#[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) #define FLAG_HIGH_QUALITY_GLOW (1 << 8) #define FLAG_ALPHA_TO_ONE (1 << 9) layout(push_constant, 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]; vec4 set_color; } 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; #elif !defined(MODE_SET_COLOR) 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 #ifdef MODE_GAUSSIAN_BLUR shared vec4 local_cache[256]; shared vec4 temp_cache[128]; #endif void main() { // Pixel being shaded ivec2 pos = ivec2(gl_GlobalInvocationID.xy); #ifndef MODE_GAUSSIAN_BLUR // Gaussian blur needs the extra threads if (any(greaterThanEqual(pos, params.section.zw))) { //too large, do nothing return; } #endif #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; color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isinf(color)); color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isnan(color)); imageStore(dest_buffer, pos + params.target, color); #endif #ifdef MODE_GAUSSIAN_BLUR // First pass copy texture into 16x16 local memory for every 8x8 thread block vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw)); uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * 16; #ifdef MODE_GLOW if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) { vec2 quad_offset_uv = clamp((vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.0)) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw)); local_cache[dest_index] = (textureLod(source_color, quad_center_uv, 0) + textureLod(source_color, quad_offset_uv, 0)) * 0.5; local_cache[dest_index + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.z, 0.0), 0)) * 0.5; local_cache[dest_index + 16] = (textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0) + textureLod(source_color, quad_offset_uv + vec2(0.0, 1.0 / params.section.w), 0)) * 0.5; local_cache[dest_index + 16 + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.zw), 0)) * 0.5; } else #endif { local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0); local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0); local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0); local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0); } #ifdef MODE_GLOW if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { // Tonemap initial samples to reduce weight of fireflies: https://graphicrants.blogspot.com/2013/12/tone-mapping.html local_cache[dest_index] /= 1.0 + dot(local_cache[dest_index].rgb, vec3(0.299, 0.587, 0.114)); local_cache[dest_index + 1] /= 1.0 + dot(local_cache[dest_index + 1].rgb, vec3(0.299, 0.587, 0.114)); local_cache[dest_index + 16] /= 1.0 + dot(local_cache[dest_index + 16].rgb, vec3(0.299, 0.587, 0.114)); local_cache[dest_index + 16 + 1] /= 1.0 + dot(local_cache[dest_index + 16 + 1].rgb, vec3(0.299, 0.587, 0.114)); } const float kernel[4] = { 0.174938, 0.165569, 0.140367, 0.106595 }; #else // Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect. const float kernel[4] = { 0.214607, 0.189879, 0.131514, 0.071303 }; #endif memoryBarrierShared(); barrier(); // Horizontal pass. Needs to copy into 8x16 chunk of local memory so vertical pass has full resolution uint read_index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 32 + 4; vec4 color_top = vec4(0.0); color_top += local_cache[read_index] * kernel[0]; color_top += local_cache[read_index + 1] * kernel[1]; color_top += local_cache[read_index + 2] * kernel[2]; color_top += local_cache[read_index + 3] * kernel[3]; color_top += local_cache[read_index - 1] * kernel[1]; color_top += local_cache[read_index - 2] * kernel[2]; color_top += local_cache[read_index - 3] * kernel[3]; vec4 color_bottom = vec4(0.0); color_bottom += local_cache[read_index + 16] * kernel[0]; color_bottom += local_cache[read_index + 1 + 16] * kernel[1]; color_bottom += local_cache[read_index + 2 + 16] * kernel[2]; color_bottom += local_cache[read_index + 3 + 16] * kernel[3]; color_bottom += local_cache[read_index - 1 + 16] * kernel[1]; color_bottom += local_cache[read_index - 2 + 16] * kernel[2]; color_bottom += local_cache[read_index - 3 + 16] * kernel[3]; // rotate samples to take advantage of cache coherency uint write_index = gl_LocalInvocationID.y * 2 + gl_LocalInvocationID.x * 16; temp_cache[write_index] = color_top; temp_cache[write_index + 1] = color_bottom; memoryBarrierShared(); barrier(); // If destination outside of texture, can stop doing work now if (any(greaterThanEqual(pos, params.section.zw))) { return; } // Vertical pass uint index = gl_LocalInvocationID.y + gl_LocalInvocationID.x * 16 + 4; vec4 color = vec4(0.0); color += temp_cache[index] * kernel[0]; color += temp_cache[index + 1] * kernel[1]; color += temp_cache[index + 2] * kernel[2]; color += temp_cache[index + 3] * kernel[3]; color += temp_cache[index - 1] * kernel[1]; color += temp_cache[index - 2] * kernel[2]; color += temp_cache[index - 3] * kernel[3]; #ifdef MODE_GLOW if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { // Undo tonemap to restore range: https://graphicrants.blogspot.com/2013/12/tone-mapping.html color /= 1.0 - dot(color.rgb, vec3(0.299, 0.587, 0.114)); } color *= params.glow_strength; 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 = dot(color.rgb, vec3(0.299, 0.587, 0.114)); 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)); } #endif 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); } else { color = texelFetch(source_color, pos + params.section.xy, 0); if (bool(params.flags & FLAG_FLIP_Y)) { pos.y = params.section.w - pos.y - 1; } } if (bool(params.flags & FLAG_FORCE_LUMINANCE)) { color.rgb = vec3(max(max(color.r, color.g), color.b)); } if (bool(params.flags & FLAG_ALPHA_TO_ONE)) { color.a = 1.0; } 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); if (bool(params.flags & FLAG_FLIP_Y)) { 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 #ifdef MODE_SET_COLOR imageStore(dest_buffer, pos + params.target, params.set_color); #endif }