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diff --git a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl b/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl
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+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// 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, binding = 1, 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;
+#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));
+ }
+}
+#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
+}