summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/shaders
diff options
context:
space:
mode:
authorBastiaan Olij <mux213@gmail.com>2021-07-27 23:33:47 +1000
committerBastiaan Olij <mux213@gmail.com>2021-08-01 21:22:38 +1000
commitc76426527be7a99dd3e94ccdc4925475ebef82fd (patch)
tree48657645aee740f75b233d65c92a0e077747cf71 /servers/rendering/renderer_rd/shaders
parentd7b61838b1a2d90fec2446c23549bb77714c3bb6 (diff)
Porting cubemap compute shaders to raster for the mobile renderer
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl48
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl48
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl163
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl256
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl95
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl94
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl63
7 files changed, 626 insertions, 141 deletions
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl b/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl
index 9fa84657d1..63f0ce690e 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl
@@ -32,53 +32,7 @@ layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
-layout(push_constant, binding = 1, std430) uniform Params {
- uint face_size;
-}
-params;
-
-#define M_PI 3.14159265359
-
-void get_dir_0(out vec3 dir, in float u, in float v) {
- dir[0] = 1.0;
- dir[1] = v;
- dir[2] = -u;
-}
-
-void get_dir_1(out vec3 dir, in float u, in float v) {
- dir[0] = -1.0;
- dir[1] = v;
- dir[2] = u;
-}
-
-void get_dir_2(out vec3 dir, in float u, in float v) {
- dir[0] = u;
- dir[1] = 1.0;
- dir[2] = -v;
-}
-
-void get_dir_3(out vec3 dir, in float u, in float v) {
- dir[0] = u;
- dir[1] = -1.0;
- dir[2] = v;
-}
-
-void get_dir_4(out vec3 dir, in float u, in float v) {
- dir[0] = u;
- dir[1] = v;
- dir[2] = 1.0;
-}
-
-void get_dir_5(out vec3 dir, in float u, in float v) {
- dir[0] = -u;
- dir[1] = v;
- dir[2] = -1.0;
-}
-
-float calcWeight(float u, float v) {
- float val = u * u + v * v + 1.0;
- return val * sqrt(val);
-}
+#include "cubemap_downsampler_inc.glsl"
void main() {
uvec3 id = gl_GlobalInvocationID;
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl
new file mode 100644
index 0000000000..b329e67293
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl
@@ -0,0 +1,48 @@
+layout(push_constant, binding = 1, std430) uniform Params {
+ uint face_size;
+ uint face_id; // only used in raster shader
+}
+params;
+
+#define M_PI 3.14159265359
+
+void get_dir_0(out vec3 dir, in float u, in float v) {
+ dir[0] = 1.0;
+ dir[1] = v;
+ dir[2] = -u;
+}
+
+void get_dir_1(out vec3 dir, in float u, in float v) {
+ dir[0] = -1.0;
+ dir[1] = v;
+ dir[2] = u;
+}
+
+void get_dir_2(out vec3 dir, in float u, in float v) {
+ dir[0] = u;
+ dir[1] = 1.0;
+ dir[2] = -v;
+}
+
+void get_dir_3(out vec3 dir, in float u, in float v) {
+ dir[0] = u;
+ dir[1] = -1.0;
+ dir[2] = v;
+}
+
+void get_dir_4(out vec3 dir, in float u, in float v) {
+ dir[0] = u;
+ dir[1] = v;
+ dir[2] = 1.0;
+}
+
+void get_dir_5(out vec3 dir, in float u, in float v) {
+ dir[0] = -u;
+ dir[1] = v;
+ dir[2] = -1.0;
+}
+
+float calcWeight(float u, float v) {
+ float val = u * u + v * v + 1.0;
+ return val * sqrt(val);
+}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl
new file mode 100644
index 0000000000..0828ffd921
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl
@@ -0,0 +1,163 @@
+// Copyright 2016 Activision Publishing, Inc.
+//
+// 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.
+
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "cubemap_downsampler_inc.glsl"
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex] * float(params.face_size);
+ gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "cubemap_downsampler_inc.glsl"
+
+layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
+
+layout(location = 0) in vec2 uv_interp;
+layout(location = 0) out vec4 frag_color;
+/* clang-format on */
+
+void main() {
+ // Converted from compute shader which uses absolute coordinates.
