ssil_importance_map.glsl 5.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125
  1. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  2. // Copyright (c) 2016, Intel Corporation
  3. // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
  4. // documentation files (the "Software"), to deal in the Software without restriction, including without limitation
  5. // the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
  6. // permit persons to whom the Software is furnished to do so, subject to the following conditions:
  7. // The above copyright notice and this permission notice shall be included in all copies or substantial portions of
  8. // the Software.
  9. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
  10. // THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  11. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
  12. // TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
  13. // SOFTWARE.
  14. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  15. // File changes (yyyy-mm-dd)
  16. // 2016-09-07: [email protected]: first commit
  17. // 2020-12-05: clayjohn: convert to Vulkan and Godot
  18. // 2021-05-27: clayjohn: convert SSAO to SSIL
  19. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  20. #[compute]
  21. #version 450
  22. #VERSION_DEFINES
  23. layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
  24. #ifdef GENERATE_MAP
  25. layout(set = 0, binding = 0) uniform sampler2DArray source_texture;
  26. #else
  27. layout(set = 0, binding = 0) uniform sampler2D source_importance;
  28. #endif
  29. layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
  30. #ifdef PROCESS_MAPB
  31. layout(set = 2, binding = 0, std430) buffer Counter {
  32. uint sum;
  33. }
  34. counter;
  35. #endif
  36. layout(push_constant, std430) uniform Params {
  37. vec2 half_screen_pixel_size;
  38. float intensity;
  39. float pad;
  40. }
  41. params;
  42. void main() {
  43. // Pixel being shaded
  44. ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
  45. #ifdef GENERATE_MAP
  46. // importance map stuff
  47. uvec2 base_position = ssC * 2;
  48. float avg = 0.0;
  49. float minV = 1.0;
  50. float maxV = 0.0;
  51. for (int i = 0; i < 4; i++) {
  52. vec3 value_a = texelFetch(source_texture, ivec3(base_position, i), 0).rgb * params.intensity;
  53. vec3 value_b = texelFetch(source_texture, ivec3(base_position, i) + ivec3(0, 1, 0), 0).rgb * params.intensity;
  54. vec3 value_c = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 0, 0), 0).rgb * params.intensity;
  55. vec3 value_d = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 1, 0), 0).rgb * params.intensity;
  56. // Calculate luminance (black and white value)
  57. float a = dot(value_a, vec3(0.2125, 0.7154, 0.0721));
  58. float b = dot(value_b, vec3(0.2125, 0.7154, 0.0721));
  59. float c = dot(value_c, vec3(0.2125, 0.7154, 0.0721));
  60. float d = dot(value_d, vec3(0.2125, 0.7154, 0.0721));
  61. maxV = max(maxV, max(max(a, b), max(c, d)));
  62. minV = min(minV, min(min(a, b), min(c, d)));
  63. }
  64. float min_max_diff = maxV - minV;
  65. imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.6)));
  66. #endif
  67. #ifdef PROCESS_MAPA
  68. vec2 uv = (vec2(ssC) + 0.5) * params.half_screen_pixel_size * 2.0;
  69. float center = textureLod(source_importance, uv, 0.0).x;
  70. vec2 half_pixel = params.half_screen_pixel_size;
  71. vec4 vals;
  72. vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, -half_pixel.y), 0.0).x;
  73. vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x, -half_pixel.y * 3), 0.0).x;
  74. vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, +half_pixel.y), 0.0).x;
  75. vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x, +half_pixel.y * 3), 0.0).x;
  76. float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
  77. imageStore(dest_image, ssC, vec4(avg));
  78. #endif
  79. #ifdef PROCESS_MAPB
  80. vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
  81. float center = textureLod(source_importance, uv, 0.0).x;
  82. vec2 half_pixel = params.half_screen_pixel_size;
  83. vec4 vals;
  84. vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x, -half_pixel.y * 3), 0.0).x;
  85. vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, -half_pixel.y), 0.0).x;
  86. vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x, +half_pixel.y * 3), 0.0).x;
  87. vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, +half_pixel.y), 0.0).x;
  88. float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
  89. imageStore(dest_image, ssC, vec4(avg));
  90. // sum the average; to avoid overflowing we assume max AO resolution is not bigger than 16384x16384; so quarter res (used here) will be 4096x4096, which leaves us with 8 bits per pixel
  91. uint sum = uint(clamp(avg, 0.0, 1.0) * 255.0 + 0.5);
  92. // save every 9th to avoid InterlockedAdd congestion - since we're blurring, this is good enough; compensated by multiplying load_counter_avg_div by 9
  93. if (((ssC.x % 3) + (ssC.y % 3)) == 0) {
  94. atomicAdd(counter.sum, sum);
  95. }
  96. #endif
  97. }