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83 lines
3 KiB
GLSL
83 lines
3 KiB
GLSL
// Copyright 2016 Activision Publishing, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining
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// a copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the Software
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// is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#[compute]
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#version 450
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#VERSION_DEFINES
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#define BLOCK_SIZE 8
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#include "../oct_inc.glsl"
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layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
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layout(set = 0, binding = 0) uniform sampler2D source_octmap;
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layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D dest_octmap;
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layout(push_constant, std430) uniform Params {
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float border_size;
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uint size;
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uint pad;
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uint pad2;
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}
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params;
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// Use an approximation of the Jacobian.
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float calcWeight(float u, float v) {
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vec3 d = oct_to_vec3_with_border(vec2(u, v), params.border_size);
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return 1.0 / pow(abs(d.z) + 1.0, 3.0);
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}
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void main() {
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uvec2 id = gl_GlobalInvocationID.xy;
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if (id.x < params.size && id.y < params.size) {
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float inv_size = 1.0 / float(params.size);
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uvec2 sample_id = id;
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#ifdef USE_HIGH_QUALITY
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float u0 = (float(sample_id.x) * 2.0f + 1.0f - 0.75f) * inv_size - 1.0f;
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float u1 = (float(sample_id.x) * 2.0f + 1.0f + 0.75f) * inv_size - 1.0f;
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float v0 = (float(sample_id.y) * 2.0f + 1.0f - 0.75f) * inv_size - 1.0f;
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float v1 = (float(sample_id.y) * 2.0f + 1.0f + 0.75f) * inv_size - 1.0f;
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float weights[4];
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weights[0] = calcWeight(u0, v0);
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weights[1] = calcWeight(u1, v0);
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weights[2] = calcWeight(u0, v1);
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weights[3] = calcWeight(u1, v1);
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const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]);
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for (int i = 0; i < 4; i++) {
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weights[i] = weights[i] * wsum + 0.125;
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}
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vec4 color = textureLod(source_octmap, vec2(u0, v0) * 0.5f + 0.5f, 0.0) * weights[0];
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color += textureLod(source_octmap, vec2(u1, v0) * 0.5f + 0.5f, 0.0) * weights[1];
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color += textureLod(source_octmap, vec2(u0, v1) * 0.5f + 0.5f, 0.0) * weights[2];
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color += textureLod(source_octmap, vec2(u1, v1) * 0.5f + 0.5f, 0.0) * weights[3];
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imageStore(dest_octmap, ivec2(id), color);
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#else
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vec2 uv = (vec2(sample_id.xy) + 0.5) * inv_size;
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imageStore(dest_octmap, ivec2(id), textureLod(source_octmap, uv, 0.0));
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#endif
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}
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}
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