/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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(rgba16, set = 0, binding = 0) uniform restrict writeonly image2D dest_image; layout(set = 1, binding = 0) uniform sampler2DArray source_texture; layout(r8, set = 2, binding = 0) uniform restrict readonly image2DArray source_edges; layout(push_constant, std430) uniform Params { float inv_sharpness; uint size_modifier; vec2 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.inv_sharpness, 0.0, 1.0); } void main() { ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); if (any(greaterThanEqual(ssC, ivec2(1.0 / params.pixel_size)))) { //too large, do nothing return; } #ifdef MODE_SMART uvec2 pix_pos = uvec2(gl_GlobalInvocationID.xy); vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size; // calculate index in the four deinterleaved source array texture int mx = int(pix_pos.x % 2); int my = int(pix_pos.y % 2); int index_center = mx + my * 2; // center index int index_horizontal = (1 - mx) + my * 2; // neighboring, horizontal int index_vertical = mx + (1 - my) * 2; // neighboring, vertical int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal vec4 color = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0); vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, ivec3(pix_pos / uvec2(params.size_modifier), index_center)).r); // convert index shifts to sampling offsets float fmx = float(mx); float fmy = float(my); // in case of an edge, push sampling offsets away from the edge (towards pixel center) float fmxe = (edgesLRTB.y - edgesLRTB.x); float fmye = (edgesLRTB.w - edgesLRTB.z); // calculate final sampling offsets and sample using bilinear filter vec2 uv_horizontal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx + fmxe - 0.5, 0.5 - fmy)) * params.pixel_size; vec4 color_horizontal = textureLod(source_texture, vec3(uv_horizontal, index_horizontal), 0.0); vec2 uv_vertical = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(0.5 - fmx, fmy - 0.5 + fmye)) * params.pixel_size; vec4 color_vertical = textureLod(source_texture, vec3(uv_vertical, index_vertical), 0.0); vec2 uv_diagonal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx - 0.5 + fmxe, fmy - 0.5 + fmye)) * params.pixel_size; vec4 color_diagonal = textureLod(source_texture, vec3(uv_diagonal, index_diagonal), 0.0); // reduce weight for samples near edge - if the edge is on both sides, weight goes to 0 vec4 blendWeights; blendWeights.x = 1.0; blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5; blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5; blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5; // calculate weighted average float blendWeightsSum = dot(blendWeights, vec4(1.0, 1.0, 1.0, 1.0)); color += color_horizontal * blendWeights.y; color += color_vertical * blendWeights.z; color += color_diagonal * blendWeights.w; color /= blendWeightsSum; imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), color); #else // !MODE_SMART vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size; #ifdef MODE_HALF vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0); vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0); vec4 avg = (a + d) * 0.5; #else vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0); vec4 b = textureLod(source_texture, vec3(uv, 1), 0.0); vec4 c = textureLod(source_texture, vec3(uv, 2), 0.0); vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0); vec4 avg = (a + b + c + d) * 0.25; #endif imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), avg); #endif }