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-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl45
1 files changed, 45 insertions, 0 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl b/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
new file mode 100644
index 0000000000..263fca386f
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
@@ -0,0 +1,45 @@
+#[compute]
+
+#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));
+}