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			272 lines
		
	
	
	
		
			9.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			272 lines
		
	
	
	
		
			9.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #[compute]
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| 
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| #version 450
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| 
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| #VERSION_DEFINES
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| 
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| layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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| 
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| #define FLAG_HORIZONTAL (1 << 0)
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| #define FLAG_USE_BLUR_SECTION (1 << 1)
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| #define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
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| #define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
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| #define FLAG_GLOW_FIRST_PASS (1 << 4)
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| #define FLAG_FLIP_Y (1 << 5)
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| #define FLAG_FORCE_LUMINANCE (1 << 6)
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| #define FLAG_COPY_ALL_SOURCE (1 << 7)
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| #define FLAG_ALPHA_TO_ONE (1 << 8)
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| 
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| layout(push_constant, std430) uniform Params {
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| 	ivec4 section;
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| 	ivec2 target;
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| 	uint flags;
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| 	uint pad;
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| 	// Glow.
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| 	float glow_strength;
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| 	float glow_bloom;
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| 	float glow_hdr_threshold;
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| 	float glow_hdr_scale;
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| 
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| 	float glow_exposure;
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| 	float glow_white;
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| 	float glow_luminance_cap;
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| 	float glow_auto_exposure_scale;
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| 	// DOF.
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| 	float camera_z_far;
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| 	float camera_z_near;
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| 	uint pad2[2];
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| 
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| 	vec4 set_color;
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| }
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| params;
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| 
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| #ifdef MODE_CUBEMAP_ARRAY_TO_PANORAMA
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| layout(set = 0, binding = 0) uniform samplerCubeArray source_color;
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| #elif defined(MODE_CUBEMAP_TO_PANORAMA)
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| layout(set = 0, binding = 0) uniform samplerCube source_color;
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| #elif !defined(MODE_SET_COLOR)
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| layout(set = 0, binding = 0) uniform sampler2D source_color;
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| #endif
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| 
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| #ifdef GLOW_USE_AUTO_EXPOSURE
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| layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
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| #endif
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| 
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| #if defined(MODE_LINEARIZE_DEPTH_COPY) || defined(MODE_SIMPLE_COPY_DEPTH)
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| layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
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| #elif defined(DST_IMAGE_8BIT)
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| layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
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| #else
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| layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
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| #endif
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| 
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| #ifdef MODE_GAUSSIAN_BLUR
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| shared vec4 local_cache[256];
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| shared vec4 temp_cache[128];
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| #endif
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| 
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| void main() {
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| 	// Pixel being shaded
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| 	ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
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| 
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| #ifndef MODE_GAUSSIAN_BLUR // Gaussian blur needs the extra threads
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| 	if (any(greaterThanEqual(pos, params.section.zw))) { //too large, do nothing
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| 		return;
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| 	}
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| #endif
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| 
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| #ifdef MODE_MIPMAP
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| 
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| 	ivec2 base_pos = (pos + params.section.xy) << 1;
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| 	vec4 color = texelFetch(source_color, base_pos, 0);
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| 	color += texelFetch(source_color, base_pos + ivec2(0, 1), 0);
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| 	color += texelFetch(source_color, base_pos + ivec2(1, 0), 0);
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| 	color += texelFetch(source_color, base_pos + ivec2(1, 1), 0);
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| 	color /= 4.0;
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| 	color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isinf(color));
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| 	color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isnan(color));
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| 
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| 	imageStore(dest_buffer, pos + params.target, color);
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| #endif
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| 
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| #ifdef MODE_GAUSSIAN_BLUR
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| 
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| 	// First pass copy texture into 16x16 local memory for every 8x8 thread block
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| 	vec2 quad_center_uv = clamp(vec2(params.section.xy + gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
