#[compute] #version 450 VERSION_DEFINES layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(set = 0, binding = 0) uniform samplerCube source_cube; layout(push_constant, binding = 1, std430) uniform Params { ivec2 screen_size; ivec2 offset; float bias; float z_far; float z_near; bool z_flip; } params; layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D depth_buffer; void main() { ivec2 pos = ivec2(gl_GlobalInvocationID.xy); if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing return; } vec2 pixel_size = 1.0 / vec2(params.screen_size); vec2 uv = (vec2(pos) + 0.5) * pixel_size; vec3 normal = vec3(uv * 2.0 - 1.0, 0.0); normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y)); normal = normalize(normal); normal.y = -normal.y; //needs to be flipped to match projection matrix if (!params.z_flip) { normal.z = -normal.z; } float depth = texture(source_cube, normal).r; // absolute values for direction cosines, bigger value equals closer to basis axis vec3 unorm = abs(normal); if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) { // x code unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0); } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) { // y code unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0); } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) { // z code unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0); } else { // oh-no we messed up code // has to be unorm = vec3(1.0, 0.0, 0.0); } float depth_fix = 1.0 / dot(normal, unorm); depth = 2.0 * depth - 1.0; float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near)); depth = (linear_depth * depth_fix) / params.z_far; imageStore(depth_buffer, pos + params.offset, vec4(depth)); }