#[compute] #version 450 #VERSION_DEFINES #define GROUP_SIZE 8 layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in; layout(set = 0, binding = 0) uniform sampler2D source_oct; layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D dest_octmap; #include "../oct_inc.glsl" #include "octmap_roughness_inc.glsl" void main() { uvec2 id = gl_GlobalInvocationID.xy; if (id.x < params.dest_size && id.y < params.dest_size) { vec2 inv_source_size = 1.0 / vec2(params.source_size); vec2 inv_dest_size = 1.0 / vec2(params.dest_size); vec2 uv = (vec2(id.xy) + 0.5) * inv_dest_size; if (params.use_direct_write) { imageStore(dest_octmap, ivec2(id), vec4(texture(source_oct, uv).rgb, 1.0)); } else { vec3 N = oct_to_vec3_with_border(uv, params.border_size.y); vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); float solid_angle_texel = 4.0 * M_PI / float(params.dest_size * params.dest_size); float roughness2 = params.roughness * params.roughness; float roughness4 = roughness2 * roughness2; vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); mat3 T; T[0] = normalize(cross(UpVector, N)); T[1] = cross(N, T[0]); T[2] = N; for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) { vec2 xi = Hammersley(sampleNum, params.sample_count); vec3 H = T * ImportanceSampleGGX(xi, roughness4); float NdotH = dot(N, H); vec3 L = (2.0 * NdotH * H - N); float ndotl = clamp(dot(N, L), 0.0, 1.0); if (ndotl > 0.0) { float D = DistributionGGX(NdotH, roughness4); float pdf = D * NdotH / (4.0 * NdotH) + 0.0001; float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001); float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel); vec2 sample_uv = vec3_to_oct_with_border(L, params.border_size); sum.rgb += textureLod(source_oct, sample_uv, mipLevel).rgb * ndotl; sum.a += ndotl; } } imageStore(dest_octmap, ivec2(id), vec4(sum.rgb / sum.a, 1.0)); } } }