space(normalized_screen_pos, pix_z); + + // Load this pixel's viewspace normal + uvec2 full_res_coord = upos * 2 * params.size_multiplier + params.pass_coord_offset.xy; + vec3 pixel_normal = load_normal(ivec2(full_res_coord)); + + const vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size, pix_center_pos.z).xy - pix_center_pos.xy; + + float pixel_lookup_radius; + float fallof_sq; + + // calculate effect radius and fit our screen sampling pattern inside it + float viewspace_radius; + calculate_radius_parameters(length(pix_center_pos), pixel_size_at_center, pixel_lookup_radius, viewspace_radius, fallof_sq); + + // calculate samples rotation/scaling + mat2 rot_scale_matrix; + uint pseudo_random_index; + + { + vec4 rotation_scale; + // reduce effect radius near the screen edges slightly; ideally, one would render a larger depth buffer (5% on each side) instead + if (!p_adaptive_base && (p_quality_level >= SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET)) { + float near_screen_border = min(min(normalized_screen_pos.x, 1.0 - normalized_screen_pos.x), min(normalized_screen_pos.y, 1.0 - normalized_screen_pos.y)); + near_screen_border = clamp(10.0 * near_screen_border + 0.6, 0.0, 1.0); + pixel_lookup_radius *= near_screen_border; + } + + // load & update pseudo-random rotation matrix + pseudo_random_index = uint(pos_rounded.y * 2 + pos_rounded.x) % 5; + rotation_scale = constants.rotation_matrices[params.pass * 5 + pseudo_random_index]; + rot_scale_matrix = mat2(rotation_scale.x * pixel_lookup_radius, rotation_scale.y * pixel_lookup_radius, rotation_scale.z * pixel_lookup_radius, rotation_scale.w * pixel_lookup_radius); + } + + // the main obscurance & sample weight storage + vec3 color_sum = vec3(0.0); + float obscurance_sum = 0.0; + float weight_sum = 0.0; + + // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge) + vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0); + + // Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats + pix_center_pos *= 0.9992; + + if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) { + edgesLRTB = calculate_edges(pix_z, pix_left_z, pix_right_z, pix_top_z, pix_bottom_z); + } + + const float global_mip_offset = SSIL_DEPTH_MIPS_GLOBAL_OFFSET; + float mip_offset = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (log2(pixel_lookup_radius) + global_mip_offset); + + // Used to tilt the second set of samples so that the disk is effectively rotated by the normal + // effective at removing one set of artifacts, but too expensive for lower quality settings + vec2 norm_xy = vec2(pixel_normal.x, pixel_normal.y); + float norm_xy_length = length(norm_xy); + norm_xy /= vec2(norm_xy_length, -norm_xy_length); + norm_xy_length *= SSIL_TILT_SAMPLES_AMOUNT; + + // standard, non-adaptive approach + if ((p_quality_level != 3) || p_adaptive_base) { + for (int i = 0; i < number_of_taps; i++) { + SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, i, rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, 1.0, norm_xy, norm_xy_length); + } + } +#ifdef ADAPTIVE + else { + // add new ones if needed + vec2 full_res_uv = normalized_screen_pos + params.pass_uv_offset.xy; + float importance = textureLod(source_importance, full_res_uv, 0.0).x; + + //Need to store obscurance from base pass + // load existing base values + vec4 base_values = imageLoad(source_ssil, ivec3(upos, params.pass)); + weight_sum += imageLoad(edges_weights_image, ivec2(upos)).r * float(SSIL_ADAPTIVE_TAP_BASE_COUNT * 4.0); + color_sum += (base_values.rgb) * weight_sum; + obscurance_sum += (base_values.a) * weight_sum; + + // increase importance around edges + float edge_count = dot(1.0 - edgesLRTB, vec4(1.0, 1.0, 1.0, 1.0)); + + float avg_total_importance = float(counter.sum) * params.load_counter_avg_div; + + float importance_limiter = clamp(params.adaptive_sample_limit / avg_total_importance, 0.0, 1.0); + importance *= importance_limiter; + + float additional_sample_count = SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT * importance; + + const float blend_range = 3.0; + const float blend_range_inv = 1.0 / blend_range; + + additional_sample_count += 0.5; + uint additional_samples = uint(additional_sample_count); + uint additional_samples_to = min(SSIL_MAX_TAPS, additional_samples + SSIL_ADAPTIVE_TAP_BASE_COUNT); + + for (uint i = SSIL_ADAPTIVE_TAP_BASE_COUNT; i < additional_samples_to; i++) { + additional_sample_count -= 1.0f; + float weight_mod = clamp(additional_sample_count * blend_range_inv, 0.0, 1.0); + SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, int(i), rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, weight_mod, norm_xy, norm_xy_length); + } + } +#endif + + // Early out for adaptive base + if (p_adaptive_base) { + vec3 color = color_sum / weight_sum; + + r_color = color; + r_edges = vec4(0.0); + r_obscurance = obscurance_sum / weight_sum; + r_weight = weight_sum; + return; + } + + // Calculate weighted average + vec3 color = color_sum / weight_sum; + color /= 1.0 - dot(color, vec3(0.299, 0.587, 0.114)); + + // Calculate fadeout (1 close, gradient, 0 far) + float fade_out = clamp(pix_center_pos.z * params.fade_out_mul + params.fade_out_add, 0.0, 1.0); + + // Reduce the SSIL if we're on the edge to remove artifacts on edges (we don't care for the lower quality one) + if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) { + // when there's more than 2 opposite edges, start fading out the occlusion to reduce aliasing artifacts + float edge_fadeout_factor = clamp((1.0 - edgesLRTB.x - edgesLRTB.y) * 0.35, 0.0, 1.0) + clamp((1.0 - edgesLRTB.z - edgesLRTB.w) * 0.35, 0.0, 1.0); + + fade_out *= clamp(1.0 - edge_fadeout_factor, 0.0, 1.0); + } + + color = params.intensity * color; + + color *= fade_out; + + // outputs! + r_color = color; + r_edges = edgesLRTB; // These are used to prevent blurring across edges, 1 means no edge, 0 means edge, 0.5 means half way there, etc. + r_obscurance = clamp((obscurance_sum / weight_sum) * params.intensity, 0.0, 1.0); + r_weight = weight_sum; +} + +void main() { + vec3 out_color; + float out_obscurance; + float out_weight; + vec4 out_edges; + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing + return; + } + + vec2 uv = vec2(gl_GlobalInvocationID) + vec2(0.5); +#ifdef SSIL_BASE + generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, true); + + imageStore(dest_image, ssC, vec4(out_color, out_obscurance)); + imageStore(edges_weights_image, ssC, vec4(out_weight / (float(SSIL_ADAPTIVE_TAP_BASE_COUNT) * 4.0))); +#else + generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, false); // pass in quality levels + + imageStore(dest_image, ssC, vec4(out_color, out_obscurance)); + imageStore(edges_weights_image, ssC, vec4(pack_edges(out_edges))); +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl new file mode 100644 index 0000000000..47c56571f6 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl @@ -0,0 +1,144 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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 +// 2021-05-27: clayjohn: convert SSAO to SSIL +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#[compute] + +#version 450 + +#VERSION_DEFINES + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +layout(set = 0, binding = 0) uniform sampler2D source_ssil; + +layout(rgba16, set = 1, binding = 0) uniform restrict writeonly image2D dest_image; + +layout(r8, set = 2, binding = 0) uniform restrict readonly image2D source_edges; + +layout(push_constant, std430) uniform Params { + float edge_sharpness; + float pad; + vec2 half_screen_pixel_size; +} +params; + +vec4 unpack_edges(float p_packed_val) { + uint packed_val = uint(p_packed_val * 255.5); + vec4 edgesLRTB; + edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0; + edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0; + edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0; + edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0; + + return clamp(edgesLRTB + params.edge_sharpness, 0.0, 1.0); +} + +void add_sample(vec4 p_ssil_value, float p_edge_value, inout vec4 r_sum, inout float r_sum_weight) { + float weight = p_edge_value; + + r_sum += (weight * p_ssil_value); + r_sum_weight += weight; +} + +#ifdef MODE_WIDE +vec4 sample_blurred_wide(ivec2 p_pos, vec2 p_coord) { + vec4 ssil_value = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0)); + vec4 ssil_valueL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-2, 0)); + vec4 ssil_valueT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -2)); + vec4 ssil_valueR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(2, 0)); + vec4 ssil_valueB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 2)); + + vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, p_pos).r); + edgesLRTB.x *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(-2, 