#[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 sampler2D source_normal; layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_roughness; layout(push_constant, binding = 1, std430) uniform Params { ivec2 screen_size; float curve; uint pad; } params; #define HALF_PI 1.5707963267948966 void main() { // Pixel being shaded ivec2 pos = ivec2(gl_GlobalInvocationID.xy); if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing return; } vec3 normal_accum = vec3(0.0); float accum = 0.0; for (int i = 0; i <= 1; i++) { for (int j = 0; j <= 1; j++) { normal_accum += normalize(texelFetch(source_normal, pos + ivec2(i, j), 0).xyz * 2.0 - 1.0); accum += 1.0; } } normal_accum /= accum; float r = length(normal_accum); float limit; if (r < 1.0) { float threshold = 0.4; /* //Formula from Filament, does not make sense to me. float r2 = r * r; float kappa = (3.0f * r - r * r2) / (1.0f - r2); float variance = 0.25f / kappa; limit = sqrt(min(2.0f * variance, threshold * threshold)); */ /* //Formula based on probability distribution graph float width = acos(max(0.0,r)); // convert to angle (width) float roughness = pow(width,1.7)*0.854492; //approximate (crappy) formula to convert to roughness limit = min(sqrt(roughness), threshold); //convert to perceptual roughness and apply threshold */ limit = min(sqrt(pow(acos(max(0.0, r)) / HALF_PI, params.curve)), threshold); //convert to perceptual roughness and apply threshold //limit = 0.5; } else { limit = 0.0; } imageStore(dest_roughness, pos, vec4(limit)); }