screen_space_reflection_scale.glsl 2.6 KB

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  1. #[compute]
  2. #version 450
  3. #VERSION_DEFINES
  4. layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
  5. layout(set = 0, binding = 0) uniform sampler2D source_ssr;
  6. layout(set = 1, binding = 0) uniform sampler2D source_depth;
  7. layout(set = 1, binding = 1) uniform sampler2D source_normal;
  8. layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly image2D dest_ssr;
  9. layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_depth;
  10. layout(rgba8, set = 3, binding = 1) uniform restrict writeonly image2D dest_normal;
  11. layout(push_constant, binding = 1, std430) uniform Params {
  12. ivec2 screen_size;
  13. float camera_z_near;
  14. float camera_z_far;
  15. bool orthogonal;
  16. bool filtered;
  17. uint pad[2];
  18. }
  19. params;
  20. void main() {
  21. // Pixel being shaded
  22. ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
  23. if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
  24. return;
  25. }
  26. //do not filter, SSR will generate arctifacts if this is done
  27. float divisor = 0.0;
  28. vec4 color;
  29. float depth;
  30. vec4 normal;
  31. if (params.filtered) {
  32. color = vec4(0.0);
  33. depth = 0.0;
  34. normal = vec4(0.0);
  35. for (int i = 0; i < 4; i++) {
  36. ivec2 ofs = ssC << 1;
  37. if (bool(i & 1)) {
  38. ofs.x += 1;
  39. }
  40. if (bool(i & 2)) {
  41. ofs.y += 1;
  42. }
  43. color += texelFetch(source_ssr, ofs, 0);
  44. float d = texelFetch(source_depth, ofs, 0).r;
  45. vec4 nr = texelFetch(source_normal, ofs, 0);
  46. normal.xyz += nr.xyz * 2.0 - 1.0;
  47. normal.w += nr.w;
  48. d = d * 2.0 - 1.0;
  49. if (params.orthogonal) {
  50. d = ((d + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
  51. } else {
  52. d = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - d * (params.camera_z_far - params.camera_z_near));
  53. }
  54. depth += -d;
  55. }
  56. color /= 4.0;
  57. depth /= 4.0;
  58. normal.xyz = normalize(normal.xyz / 4.0) * 0.5 + 0.5;
  59. normal.w /= 4.0;
  60. } else {
  61. color = texelFetch(source_ssr, ssC << 1, 0);
  62. depth = texelFetch(source_depth, ssC << 1, 0).r;
  63. normal = texelFetch(source_normal, ssC << 1, 0);
  64. depth = depth * 2.0 - 1.0;
  65. if (params.orthogonal) {
  66. depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
  67. } else {
  68. 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));
  69. }
  70. depth = -depth;
  71. }
  72. imageStore(dest_ssr, ssC, color);
  73. imageStore(dest_depth, ssC, vec4(depth));
  74. imageStore(dest_normal, ssC, normal);
  75. }