#[compute] #version 450 VERSION_DEFINES layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; #define FLAG_HORIZONTAL (1 << 0) #define FLAG_USE_BLUR_SECTION (1 << 1) #define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2) #define FLAG_DOF_NEAR_FIRST_TAP (1 << 3) #define FLAG_GLOW_FIRST_PASS (1 << 4) #define FLAG_FLIP_Y (1 << 5) #define FLAG_FORCE_LUMINANCE (1 << 6) #define FLAG_COPY_ALL_SOURCE (1 << 7) layout(push_constant, binding = 1, std430) uniform Params { ivec4 section; ivec2 target; uint flags; uint pad; // Glow. float glow_strength; float glow_bloom; float glow_hdr_threshold; float glow_hdr_scale; float glow_exposure; float glow_white; float glow_luminance_cap; float glow_auto_exposure_grey; // DOF. float camera_z_far; float camera_z_near; uint pad2[2]; } params; #ifdef MODE_CUBEMAP_ARRAY_TO_PANORAMA layout(set = 0, binding = 0) uniform samplerCubeArray source_color; #elif defined(MODE_CUBEMAP_TO_PANORAMA) layout(set = 0, binding = 0) uniform samplerCube source_color; #else layout(set = 0, binding = 0) uniform sampler2D source_color; #endif #ifdef GLOW_USE_AUTO_EXPOSURE layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure; #endif #if defined(MODE_LINEARIZE_DEPTH_COPY) || defined(MODE_SIMPLE_COPY_DEPTH) layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer; #elif defined(DST_IMAGE_8BIT) layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer; #else layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer; #endif void main() { // Pixel being shaded ivec2 pos = ivec2(gl_GlobalInvocationID.xy); if (any(greaterThanEqual(pos, params.section.zw))) { //too large, do nothing return; } #ifdef MODE_MIPMAP ivec2 base_pos = (pos + params.section.xy) << 1; vec4 color = texelFetch(source_color, base_pos, 0); color += texelFetch(source_color, base_pos + ivec2(0, 1), 0); color += texelFetch(source_color, base_pos + ivec2(1, 0), 0); color += texelFetch(source_color, base_pos + ivec2(1, 1), 0); color /= 4.0; imageStore(dest_buffer, pos + params.target, color); #endif #ifdef MODE_GAUSSIAN_BLUR //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect if (bool(params.flags & FLAG_HORIZONTAL)) { ivec2 base_pos = (pos + params.section.xy) << 1; vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.214607; color += texelFetch(source_color, base_pos + ivec2(1, 0), 0) * 0.189879; color += texelFetch(source_color, base_pos + ivec2(2, 0), 0) * 0.131514; color += texelFetch(source_color, base_pos + ivec2(3, 0), 0) * 0.071303; color += texelFetch(source_color, base_pos + ivec2(-1, 0), 0) * 0.189879; color += texelFetch(source_color, base_pos + ivec2(-2, 0), 0) * 0.131514; color += texelFetch(source_color, base_pos + ivec2(-3, 0), 0) * 0.071303; imageStore(dest_buffer, pos + params.target, color); } else { ivec2 base_pos = (pos + params.section.xy); vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.38774; color += texelFetch(source_color, base_pos + ivec2(0, 1), 0) * 0.24477; color += texelFetch(source_color, base_pos + ivec2(0, 2), 0) * 0.06136; color += texelFetch(source_color, base_pos + ivec2(0, -1), 0) * 0.24477; color += texelFetch(source_color, base_pos + ivec2(0, -2), 0) * 0.06136; imageStore(dest_buffer, pos + params.target, color); } #endif #ifdef MODE_GAUSSIAN_GLOW //Glow uses larger sigma 1 for a more rounded blur effect #define GLOW_ADD(m_ofs, m_mult) \ { \ ivec2 ofs = base_pos + m_ofs; \ if (all(greaterThanEqual(ofs, section_begin)) && all(lessThan(ofs, section_end))) { \ color += texelFetch(source_color, ofs, 0) * m_mult; \ } \ } vec4 color = vec4(0.0); if (bool(params.flags & FLAG_HORIZONTAL)) { ivec2 base_pos = (pos + params.section.xy) << 1; ivec2 section_begin = params.section.xy << 1; ivec2 section_end = section_begin + (params.section.zw << 1); GLOW_ADD(ivec2(0, 0), 0.174938); GLOW_ADD(ivec2(1, 0), 0.165569); GLOW_ADD(ivec2(2, 0), 0.140367); GLOW_ADD(ivec2(3, 0), 0.106595); GLOW_ADD(ivec2(-1, 0), 0.165569); GLOW_ADD(ivec2(-2, 0), 0.140367); GLOW_ADD(ivec2(-3, 0), 0.106595); color *= params.glow_strength; } else { ivec2 base_pos = pos + params.section.xy; ivec2 section_begin = params.section.xy; ivec2 section_end = section_begin + params.section.zw; GLOW_ADD(ivec2(0, 0), 0.288713); GLOW_ADD(ivec2(0, 1), 0.233062); GLOW_ADD(ivec2(0, 2), 0.122581); GLOW_ADD(ivec2(0, -1), 0.233062); GLOW_ADD(ivec2(0, -2), 0.122581); color *= params.glow_strength; } #undef GLOW_ADD if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { #ifdef GLOW_USE_AUTO_EXPOSURE color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_grey; #endif color *= params.glow_exposure; float luminance = max(color.r, max(color.g, color.b)); float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom); color = min(color * feedback, vec4(params.glow_luminance_cap)); } imageStore(dest_buffer, pos + params.target, color); #endif #ifdef MODE_SIMPLE_COPY vec4 color; if (bool(params.flags & FLAG_COPY_ALL_SOURCE)) { vec2 uv = vec2(pos) / vec2(params.section.zw); if (bool(params.flags & FLAG_FLIP_Y)) { uv.y = 1.0 - uv.y; } color = textureLod(source_color, uv, 0.0); if (bool(params.flags & FLAG_FORCE_LUMINANCE)) { color.rgb = vec3(max(max(color.r, color.g), color.b)); } imageStore(dest_buffer, pos + params.target, color); } else { color = texelFetch(source_color, pos + params.section.xy, 0); if (bool(params.flags & FLAG_FORCE_LUMINANCE)) { color.rgb = vec3(max(max(color.r, color.g), color.b)); } if (bool(params.flags & FLAG_FLIP_Y)) { pos.y = params.section.w - pos.y - 1; } imageStore(dest_buffer, pos + params.target, color); } #endif #ifdef MODE_SIMPLE_COPY_DEPTH vec4 color = texelFetch(source_color, pos + params.section.xy, 0); if (bool(params.flags & FLAG_FLIP_Y)) { pos.y = params.section.w - pos.y - 1; } imageStore(dest_buffer, pos + params.target, vec4(color.r)); #endif #ifdef MODE_LINEARIZE_DEPTH_COPY float depth = texelFetch(source_color, pos + params.section.xy, 0).r; 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)); vec4 color = vec4(depth / params.camera_z_far); if (bool(params.flags & FLAG_FLIP_Y)) { pos.y = params.section.w - pos.y - 1; } imageStore(dest_buffer, pos + params.target, color); #endif #if defined(MODE_CUBEMAP_TO_PANORAMA) || defined(MODE_CUBEMAP_ARRAY_TO_PANORAMA) const float PI = 3.14159265359; vec2 uv = vec2(pos) / vec2(params.section.zw); uv.y = 1.0 - uv.y; float phi = uv.x * 2.0 * PI; float theta = uv.y * PI; vec3 normal; normal.x = sin(phi) * sin(theta) * -1.0; normal.y = cos(theta); normal.z = cos(phi) * sin(theta) * -1.0; #ifdef MODE_CUBEMAP_TO_PANORAMA vec4 color = textureLod(source_color, normal, params.camera_z_far); //the biggest the lod the least the acne #else vec4 color = textureLod(source_color, vec4(normal, params.camera_z_far), 0.0); //the biggest the lod the least the acne #endif imageStore(dest_buffer, pos + params.target, color); #endif }