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| 	uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * 16;
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| 
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| 	local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0);
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| 	local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0);
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| 	local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
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| 	local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
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| 
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| #ifdef MODE_GLOW
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| 	if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
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| 		// Tonemap initial samples to reduce weight of fireflies: https://graphicrants.blogspot.com/2013/12/tone-mapping.html
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| 		local_cache[dest_index] /= 1.0 + dot(local_cache[dest_index].rgb, vec3(0.299, 0.587, 0.114));
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| 		local_cache[dest_index + 1] /= 1.0 + dot(local_cache[dest_index + 1].rgb, vec3(0.299, 0.587, 0.114));
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| 		local_cache[dest_index + 16] /= 1.0 + dot(local_cache[dest_index + 16].rgb, vec3(0.299, 0.587, 0.114));
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| 		local_cache[dest_index + 16 + 1] /= 1.0 + dot(local_cache[dest_index + 16 + 1].rgb, vec3(0.299, 0.587, 0.114));
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| 	}
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| 	const float kernel[4] = { 0.174938, 0.165569, 0.140367, 0.106595 };
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| #else
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| 	// Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect.
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| 	const float kernel[4] = { 0.214607, 0.189879, 0.131514, 0.071303 };
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| #endif
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| 	memoryBarrierShared();
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| 	barrier();
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| 
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| 	// Horizontal pass. Needs to copy into 8x16 chunk of local memory so vertical pass has full resolution
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| 	uint read_index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 32 + 4;
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| 	vec4 color_top = vec4(0.0);
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| 	color_top += local_cache[read_index] * kernel[0];
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| 	color_top += local_cache[read_index + 1] * kernel[1];
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| 	color_top += local_cache[read_index + 2] * kernel[2];
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| 	color_top += local_cache[read_index + 3] * kernel[3];
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| 	color_top += local_cache[read_index - 1] * kernel[1];
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| 	color_top += local_cache[read_index - 2] * kernel[2];
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| 	color_top += local_cache[read_index - 3] * kernel[3];
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| 
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| 	vec4 color_bottom = vec4(0.0);
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| 	color_bottom += local_cache[read_index + 16] * kernel[0];
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| 	color_bottom += local_cache[read_index + 1 + 16] * kernel[1];
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| 	color_bottom += local_cache[read_index + 2 + 16] * kernel[2];
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| 	color_bottom += local_cache[read_index + 3 + 16] * kernel[3];
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| 	color_bottom += local_cache[read_index - 1 + 16] * kernel[1];
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| 	color_bottom += local_cache[read_index - 2 + 16] * kernel[2];
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| 	color_bottom += local_cache[read_index - 3 + 16] * kernel[3];
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| 
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| 	// rotate samples to take advantage of cache coherency
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| 	uint write_index = gl_LocalInvocationID.y * 2 + gl_LocalInvocationID.x * 16;
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| 
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| 	temp_cache[write_index] = color_top;
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| 	temp_cache[write_index + 1] = color_bottom;
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| 
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| 	memoryBarrierShared();
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| 	barrier();
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| 
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| 	// If destination outside of texture, can stop doing work now
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| 	if (any(greaterThanEqual(pos, params.section.zw))) {
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| 		return;
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| 	}
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| 
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| 	// Vertical pass
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| 	uint index = gl_LocalInvocationID.y + gl_LocalInvocationID.x * 16 + 4;
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| 	vec4 color = vec4(0.0);
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| 
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| 	color += temp_cache[index] * kernel[0];
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| 	color += temp_cache[index + 1] * kernel[1];
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| 	color += temp_cache[index + 2] * kernel[2];
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| 	color += temp_cache[index + 3] * kernel[3];
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| 	color += temp_cache[index - 1] * kernel[1];
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| 	color += temp_cache[index - 2] * kernel[2];
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| 	color += temp_cache[index - 3] * kernel[3];
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| 
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| #ifdef MODE_GLOW
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| 	if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
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| 		// Undo tonemap to restore range: https://graphicrants.blogspot.com/2013/12/tone-mapping.html
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| 		color /= 1.0 - dot(color.rgb, vec3(0.299, 0.587, 0.114));
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| 	}
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| 
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| 	color *= params.glow_strength;
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| 
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| 	if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
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| #ifdef GLOW_USE_AUTO_EXPOSURE
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| 
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| 		color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_scale;
