godot/servers/rendering/renderer_rd/shaders/effects/octmap_downsampler.glsl
Dario c78c3ba894 Rewrite Radiance and Reflection probes to use Octahedral maps.
Co-authored-by: clayjohn <claynjohn@gmail.com>
2025-12-02 17:48:12 -08:00

83 lines
3 KiB
GLSL

// 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
}
}