0)).r).y; + edgesLRTB.z *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, -2)).r).w; + edgesLRTB.y *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(2, 0)).r).x; + edgesLRTB.w *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, 2)).r).z; + + float sum_weight = 0.8; + vec4 sum = ssil_value * sum_weight; + + add_sample(ssil_valueL, edgesLRTB.x, sum, sum_weight); + add_sample(ssil_valueR, edgesLRTB.y, sum, sum_weight); + add_sample(ssil_valueT, edgesLRTB.z, sum, sum_weight); + add_sample(ssil_valueB, edgesLRTB.w, sum, sum_weight); + + vec4 ssil_avg = sum / sum_weight; + + ssil_value = ssil_avg; + + return ssil_value; +} +#endif + +#ifdef MODE_SMART +vec4 sample_blurred(ivec2 p_pos, vec2 p_coord) { + vec4 vC = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0)); + vec4 vL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-1, 0)); + vec4 vT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -1)); + vec4 vR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(1, 0)); + vec4 vB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 1)); + + float packed_edges = imageLoad(source_edges, p_pos).r; + vec4 edgesLRTB = unpack_edges(packed_edges); + + float sum_weight = 0.5; + vec4 sum = vC * sum_weight; + + add_sample(vL, edgesLRTB.x, sum, sum_weight); + add_sample(vR, edgesLRTB.y, sum, sum_weight); + add_sample(vT, edgesLRTB.z, sum, sum_weight); + add_sample(vB, edgesLRTB.w, sum, sum_weight); + + vec4 ssil_avg = sum / sum_weight; + + vec4 ssil_value = ssil_avg; + + return ssil_value; +} +#endif + +void main() { + // Pixel being shaded + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + +#ifdef MODE_NON_SMART + + vec2 half_pixel = params.half_screen_pixel_size * 0.5; + + vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size; + + vec4 centre = textureLod(source_ssil, uv, 0.0); + + vec4 value = textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0) * 0.2; + value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0) * 0.2; + value += textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0) * 0.2; + value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0) * 0.2; + + vec4 sampled = value + centre * 0.2; + +#else +#ifdef MODE_SMART + vec4 sampled = sample_blurred(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size); +#else // MODE_WIDE + vec4 sampled = sample_blurred_wide(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size); +#endif +#endif // MODE_NON_SMART + imageStore(dest_image, ssC, sampled); +} diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl new file mode 100644 index 0000000000..6b6b02739d --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl @@ -0,0 +1,125 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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 +// 2021-05-27: clayjohn: convert SSAO to SSIL +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#[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 pad; +} +params; + +void main() { + // Pixel being shaded + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + +#ifdef GENERATE_MAP + // importance map stuff + uvec2 base_position = ssC * 2; + + float avg = 0.0; + float minV = 1.0; + float maxV = 0.0; + for (int i = 0; i < 4; i++) { + vec3 value_a = texelFetch(source_texture, ivec3(base_position, i), 0).rgb * params.intensity; + vec3 value_b = texelFetch(source_texture, ivec3(base_position, i) + ivec3(0, 1, 0), 0).rgb * params.intensity; + vec3 value_c = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 0, 0), 0).rgb * params.intensity; + vec3 value_d = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 1, 0), 0).rgb * params.intensity; + + // Calculate luminance (black and white value) + float a = dot(value_a, vec3(0.2125, 0.7154, 0.0721)); + float b = dot(value_b, vec3(0.2125, 0.7154, 0.0721)); + float c = dot(value_c, vec3(0.2125, 0.7154, 0.0721)); + float d = dot(value_d, vec3(0.2125, 0.7154, 0.0721)); + + maxV = max(maxV, max(max(a, b), max(c, d))); + minV = min(minV, min(min(a, b), min(c, d))); + } + + float min_max_diff = maxV - minV; + + imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.6))); +#endif + +#ifdef PROCESS_MAPA + vec2 uv = (vec2(ssC) + 0.5) * params.half_screen_pixel_size * 2.0; + + float centre = 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 centre = 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 +} diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl new file mode 100644 index 0000000000..9e86ac0cf0 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl @@ -0,0 +1,122 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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 +// 2021-05-27: clayjohn: convert SSAO to SSIL +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#[compute] + +#version 450 + +#VERSION_DEFINES + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +layout(rgba16, set = 0, binding = 0) uniform restrict writeonly image2D dest_image; +layout(set = 1, binding = 0) uniform sampler2DArray source_texture; +layout(r8, set = 2, binding = 0) uniform restrict readonly image2DArray source_edges; + +layout(push_constant, std430) uniform Params { + float inv_sharpness; + uint size_modifier; + vec2 pixel_size; +} +params; + +vec4 unpack_edges(float p_packed_val) { + uint packed_val = uint(p_packed_val * 255.5); + vec4 edgesLRTB; + edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0; + edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0; + edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0; + edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0; + + return clamp(edgesLRTB + params.inv_sharpness, 0.0, 1.0); +} + +void main() { + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + if (any(greaterThanEqual(ssC, ivec2(1.0 / params.pixel_size)))) { //too large, do nothing + return; + } + +#ifdef MODE_SMART + uvec2 pix_pos = uvec2(gl_GlobalInvocationID.xy); + vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size; + + // calculate index in the four deinterleaved source array texture + int mx = int(pix_pos.x % 2); + int my = int(pix_pos.y % 2); + int index_center = mx + my * 2; // center index + int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal + int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical + int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal + + vec4 color = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0); + + vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, ivec3(pix_pos / uvec2(params.size_modifier), index_center)).r); + + // convert index shifts to sampling offsets + float fmx = float(mx); + float fmy = float(my); + + // in case of an edge, push sampling offsets away from the edge (towards pixel center) + float fmxe = (edgesLRTB.y - edgesLRTB.x); + float fmye = (edgesLRTB.w - edgesLRTB.z); + + // calculate final sampling offsets and sample using bilinear filter + vec2 uv_horizontal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx + fmxe - 0.5, 0.5 - fmy)) * params.pixel_size; + vec4 color_horizontal = textureLod(source_texture, vec3(uv_horizontal, index_horizontal), 0.0); + vec2 uv_vertical = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(0.5 - fmx, fmy - 0.5 + fmye)) * params.pixel_size; + vec4 color_vertical = textureLod(source_texture, vec3(uv_vertical, index_vertical), 0.0); + vec2 uv_diagonal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx - 0.5 + fmxe, fmy - 0.5 + fmye)) * params.pixel_size; + vec4 color_diagonal = textureLod(source_texture, vec3(uv_diagonal, index_diagonal), 0.0); + + // reduce weight for samples near edge - if the edge is on both sides, weight goes to 0 + vec4 blendWeights; + blendWeights.x = 1.0; + blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5; + blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5; + blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5; + + // calculate weighted average + float blendWeightsSum = dot(blendWeights, vec4(1.0, 1.0, 1.0, 1.0)); + color += color_horizontal * blendWeights.y; + color += color_vertical * blendWeights.z; + color += color_diagonal * blendWeights.w; + color /= blendWeightsSum; + + imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), color); +#else // !MODE_SMART + + vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size; +#ifdef MODE_HALF + vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0); + vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0); + vec4 avg = (a + d) * 0.5; + +#else + vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0); + vec4 b = textureLod(source_texture, vec3(uv, 1), 0.0); + vec4 c = textureLod(source_texture, vec3(uv, 2), 0.0); + vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0); + vec4 avg = (a + b + c + d) * 0.25; + +#endif + imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), avg); +#endif +} |