+ // Could possibly simplify this
+ float face_size = float(params.face_size);
+
+ if (uv_interp.x < face_size && uv_interp.y < face_size) {
+ float inv_face_size = 1.0 / face_size;
+
+ float u0 = (uv_interp.x * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0;
+ float u1 = (uv_interp.x * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0;
+
+ float v0 = (uv_interp.y * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0;
+ float v1 = (uv_interp.y * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0;
+
+ float weights[4];
+ weights[0] = calcWeight(u0, v0);
+ weights[1] = calcWeight(u1, v0);
+ weights[2] = calcWeight(u0, v1);
+ weights[3] = calcWeight(u1, v1);
+
+ const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]);
+ for (int i = 0; i < 4; i++) {
+ weights[i] = weights[i] * wsum + .125;
+ }
+
+ vec3 dir;
+ vec4 color;
+ switch (params.face_id) {
+ case 0:
+ get_dir_0(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_0(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_0(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_0(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ case 1:
+ get_dir_1(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_1(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_1(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_1(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ case 2:
+ get_dir_2(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_2(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_2(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_2(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ case 3:
+ get_dir_3(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_3(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_3(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_3(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ case 4:
+ get_dir_4(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_4(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_4(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_4(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ default:
+ get_dir_5(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_5(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_5(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_5(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ }
+ frag_color = color;
+ }
+}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl b/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl
new file mode 100644
index 0000000000..324d306218
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl
@@ -0,0 +1,256 @@
+// Copyright 2016 Activision Publishing, Inc.
+//
+// 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.
+
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ int mip_level;
+ uint face_id;
+}
+params;
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+ gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ int mip_level;
+ uint face_id;
+}
+params;
+
+layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
+
+layout(location = 0) in vec2 uv_interp;
+layout(location = 0) out vec4 frag_color;
+
+/* clang-format on */
+
+#ifdef USE_HIGH_QUALITY
+#define NUM_TAPS 32
+#else
+#define NUM_TAPS 8
+#endif
+
+#define BASE_RESOLUTION 128
+
+#ifdef USE_HIGH_QUALITY
+layout(set = 1, binding = 0, std430) buffer restrict readonly Data {
+ vec4[7][5][3][24] coeffs;
+}
+data;
+#else
+layout(set = 1, binding = 0, std430) buffer restrict readonly Data {
+ vec4[7][5][6] coeffs;
+}
+data;
+#endif
+
+void get_dir(out vec3 dir, in vec2 uv, in uint face) {
+ switch (face) {
+ case 0:
+ dir = vec3(1.0, uv[1], -uv[0]);
+ break;
+ case 1:
+ dir = vec3(-1.0, uv[1], uv[0]);
+ break;
+ case 2:
+ dir = vec3(uv[0], 1.0, -uv[1]);
+ break;
+ case 3:
+ dir = vec3(uv[0], -1.0, uv[1]);
+ break;
+ case 4:
+ dir = vec3(uv[0], uv[1], 1.0);
+ break;
+ default:
+ dir = vec3(-uv[0], uv[1], -1.0);
+ break;
+ }
+}
+
+void main() {
+ // determine dir / pos for the texel
+ vec3 dir, adir, frameZ;
+ {
+ vec2 uv;
+ uv.x = uv_interp.x;
+ uv.y = 1.0 - uv_interp.y;
+ uv = uv * 2.0 - 1.0;
+
+ get_dir(dir, uv, params.face_id);
+ frameZ = normalize(dir);
+
+ adir = abs(dir);
+ }
+
+ // determine which texel this is
+ // NOTE (macOS/MoltenVK): Do not rename, "level" variable name conflicts with the Metal "level(float lod)" mipmap sampling function name.
+ int mip_level = 0;
+
+ if (params.mip_level < 0) {
+ // return as is
+ frag_color.rgb = textureLod(source_cubemap, frameZ, 0.0).rgb;
+ frag_color.a = 1.0;
+ return;
+ } else if (params.mip_level > 6) {
+ // maximum level
+ mip_level = 6;
+ } else {
+ mip_level = params.mip_level;
+ }
+
+ // GGX gather colors
+ vec4 color = vec4(0.0);
+ for (int axis = 0; axis < 3; axis++) {
+ const int otherAxis0 = 1 - (axis & 1) - (axis >> 1);
+ const int otherAxis1 = 2 - (axis >> 1);
+
+ float frameweight = (max(adir[otherAxis0], adir[otherAxis1]) - .75) / .25;
+ if (frameweight > 0.0) {
+ // determine frame
+ vec3 UpVector;
+ switch (axis) {
+ case 0:
+ UpVector = vec3(1, 0, 0);
+ break;
+ case 1:
+ UpVector = vec3(0, 1, 0);
+ break;
+ default:
+ UpVector = vec3(0, 0, 1);
+ break;
+ }
+
