summaryrefslogtreecommitdiff
path: root/servers/visual/rasterizer_rd/shaders/ssao_minify.glsl
diff options
context:
space:
mode:
authorJuan Linietsky <reduzio@gmail.com>2020-01-25 07:18:55 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-02-11 12:15:46 +0100
commitbed8980ca50cb6a197f37e3decaff963d5cedce1 (patch)
treeebbc9630b6b6bca7d12efb2d8b777b9928ba2be5 /servers/visual/rasterizer_rd/shaders/ssao_minify.glsl
parentee1e89f8c0dc4659a2ed4b5afd5e7c1c596f7af1 (diff)
Re-implemented screen space ambient occlusion
Diffstat (limited to 'servers/visual/rasterizer_rd/shaders/ssao_minify.glsl')
-rw-r--r--servers/visual/rasterizer_rd/shaders/ssao_minify.glsl49
1 files changed, 49 insertions, 0 deletions
diff --git a/servers/visual/rasterizer_rd/shaders/ssao_minify.glsl b/servers/visual/rasterizer_rd/shaders/ssao_minify.glsl
new file mode 100644
index 0000000000..0e6f8b7d9a
--- /dev/null
+++ b/servers/visual/rasterizer_rd/shaders/ssao_minify.glsl
@@ -0,0 +1,49 @@
+/* clang-format off */
+[compute]
+/* clang-format on */
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec2 pixel_size;
+ float z_far;
+ float z_near;
+ ivec2 source_size;
+ bool orthogonal;
+ uint pad;
+} params;
+
+
+#ifdef MINIFY_START
+layout(set = 0, binding = 0) uniform sampler2D source_texture;
+#else
+layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_image;
+#endif
+layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+
+void main() {
+
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+
+ if (any(greaterThan(pos,params.source_size>>1))) { //too large, do nothing
+ return;
+ }
+
+#ifdef MINIFY_START
+ float depth = texelFetch(source_texture,pos<<1,0).r * 2.0 - 1.0;
+ if (params.orthogonal) {
+ depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+ }
+#else
+ float depth = imageLoad(source_image,pos<<1).r;
+#endif
+
+ imageStore(dest_image,pos,vec4(depth));
+
+}