#[compute] #version 450 #VERSION_DEFINES layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; #ifdef MODE_RESOLVE_DEPTH layout(set = 0, binding = 0) uniform sampler2DMS source_depth; layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_depth; #endif #ifdef MODE_RESOLVE_GI layout(set = 0, binding = 0) uniform sampler2DMS source_depth; layout(set = 0, binding = 1) uniform sampler2DMS source_normal_roughness; layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_depth; layout(rgba8, set = 1, binding = 1) uniform restrict writeonly image2D dest_normal_roughness; #ifdef VOXEL_GI_RESOLVE layout(set = 2, binding = 0) uniform usampler2DMS source_voxel_gi; layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_voxel_gi; #endif #endif layout(push_constant, std430) uniform Params { ivec2 screen_size; int sample_count; uint pad; } params; void main() { // Pixel being shaded ivec2 pos = ivec2(gl_GlobalInvocationID.xy); if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing return; } #ifdef MODE_RESOLVE_DEPTH float depth_avg = 0.0; for (int i = 0; i < params.sample_count; i++) { depth_avg += texelFetch(source_depth, pos, i).r; } depth_avg /= float(params.sample_count); imageStore(dest_depth, pos, vec4(depth_avg)); #endif #ifdef MODE_RESOLVE_GI float best_depth = 1e20; vec4 best_normal_roughness = vec4(0.0); #ifdef VOXEL_GI_RESOLVE uvec2 best_voxel_gi; #endif #if 0 for(int i=0;i= 4) { group1.z = texelFetch(source_depth, pos, 2).r; group1.w = texelFetch(source_depth, pos, 3).r; } //8X if (params.sample_count >= 8) { group2.x = texelFetch(source_depth, pos, 4).r; group2.y = texelFetch(source_depth, pos, 5).r; group2.z = texelFetch(source_depth, pos, 6).r; group2.w = texelFetch(source_depth, pos, 7).r; } //16X if (params.sample_count >= 16) { group3.x = texelFetch(source_depth, pos, 8).r; group3.y = texelFetch(source_depth, pos, 9).r; group3.z = texelFetch(source_depth, pos, 10).r; group3.w = texelFetch(source_depth, pos, 11).r; group4.x = texelFetch(source_depth, pos, 12).r; group4.y = texelFetch(source_depth, pos, 13).r; group4.z = texelFetch(source_depth, pos, 14).r; group4.w = texelFetch(source_depth, pos, 15).r; } if (params.sample_count == 2) { best_index = (pos.x & 1) ^ ((pos.y >> 1) & 1); //not much can be done here } else if (params.sample_count == 4) { vec4 freq = vec4(equal(group1, vec4(group1.x))); freq += vec4(equal(group1, vec4(group1.y))); freq += vec4(equal(group1, vec4(group1.z))); freq += vec4(equal(group1, vec4(group1.w))); float min_f = freq.x; best_index = 0; if (freq.y < min_f) { best_index = 1; min_f = freq.y; } if (freq.z < min_f) { best_index = 2; min_f = freq.z; } if (freq.w < min_f) { best_index = 3; } } else if (params.sample_count == 8) { vec4 freq0 = vec4(equal(group1, vec4(group1.x))); vec4 freq1 = vec4(equal(group2, vec4(group1.x))); freq0 += vec4(equal(group1, vec4(group1.y))); freq1 += vec4(equal(group2, vec4(group1.y))); freq0 += vec4(equal(group1, vec4(group1.z))); freq1 += vec4(equal(group2, vec4(group1.z))); freq0 += vec4(equal(group1, vec4(group1.w))); freq1 += vec4(equal(group2, vec4(group1.w))); freq0 += vec4(equal(group1, vec4(group2.x))); freq1 += vec4(equal(group2, vec4(group2.x))); freq0 += vec4(equal(group1, vec4(group2.y))); freq1 += vec4(equal(group2, vec4(group2.y))); freq0 += vec4(equal(group1, vec4(group2.z))); freq1 += vec4(equal(group2, vec4(group2.z))); freq0 += vec4(equal(group1, vec4(group2.w))); freq1 += vec4(equal(group2, vec4(group2.w))); float min_f0 = freq0.x; int best_index0 = 0; if (freq0.y < min_f0) { best_index0 = 1; min_f0 = freq0.y; } if (freq0.z < min_f0) { best_index0 = 2; min_f0 = freq0.z; } if (freq0.w < min_f0) { best_index0 = 3; min_f0 = freq0.w; } float min_f1 = freq1.x; int best_index1 = 4; if (freq1.y < min_f1) { best_index1 = 5; min_f1 = freq1.y; } if (freq1.z < min_f1) { best_index1 = 6; min_f1 = freq1.z; } if (freq1.w < min_f1) { best_index1 = 7; min_f1 = freq1.w; } best_index = mix(best_index0, best_index1, min_f0 < min_f1); } #else float depths[16]; int depth_indices[16]; int depth_amount[16]; int depth_count = 0; for (int i = 0; i < params.sample_count; i++) { float depth = texelFetch(source_depth, pos, i).r; int depth_index = -1; for (int j = 0; j < depth_count; j++) { if (abs(depths[j] - depth) < 0.000001) { depth_index = j; break; } } if (depth_index == -1) { depths[depth_count] = depth; depth_indices[depth_count] = i; depth_amount[depth_count] = 1; depth_count += 1; } else { depth_amount[depth_index] += 1; } } int depth_least = 0xFFFF; int best_index = 0; for (int j = 0; j < depth_count; j++) { if (depth_amount[j] < depth_least) { best_index = depth_indices[j]; depth_least = depth_amount[j]; } } #endif best_depth = texelFetch(source_depth, pos, best_index).r; best_normal_roughness = texelFetch(source_normal_roughness, pos, best_index); #ifdef VOXEL_GI_RESOLVE best_voxel_gi = texelFetch(source_voxel_gi, pos, best_index).rg; #endif #endif imageStore(dest_depth, pos, vec4(best_depth)); imageStore(dest_normal_roughness, pos, vec4(best_normal_roughness)); #ifdef VOXEL_GI_RESOLVE imageStore(dest_voxel_gi, pos, uvec4(best_voxel_gi, 0, 0)); #endif #endif }