+ vec3 frameX = normalize(cross(UpVector, frameZ));
+ vec3 frameY = cross(frameZ, frameX);
+
+ // calculate parametrization for polynomial
+ float Nx = dir[otherAxis0];
+ float Ny = dir[otherAxis1];
+ float Nz = adir[axis];
+
+ float NmaxXY = max(abs(Ny), abs(Nx));
+ Nx /= NmaxXY;
+ Ny /= NmaxXY;
+
+ float theta;
+ if (Ny < Nx) {
+ if (Ny <= -0.999)
+ theta = Nx;
+ else
+ theta = Ny;
+ } else {
+ if (Ny >= 0.999)
+ theta = -Nx;
+ else
+ theta = -Ny;
+ }
+
+ float phi;
+ if (Nz <= -0.999)
+ phi = -NmaxXY;
+ else if (Nz >= 0.999)
+ phi = NmaxXY;
+ else
+ phi = Nz;
+
+ float theta2 = theta * theta;
+ float phi2 = phi * phi;
+
+ // sample
+ for (int iSuperTap = 0; iSuperTap < NUM_TAPS / 4; iSuperTap++) {
+ const int index = (NUM_TAPS / 4) * axis + iSuperTap;
+
+#ifdef USE_HIGH_QUALITY
+ vec4 coeffsDir0[3];
+ vec4 coeffsDir1[3];
+ vec4 coeffsDir2[3];
+ vec4 coeffsLevel[3];
+ vec4 coeffsWeight[3];
+
+ for (int iCoeff = 0; iCoeff < 3; iCoeff++) {
+ coeffsDir0[iCoeff] = data.coeffs[mip_level][0][iCoeff][index];
+ coeffsDir1[iCoeff] = data.coeffs[mip_level][1][iCoeff][index];
+ coeffsDir2[iCoeff] = data.coeffs[mip_level][2][iCoeff][index];
+ coeffsLevel[iCoeff] = data.coeffs[mip_level][3][iCoeff][index];
+ coeffsWeight[iCoeff] = data.coeffs[mip_level][4][iCoeff][index];
+ }
+
+ for (int iSubTap = 0; iSubTap < 4; iSubTap++) {
+ // determine sample attributes (dir, weight, mip_level)
+ vec3 sample_dir = frameX * (coeffsDir0[0][iSubTap] + coeffsDir0[1][iSubTap] * theta2 + coeffsDir0[2][iSubTap] * phi2) + frameY * (coeffsDir1[0][iSubTap] + coeffsDir1[1][iSubTap] * theta2 + coeffsDir1[2][iSubTap] * phi2) + frameZ * (coeffsDir2[0][iSubTap] + coeffsDir2[1][iSubTap] * theta2 + coeffsDir2[2][iSubTap] * phi2);
+
+ float sample_level = coeffsLevel[0][iSubTap] + coeffsLevel[1][iSubTap] * theta2 + coeffsLevel[2][iSubTap] * phi2;
+
+ float sample_weight = coeffsWeight[0][iSubTap] + coeffsWeight[1][iSubTap] * theta2 + coeffsWeight[2][iSubTap] * phi2;
+#else
+ vec4 coeffsDir0 = data.coeffs[mip_level][0][index];
+ vec4 coeffsDir1 = data.coeffs[mip_level][1][index];
+ vec4 coeffsDir2 = data.coeffs[mip_level][2][index];
+ vec4 coeffsLevel = data.coeffs[mip_level][3][index];
+ vec4 coeffsWeight = data.coeffs[mip_level][4][index];
+
+ for (int iSubTap = 0; iSubTap < 4; iSubTap++) {
+ // determine sample attributes (dir, weight, mip_level)
+ vec3 sample_dir = frameX * coeffsDir0[iSubTap] + frameY * coeffsDir1[iSubTap] + frameZ * coeffsDir2[iSubTap];
+
+ float sample_level = coeffsLevel[iSubTap];
+
+ float sample_weight = coeffsWeight[iSubTap];
+#endif
+
+ sample_weight *= frameweight;
+
+ // adjust for jacobian
+ sample_dir /= max(abs(sample_dir[0]), max(abs(sample_dir[1]), abs(sample_dir[2])));
+ sample_level += 0.75 * log2(dot(sample_dir, sample_dir));
+ // sample cubemap
+ color.xyz += textureLod(source_cubemap, normalize(sample_dir), sample_level).xyz * sample_weight;
+ color.w += sample_weight;
+ }
+ }
+ }
+ }
+ color /= color.w;
+
+ // write color
+ color.xyz = max(vec3(0.0), color.xyz);
+ color.w = 1.0;
+
+ frag_color = color;
+}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
index ce7c03c1d4..28f4dc59ec 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
@@ -12,100 +12,7 @@ layout(set = 0, binding = 0) uniform samplerCube source_cube;
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
-layout(push_constant, binding = 1, std430) uniform Params {
- uint face_id;
- uint sample_count;
- float roughness;
- bool use_direct_write;
- float face_size;
-}
-params;
-
-#define M_PI 3.14159265359
-
-vec3 texelCoordToVec(vec2 uv, uint faceID) {
- mat3 faceUvVectors[6];
-
- // -x
- faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
- faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
- faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face
-
- // +x
- faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z
- faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
- faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face
-
- // -y
- faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
- faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z
- faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face
-
- // +y
- faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
- faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z
- faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face
-
- // -z
- faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
- faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
- faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face
-
- // +z
- faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
- faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
- faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
-
- // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
- vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
- return normalize(result);
-}
-
-vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
- float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
-
- // Compute distribution direction
- float Phi = 2.0 * M_PI * Xi.x;
- float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
