#[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_ssao; layout(set = 1, binding = 0) uniform sampler2D source_depth; #ifdef MODE_UPSCALE layout(set = 2, binding = 0) uniform sampler2D source_depth_mipmaps; #endif layout(r8, set = 3, binding = 0) uniform restrict writeonly image2D dest_image; ////////////////////////////////////////////////////////////////////////////////////////////// // Tunable Parameters: layout(push_constant, binding = 1, std430) uniform Params { float edge_sharpness; /** Increase to make depth edges crisper. Decrease to reduce flicker. */ int filter_scale; float z_far; float z_near; bool orthogonal; uint pad0; uint pad1; uint pad2; ivec2 axis; /** (1, 0) or (0, 1) */ ivec2 screen_size; } params; /** Filter radius in pixels. This will be multiplied by SCALE. */ #define R (4) ////////////////////////////////////////////////////////////////////////////////////////////// // Gaussian coefficients const float gaussian[R + 1] = //float[](0.356642, 0.239400, 0.072410, 0.009869); //float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0 float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0 //float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0 void main() { // Pixel being shaded ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing return; } #ifdef MODE_UPSCALE //closest one should be the same pixel, but check nearby just in case float depth = texelFetch(source_depth, ssC, 0).r; depth = depth * 2.0 - 1.0; if (params.orthogonal) { depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0; } else { depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near)); } vec2 pixel_size = 1.0 / vec2(params.screen_size); vec2 closest_uv = vec2(ssC) * pixel_size + pixel_size * 0.5; vec2 from_uv = closest_uv; vec2 ps2 = pixel_size; // * 2.0; float closest_depth = abs(textureLod(source_depth_mipmaps, closest_uv, 0.0).r - depth); vec2 offsets[4] = vec2[](vec2(ps2.x, 0), vec2(-ps2.x, 0), vec2(0, ps2.y), vec2(0, -ps2.y)); for (int i = 0; i < 4; i++) { vec2 neighbour = from_uv + offsets[i]; float neighbour_depth = abs(textureLod(source_depth_mipmaps, neighbour, 0.0).r - depth); if (neighbour_depth < closest_depth) { closest_uv = neighbour; closest_depth = neighbour_depth; } } float visibility = textureLod(source_ssao, closest_uv, 0.0).r; imageStore(dest_image, ssC, vec4(visibility)); #else float depth = texelFetch(source_depth, ssC, 0).r; #ifdef MODE_FULL_SIZE depth = depth * 2.0 - 1.0; if (params.orthogonal) { depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0; } else { depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near)); } #endif float depth_divide = 1.0 / params.z_far; //depth *= depth_divide; /* if (depth > params.z_far * 0.999) { discard; //skybox } */ float sum = texelFetch(source_ssao, ssC, 0).r; // Base weight for depth falloff. Increase this for more blurriness, // decrease it for better edge discrimination float BASE = gaussian[0]; float totalWeight = BASE; sum *= totalWeight; ivec2 clamp_limit = params.screen_size - ivec2(1); for (int r = -R; r <= R; ++r) { // We already handled the zero case above. This loop should be unrolled and the static branch optimized out, // so the IF statement has no runtime cost if (r != 0) { ivec2 ppos = ssC + params.axis * (r * params.filter_scale); float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r; ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit); float temp_depth = texelFetch(source_depth, rpos, 0).r; #ifdef MODE_FULL_SIZE temp_depth = temp_depth * 2.0 - 1.0; if (params.orthogonal) { temp_depth = ((temp_depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0; } else { temp_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - temp_depth * (params.z_far - params.z_near)); } //temp_depth *= depth_divide; #endif // spatial domain: offset gaussian tap float weight = 0.3 + gaussian[abs(r)]; //weight *= max(0.0, dot(temp_normal, normal)); // range domain (the "bilateral" weight). As depth difference increases, decrease weight. weight *= max(0.0, 1.0 - params.edge_sharpness * abs(temp_depth - depth)); sum += value * weight; totalWeight += weight; } } const float epsilon = 0.0001; float visibility = sum / (totalWeight + epsilon); imageStore(dest_image, ssC, vec4(visibility)); #endif }