/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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(set = 0, binding = 0) uniform sampler2D source_ssao; layout(rg8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image; layout(push_constant, std430) uniform Params { float edge_sharpness; float pad; vec2 half_screen_pixel_size; } params; vec4 unpack_edges(float p_packed_val) { uint packed_val = uint(p_packed_val * 255.5); vec4 edgesLRTB; edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0; edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0; edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0; edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0; return clamp(edgesLRTB + params.edge_sharpness, 0.0, 1.0); } void add_sample(float p_ssao_value, float p_edge_value, inout float r_sum, inout float r_sum_weight) { float weight = p_edge_value; r_sum += (weight * p_ssao_value); r_sum_weight += weight; } #ifdef MODE_WIDE vec2 sample_blurred_wide(vec2 p_coord) { vec2 vC = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, 0)).xy; vec2 vL = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(-2, 0)).xy; vec2 vT = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, -2)).xy; vec2 vR = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(2, 0)).xy; vec2 vB = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, 2)).xy; float packed_edges = vC.y; vec4 edgesLRTB = unpack_edges(packed_edges); edgesLRTB.x *= unpack_edges(vL.y).y; edgesLRTB.z *= unpack_edges(vT.y).w; edgesLRTB.y *= unpack_edges(vR.y).x; edgesLRTB.w *= unpack_edges(vB.y).z; float ssao_value = vC.x; float ssao_valueL = vL.x; float ssao_valueT = vT.x; float ssao_valueR = vR.x; float ssao_valueB = vB.x; float sum_weight = 0.8f; float sum = ssao_value * sum_weight; add_sample(ssao_valueL, edgesLRTB.x, sum, sum_weight); add_sample(ssao_valueR, edgesLRTB.y, sum, sum_weight); add_sample(ssao_valueT, edgesLRTB.z, sum, sum_weight); add_sample(ssao_valueB, edgesLRTB.w, sum, sum_weight); float ssao_avg = sum / sum_weight; ssao_value = ssao_avg; return vec2(ssao_value, packed_edges); } #endif #ifdef MODE_SMART vec2 sample_blurred(vec3 p_pos, vec2 p_coord) { float packed_edges = texelFetch(source_ssao, ivec2(p_pos.xy), 0).y; vec4 edgesLRTB = unpack_edges(packed_edges); vec4 valuesUL = textureGather(source_ssao, vec2(p_coord - params.half_screen_pixel_size * 0.5)); vec4 valuesBR = textureGather(source_ssao, vec2(p_coord + params.half_screen_pixel_size * 0.5)); float ssao_value = valuesUL.y; float ssao_valueL = valuesUL.x; float ssao_valueT = valuesUL.z; float ssao_valueR = valuesBR.z; float ssao_valueB = valuesBR.x; float sum_weight = 0.5; float sum = ssao_value * sum_weight; add_sample(ssao_valueL, edgesLRTB.x, sum, sum_weight); add_sample(ssao_valueR, edgesLRTB.y, sum, sum_weight); add_sample(ssao_valueT, edgesLRTB.z, sum, sum_weight); add_sample(ssao_valueB, edgesLRTB.w, sum, sum_weight); float ssao_avg = sum / sum_weight; ssao_value = ssao_avg; return vec2(ssao_value, packed_edges); } #endif void main() { // Pixel being shaded ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); #ifdef MODE_NON_SMART vec2 half_pixel = params.half_screen_pixel_size * 0.5; vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size; vec2 center = textureLod(source_ssao, vec2(uv), 0.0).xy; vec4 vals; vals.x = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0).x; vals.y = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0).x; vals.z = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0).x; vals.w = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0).x; vec2 sampled = vec2(dot(vals, vec4(0.2)) + center.x * 0.2, center.y); #else #ifdef MODE_SMART vec2 sampled = sample_blurred(vec3(gl_GlobalInvocationID), (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size); #else // MODE_WIDE vec2 sampled = sample_blurred_wide((vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size); #endif #endif imageStore(dest_image, ivec2(ssC), vec4(sampled, 0.0, 0.0)); }