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| #endif
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| 		color *= params.glow_exposure;
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| 
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| 		float luminance = max(color.r, max(color.g, color.b));
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| 		float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom);
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| 
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| 		color = min(color * feedback, vec4(params.glow_luminance_cap));
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| 	}
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| #endif // MODE_GLOW
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| 	imageStore(dest_buffer, pos + params.target, color);
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| 
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| #endif // MODE_GAUSSIAN_BLUR
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| 
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| #ifdef MODE_SIMPLE_COPY
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| 
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| 	vec4 color;
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| 	if (bool(params.flags & FLAG_COPY_ALL_SOURCE)) {
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| 		vec2 uv = vec2(pos) / vec2(params.section.zw);
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| 		if (bool(params.flags & FLAG_FLIP_Y)) {
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| 			uv.y = 1.0 - uv.y;
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| 		}
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| 		color = textureLod(source_color, uv, 0.0);
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| 
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| 	} else {
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| 		color = texelFetch(source_color, pos + params.section.xy, 0);
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| 
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| 		if (bool(params.flags & FLAG_FLIP_Y)) {
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| 			pos.y = params.section.w - pos.y - 1;
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| 		}
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| 	}
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| 
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| 	if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
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| 		color.rgb = vec3(max(max(color.r, color.g), color.b));
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| 	}
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| 
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| 	if (bool(params.flags & FLAG_ALPHA_TO_ONE)) {
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| 		color.a = 1.0;
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| 	}
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| 
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| 	imageStore(dest_buffer, pos + params.target, color);
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| 
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| #endif // MODE_SIMPLE_COPY
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| 
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| #ifdef MODE_SIMPLE_COPY_DEPTH
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| 
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| 	vec4 color = texelFetch(source_color, pos + params.section.xy, 0);
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| 
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| 	if (bool(params.flags & FLAG_FLIP_Y)) {
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| 		pos.y = params.section.w - pos.y - 1;
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| 	}
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| 
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| 	imageStore(dest_buffer, pos + params.target, vec4(color.r));
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| 
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| #endif // MODE_SIMPLE_COPY_DEPTH
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| 
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| #ifdef MODE_LINEARIZE_DEPTH_COPY
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| 
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| 	float depth = texelFetch(source_color, pos + params.section.xy, 0).r;
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| 	depth = depth * 2.0 - 1.0;
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| 	depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
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| 	vec4 color = vec4(depth / params.camera_z_far);
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| 
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| 	if (bool(params.flags & FLAG_FLIP_Y)) {
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| 		pos.y = params.section.w - pos.y - 1;
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| 	}
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| 
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| 	imageStore(dest_buffer, pos + params.target, color);
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| #endif // MODE_LINEARIZE_DEPTH_COPY
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| 
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| #if defined(MODE_CUBEMAP_TO_PANORAMA) || defined(MODE_CUBEMAP_ARRAY_TO_PANORAMA)
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| 
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| 	const float PI = 3.14159265359;
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| 	vec2 uv = vec2(pos) / vec2(params.section.zw);
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| 	if (bool(params.flags & FLAG_FLIP_Y)) {
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| 		uv.y = 1.0 - uv.y;
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| 	}
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| 	float phi = uv.x * 2.0 * PI;
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| 	float theta = uv.y * PI;
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| 
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| 	vec3 normal;
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| 	normal.x = sin(phi) * sin(theta) * -1.0;
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| 	normal.y = cos(theta);
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| 	normal.z = cos(phi) * sin(theta) * -1.0;
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| 
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| #ifdef MODE_CUBEMAP_TO_PANORAMA
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| 	vec4 color = textureLod(source_color, normal, params.camera_z_far); //the biggest the lod the least the acne
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| #else
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| 	vec4 color = textureLod(source_color, vec4(normal, params.camera_z_far), 0.0); //the biggest the lod the least the acne
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| #endif
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| 	imageStore(dest_buffer, pos + params.target, color);
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| #endif // defined(MODE_CUBEMAP_TO_PANORAMA) || defined(MODE_CUBEMAP_ARRAY_TO_PANORAMA)
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| 
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| #ifdef MODE_SET_COLOR
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| 	imageStore(dest_buffer, pos + params.target, params.set_color);
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| #endif
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| }
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