- float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
-
- // Convert to spherical direction
- vec3 H;
- H.x = SinTheta * cos(Phi);
- H.y = SinTheta * sin(Phi);
- H.z = CosTheta;
-
- vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- vec3 TangentX = normalize(cross(UpVector, N));
- vec3 TangentY = cross(N, TangentX);
-
- // Tangent to world space
- return TangentX * H.x + TangentY * H.y + N * H.z;
-}
-
-// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
-float GGX(float NdotV, float a) {
- float k = a / 2.0;
- return NdotV / (NdotV * (1.0 - k) + k);
-}
-
-// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
-float G_Smith(float a, float nDotV, float nDotL) {
- return GGX(nDotL, a * a) * GGX(nDotV, a * a);
-}
-
-float radicalInverse_VdC(uint bits) {
- bits = (bits << 16u) | (bits >> 16u);
- bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
- bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
- bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
- bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
- return float(bits) * 2.3283064365386963e-10; // / 0x100000000
-}
-
-vec2 Hammersley(uint i, uint N) {
- return vec2(float(i) / float(N), radicalInverse_VdC(i));
-}
+#include "cubemap_roughness_inc.glsl"
void main() {
uvec3 id = gl_GlobalInvocationID;
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
new file mode 100644
index 0000000000..80c0ac4fb4
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
@@ -0,0 +1,94 @@
+#define M_PI 3.14159265359
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ uint face_id;
+ uint sample_count;
+ float roughness;
+ bool use_direct_write;
+ float face_size;
+}
+params;
+
+vec3 texelCoordToVec(vec2 uv, uint faceID) {
+ mat3 faceUvVectors[6];
+
+ // -x
+ faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
+ faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face
+
+ // +x
+ faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z
+ faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face
+
+ // -y
+ faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z
+ faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face
+
+ // +y
+ faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z
+ faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face
+
+ // -z
+ faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
+ faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face
+
+ // +z
+ faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
+
+ // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
+ vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
+ return normalize(result);
+}
+
+vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
+ float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
+
+ // Compute distribution direction
+ float Phi = 2.0 * M_PI * Xi.x;
+ float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
+ float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
+
+ // Convert to spherical direction
+ vec3 H;
+ H.x = SinTheta * cos(Phi);
+ H.y = SinTheta * sin(Phi);
+ H.z = CosTheta;
+
+ vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ vec3 TangentX = normalize(cross(UpVector, N));
+ vec3 TangentY = cross(N, TangentX);
+
+ // Tangent to world space
+ return TangentX * H.x + TangentY * H.y + N * H.z;
+}
+
+// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
+float GGX(float NdotV, float a) {
+ float k = a / 2.0;
+ return NdotV / (NdotV * (1.0 - k) + k);
+}
+
+// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
+float G_Smith(float a, float nDotV, float nDotL) {
+ return GGX(nDotL, a * a) * GGX(nDotV, a * a);
+}
+
+float radicalInverse_VdC(uint bits) {
+ bits = (bits << 16u) | (bits >> 16u);
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
+ return float(bits) * 2.3283064365386963e-10; // / 0x100000000
+}
+
+vec2 Hammersley(uint i, uint N) {
+ return vec2(float(i) / float(N), radicalInverse_VdC(i));
+}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl
new file mode 100644
index 0000000000..2570308816
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl
@@ -0,0 +1,63 @@
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "cubemap_roughness_inc.glsl"
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "cubemap_roughness_inc.glsl"
+
+layout(location = 0) in vec2 uv_interp;
+
+layout(set = 0, binding = 0) uniform samplerCube source_cube;
+
+layout(location = 0) out vec4 frag_color;
+/* clang-format on */
+
+void main() {
+ vec3 N = texelCoordToVec(uv_interp * 2.0 - 1.0, params.face_id);
+
+ //vec4 color = color_interp;
+
+ if (params.use_direct_write) {
+ frag_color = vec4(texture(source_cube, N).rgb, 1.0);
+ } else {
+ vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+
+ for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
+ vec2 xi = Hammersley(sampleNum, params.sample_count);
+
+ vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
+ vec3 V = N;
+ vec3 L = (2.0 * dot(V, H) * H - V);
+
+ float ndotl = clamp(dot(N, L), 0.0, 1.0);
+
+ if (ndotl > 0.0) {
+ sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
+ sum.a += ndotl;
+ }
+ }
+ sum /= sum.a;
+
+ frag_color = vec4(sum.rgb, 1.0);
+ }
+}