// 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 layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in; layout(set = 0, binding = 0) uniform samplerCube source_cubemap; layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap; layout(push_constant, binding = 1, std430) uniform Params { uint face_size; } params; #define M_PI 3.14159265359 void get_dir_0(out vec3 dir, in float u, in float v) { dir[0] = 1.0; dir[1] = v; dir[2] = -u; } void get_dir_1(out vec3 dir, in float u, in float v) { dir[0] = -1.0; dir[1] = v; dir[2] = u; } void get_dir_2(out vec3 dir, in float u, in float v) { dir[0] = u; dir[1] = 1.0; dir[2] = -v; } void get_dir_3(out vec3 dir, in float u, in float v) { dir[0] = u; dir[1] = -1.0; dir[2] = v; } void get_dir_4(out vec3 dir, in float u, in float v) { dir[0] = u; dir[1] = v; dir[2] = 1.0; } void get_dir_5(out vec3 dir, in float u, in float v) { dir[0] = -u; dir[1] = v; dir[2] = -1.0; } float calcWeight(float u, float v) { float val = u * u + v * v + 1.0; return val * sqrt(val); } void main() { uvec3 id = gl_GlobalInvocationID; uint face_size = params.face_size; if (id.x < face_size && id.y < face_size) { float inv_face_size = 1.0 / float(face_size); float u0 = (float(id.x) * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0; float u1 = (float(id.x) * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0; float v0 = (float(id.y) * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0; float v1 = (float(id.y) * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0; 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 + .125; } vec3 dir; vec4 color; switch (id.z) { case 0: get_dir_0(dir, u0, v0); color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; get_dir_0(dir, u1, v0); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; get_dir_0(dir, u0, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; get_dir_0(dir, u1, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; break; case 1: get_dir_1(dir, u0, v0); color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; get_dir_1(dir, u1, v0); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; get_dir_1(dir, u0, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; get_dir_1(dir, u1, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; break; case 2: get_dir_2(dir, u0, v0); color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; get_dir_2(dir, u1, v0); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; get_dir_2(dir, u0, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; get_dir_2(dir, u1, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; break; case 3: get_dir_3(dir, u0, v0); color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; get_dir_3(dir, u1, v0); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; get_dir_3(dir, u0, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; get_dir_3(dir, u1, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; break; case 4: get_dir_4(dir, u0, v0); color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; get_dir_4(dir, u1, v0); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; get_dir_4(dir, u0, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; get_dir_4(dir, u1, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; break; default: get_dir_5(dir, u0, v0); color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0]; get_dir_5(dir, u1, v0); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1]; get_dir_5(dir, u0, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2]; get_dir_5(dir, u1, v1); color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3]; break; } imageStore(dest_cubemap, ivec3(id), color); } }