/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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 // 2021-05-27: clayjohn: convert SSAO to SSIL /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #[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_ssil; layout(rgba16, set = 1, binding = 0) uniform restrict writeonly image2D dest_image; layout(r8, set = 2, binding = 0) uniform restrict readonly image2D source_edges; 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(vec4 p_ssil_value, float p_edge_value, inout vec4 r_sum, inout float r_sum_weight) { float weight = p_edge_value; r_sum += (weight * p_ssil_value); r_sum_weight += weight; } #ifdef MODE_WIDE vec4 sample_blurred_wide(ivec2 p_pos, vec2 p_coord) { vec4 ssil_value = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0)); vec4 ssil_valueL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-2, 0)); vec4 ssil_valueT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -2)); vec4 ssil_valueR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(2, 0)); vec4 ssil_valueB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 2)); vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, p_pos).r); edgesLRTB.x *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(-2, 0)).r).y; edgesLRTB.z *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, -2)).r).w; edgesLRTB.y *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(2, 0)).r).x; edgesLRTB.w *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, 2)).r).z; float sum_weight = 0.8; vec4 sum = ssil_value * sum_weight; add_sample(ssil_valueL, edgesLRTB.x, sum, sum_weight); add_sample(ssil_valueR, edgesLRTB.y, sum, sum_weight); add_sample(ssil_valueT, edgesLRTB.z, sum, sum_weight); add_sample(ssil_valueB, edgesLRTB.w, sum, sum_weight); vec4 ssil_avg = sum / sum_weight; ssil_value = ssil_avg; return ssil_value; } #endif #ifdef MODE_SMART vec4 sample_blurred(ivec2 p_pos, vec2 p_coord) { vec4 vC = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0)); vec4 vL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-1, 0)); vec4 vT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -1)); vec4 vR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(1, 0)); vec4 vB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 1)); float packed_edges = imageLoad(source_edges, p_pos).r; vec4 edgesLRTB = unpack_edges(packed_edges); float sum_weight = 0.5; vec4 sum = vC * sum_weight; add_sample(vL, edgesLRTB.x, sum, sum_weight); add_sample(vR, edgesLRTB.y, sum, sum_weight); add_sample(vT, edgesLRTB.z, sum, sum_weight); add_sample(vB, edgesLRTB.w, sum, sum_weight); vec4 ssil_avg = sum / sum_weight; vec4 ssil_value = ssil_avg; return ssil_value; } #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; vec4 center = textureLod(source_ssil, uv, 0.0); vec4 value = textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0) * 0.2; value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0) * 0.2; value += textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0) * 0.2; value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0) * 0.2; vec4 sampled = value + center * 0.2; #else #ifdef MODE_SMART vec4 sampled = sample_blurred(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size); #else // MODE_WIDE vec4 sampled = sample_blurred_wide(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size); #endif #endif // MODE_NON_SMART imageStore(dest_image, ssC, sampled); }