// Copyright 2016 Activision Publishing, Inc. // // 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. #[compute] #version 450 #VERSION_DEFINES #define BLOCK_SIZE 8 #include "../oct_inc.glsl" layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in; layout(set = 0, binding = 0) uniform sampler2D source_octmap; layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D dest_octmap; layout(push_constant, std430) uniform Params { float border_size; uint size; uint pad; uint pad2; } params; // Use an approximation of the Jacobian. float calcWeight(float u, float v) { vec3 d = oct_to_vec3_with_border(vec2(u, v), params.border_size); return 1.0 / pow(abs(d.z) + 1.0, 3.0); } void main() { uvec2 id = gl_GlobalInvocationID.xy; if (id.x < params.size && id.y < params.size) { float inv_size = 1.0 / float(params.size); uvec2 sample_id = id; #ifdef USE_HIGH_QUALITY float u0 = (float(sample_id.x) * 2.0f + 1.0f - 0.75f) * inv_size - 1.0f; float u1 = (float(sample_id.x) * 2.0f + 1.0f + 0.75f) * inv_size - 1.0f; float v0 = (float(sample_id.y) * 2.0f + 1.0f - 0.75f) * inv_size - 1.0f; float v1 = (float(sample_id.y) * 2.0f + 1.0f + 0.75f) * inv_size - 1.0f; float weights[4]; weights[0] = calcWeight(u0, v0); weights[1] = calcWeight(u1, v0); weights[2] = calcWeight(u0, v1); weights[3] = calcWeight(u1, v1); const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]); for (int i = 0; i < 4; i++) { weights[i] = weights[i] * wsum + 0.125; } vec4 color = textureLod(source_octmap, vec2(u0, v0) * 0.5f + 0.5f, 0.0) * weights[0]; color += textureLod(source_octmap, vec2(u1, v0) * 0.5f + 0.5f, 0.0) * weights[1]; color += textureLod(source_octmap, vec2(u0, v1) * 0.5f + 0.5f, 0.0) * weights[2]; color += textureLod(source_octmap, vec2(u1, v1) * 0.5f + 0.5f, 0.0) * weights[3]; imageStore(dest_octmap, ivec2(id), color); #else vec2 uv = (vec2(sample_id.xy) + 0.5) * inv_size; imageStore(dest_octmap, ivec2(id), textureLod(source_octmap, uv, 0.0)); #endif } }