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										 |  |  | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | 
					
						
							|  |  |  | // 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 | 
					
						
							|  |  |  | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | 
					
						
							|  |  |  | #[compute] | 
					
						
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							|  |  |  | #version 450 | 
					
						
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										 |  |  | #VERSION_DEFINES | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; | 
					
						
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 | 
					
						
							|  |  |  | layout(rgba8, set = 0, binding = 0) uniform restrict writeonly image2D dest_image; | 
					
						
							|  |  |  | layout(set = 1, binding = 0) uniform sampler2DArray source_texture; | 
					
						
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										 |  |  | layout(push_constant, std430) uniform Params { | 
					
						
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										 |  |  | 	float inv_sharpness; | 
					
						
							|  |  |  | 	uint size_modifier; | 
					
						
							|  |  |  | 	vec2 pixel_size; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | params; | 
					
						
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 | 
					
						
							|  |  |  | 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; | 
					
						
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 | 
					
						
							|  |  |  | 	return clamp(edgesLRTB + params.inv_sharpness, 0.0, 1.0); | 
					
						
							|  |  |  | } | 
					
						
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 | 
					
						
							|  |  |  | void main() { | 
					
						
							|  |  |  | 	ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); | 
					
						
							|  |  |  | 	if (any(greaterThanEqual(ssC, ivec2(1.0 / params.pixel_size)))) { //too large, do nothing | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
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 | 
					
						
							|  |  |  | #ifdef MODE_SMART | 
					
						
							|  |  |  | 	float ao; | 
					
						
							|  |  |  | 	uvec2 pix_pos = uvec2(gl_GlobalInvocationID.xy); | 
					
						
							|  |  |  | 	vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size; | 
					
						
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 | 
					
						
							|  |  |  | 	// 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 | 
					
						
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										 |  |  | 	int index_horizontal = (1 - mx) + my * 2; // neighboring, horizontal | 
					
						
							|  |  |  | 	int index_vertical = mx + (1 - my) * 2; // neighboring, vertical | 
					
						
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										 |  |  | 	int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal | 
					
						
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							|  |  |  | 	vec2 center_val = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0).xy; | 
					
						
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							|  |  |  | 	ao = center_val.x; | 
					
						
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 | 
					
						
							|  |  |  | 	vec4 edgesLRTB = unpack_edges(center_val.y); | 
					
						
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 | 
					
						
							|  |  |  | 	// convert index shifts to sampling offsets | 
					
						
							|  |  |  | 	float fmx = float(mx); | 
					
						
							|  |  |  | 	float fmy = float(my); | 
					
						
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							|  |  |  | 	// 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); | 
					
						
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							|  |  |  | 	// 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; | 
					
						
							|  |  |  | 	float ao_horizontal = textureLod(source_texture, vec3(uv_horizontal, index_horizontal), 0.0).x; | 
					
						
							|  |  |  | 	vec2 uv_vertical = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(0.5 - fmx, fmy - 0.5 + fmye)) * params.pixel_size; | 
					
						
							|  |  |  | 	float ao_vertical = textureLod(source_texture, vec3(uv_vertical, index_vertical), 0.0).x; | 
					
						
							|  |  |  | 	vec2 uv_diagonal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx - 0.5 + fmxe, fmy - 0.5 + fmye)) * params.pixel_size; | 
					
						
							|  |  |  | 	float ao_diagonal = textureLod(source_texture, vec3(uv_diagonal, index_diagonal), 0.0).x; | 
					
						
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							|  |  |  | 	// 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; | 
					
						
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							|  |  |  | 	// calculate weighted average | 
					
						
							|  |  |  | 	float blendWeightsSum = dot(blendWeights, vec4(1.0, 1.0, 1.0, 1.0)); | 
					
						
							|  |  |  | 	ao = dot(vec4(ao, ao_horizontal, ao_vertical, ao_diagonal), blendWeights) / blendWeightsSum; | 
					
						
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							|  |  |  | 	imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(ao)); | 
					
						
							|  |  |  | #else // !MODE_SMART | 
					
						
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 | 
					
						
							|  |  |  | 	vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size; | 
					
						
							|  |  |  | #ifdef MODE_HALF | 
					
						
							|  |  |  | 	float a = textureLod(source_texture, vec3(uv, 0), 0.0).x; | 
					
						
							|  |  |  | 	float d = textureLod(source_texture, vec3(uv, 3), 0.0).x; | 
					
						
							|  |  |  | 	float avg = (a + d) * 0.5; | 
					
						
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							|  |  |  | #else | 
					
						
							|  |  |  | 	float a = textureLod(source_texture, vec3(uv, 0), 0.0).x; | 
					
						
							|  |  |  | 	float b = textureLod(source_texture, vec3(uv, 1), 0.0).x; | 
					
						
							|  |  |  | 	float c = textureLod(source_texture, vec3(uv, 2), 0.0).x; | 
					
						
							|  |  |  | 	float d = textureLod(source_texture, vec3(uv, 3), 0.0).x; | 
					
						
							|  |  |  | 	float avg = (a + b + c + d) * 0.25; | 
					
						
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							|  |  |  | #endif | 
					
						
							|  |  |  | 	imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(avg)); | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | } |