#[compute] #version 450 #VERSION_DEFINES layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; const vec3 usage_gradient[33] = vec3[]( // 1 (none) + 32 vec3(0.14, 0.17, 0.23), vec3(0.24, 0.44, 0.83), vec3(0.23, 0.57, 0.84), vec3(0.22, 0.71, 0.84), vec3(0.22, 0.85, 0.83), vec3(0.21, 0.85, 0.72), vec3(0.21, 0.85, 0.57), vec3(0.20, 0.85, 0.42), vec3(0.20, 0.85, 0.27), vec3(0.27, 0.86, 0.19), vec3(0.51, 0.85, 0.19), vec3(0.57, 0.86, 0.19), vec3(0.62, 0.85, 0.19), vec3(0.67, 0.86, 0.20), vec3(0.73, 0.85, 0.20), vec3(0.78, 0.85, 0.20), vec3(0.83, 0.85, 0.20), vec3(0.85, 0.82, 0.20), vec3(0.85, 0.76, 0.20), vec3(0.85, 0.81, 0.20), vec3(0.85, 0.65, 0.20), vec3(0.84, 0.60, 0.21), vec3(0.84, 0.56, 0.21), vec3(0.84, 0.51, 0.21), vec3(0.84, 0.46, 0.21), vec3(0.84, 0.41, 0.21), vec3(0.84, 0.36, 0.21), vec3(0.84, 0.31, 0.21), vec3(0.84, 0.27, 0.21), vec3(0.83, 0.22, 0.22), vec3(0.83, 0.22, 0.27), vec3(0.83, 0.22, 0.32), vec3(1.00, 0.63, 0.70)); layout(push_constant, binding = 0, std430) uniform Params { uvec2 screen_size; uvec2 cluster_screen_size; uint cluster_shift; uint cluster_type; float z_near; float z_far; bool orthogonal; uint max_cluster_element_count_div_32; uint pad1; uint pad2; } params; layout(set = 0, binding = 1, std430) buffer restrict readonly ClusterData { uint data[]; } cluster_data; layout(rgba16f, set = 0, binding = 2) uniform restrict writeonly image2D screen_buffer; layout(set = 0, binding = 3) uniform texture2D depth_buffer; layout(set = 0, binding = 4) uniform sampler depth_buffer_sampler; void main() { uvec2 screen_pos = gl_GlobalInvocationID.xy; if (any(greaterThanEqual(screen_pos, params.screen_size))) { return; } uvec2 cluster_pos = screen_pos >> params.cluster_shift; uint offset = cluster_pos.y * params.cluster_screen_size.x + cluster_pos.x; offset += params.cluster_screen_size.x * params.cluster_screen_size.y * params.cluster_type; offset *= (params.max_cluster_element_count_div_32 + 32); //depth buffers generally can't be accessed via image API float depth = texelFetch(sampler2D(depth_buffer, depth_buffer_sampler), ivec2(screen_pos), 0).r * 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)); } depth /= params.z_far; uint slice = uint(clamp(floor(depth * 32.0), 0.0, 31.0)); uint slice_minmax = cluster_data.data[offset + params.max_cluster_element_count_div_32 + slice]; uint item_min = slice_minmax & 0xFFFF; uint item_max = slice_minmax >> 16; uint item_count = 0; for (uint i = 0; i < params.max_cluster_element_count_div_32; i++) { uint slice_bits = cluster_data.data[offset + i]; while (slice_bits != 0) { uint bit = findLSB(slice_bits); uint item = i * 32 + bit; if ((item >= item_min && item < item_max)) { item_count++; } slice_bits &= ~(1 << bit); } } item_count = min(item_count, 32); vec3 color = usage_gradient[item_count]; color = mix(color * 1.2, color * 0.3, float(slice) / 31.0); imageStore(screen_buffer, ivec2(screen_pos), vec4(color, 1.0)); }