godot/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl
2021-11-06 12:43:19 -07:00

103 lines
3.9 KiB
GLSL

#[compute]
#version 450
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(rgba16, set = 0, binding = 0) uniform restrict writeonly image2D dest_image;
layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
layout(r8, set = 2, binding = 0) uniform restrict readonly image2DArray source_edges;
layout(push_constant, binding = 1, std430) uniform Params {
float inv_sharpness;
uint size_modifier;
vec2 pixel_size;
}
params;
vec4 unpack_edges(float p_packed_val) {
uint packed_val = uint(p_packed_val * 255.5);
vec4 edgesLRTB;
edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
return clamp(edgesLRTB + params.inv_sharpness, 0.0, 1.0);
}
void main() {
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(ssC, ivec2(1.0 / params.pixel_size)))) { //too large, do nothing
return;
}
#ifdef MODE_SMART
uvec2 pix_pos = uvec2(gl_GlobalInvocationID.xy);
vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
// calculate index in the four deinterleaved source array texture
int mx = int(pix_pos.x % 2);
int my = int(pix_pos.y % 2);
int index_center = mx + my * 2; // center index
int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal
int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical
int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal
vec4 color = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0);
vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, ivec3(pix_pos / uvec2(params.size_modifier), index_center)).r);
// convert index shifts to sampling offsets
float fmx = float(mx);
float fmy = float(my);
// in case of an edge, push sampling offsets away from the edge (towards pixel center)
float fmxe = (edgesLRTB.y - edgesLRTB.x);
float fmye = (edgesLRTB.w - edgesLRTB.z);
// calculate final sampling offsets and sample using bilinear filter
vec2 uv_horizontal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx + fmxe - 0.5, 0.5 - fmy)) * params.pixel_size;
vec4 color_horizontal = textureLod(source_texture, vec3(uv_horizontal, index_horizontal), 0.0);
vec2 uv_vertical = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(0.5 - fmx, fmy - 0.5 + fmye)) * params.pixel_size;
vec4 color_vertical = textureLod(source_texture, vec3(uv_vertical, index_vertical), 0.0);
vec2 uv_diagonal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx - 0.5 + fmxe, fmy - 0.5 + fmye)) * params.pixel_size;
vec4 color_diagonal = textureLod(source_texture, vec3(uv_diagonal, index_diagonal), 0.0);
// reduce weight for samples near edge - if the edge is on both sides, weight goes to 0
vec4 blendWeights;
blendWeights.x = 1.0;
blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5;
blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5;
blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5;
// calculate weighted average
float blendWeightsSum = dot(blendWeights, vec4(1.0, 1.0, 1.0, 1.0));
color += color_horizontal * blendWeights.y;
color += color_vertical * blendWeights.z;
color += color_diagonal * blendWeights.w;
color /= blendWeightsSum;
imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), color);
#else // !MODE_SMART
vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
#ifdef MODE_HALF
vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0);
vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0);
vec4 avg = (a + d) * 0.5;
#else
vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0);
vec4 b = textureLod(source_texture, vec3(uv, 1), 0.0);
vec4 c = textureLod(source_texture, vec3(uv, 2), 0.0);
vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0);
vec4 avg = (a + b + c + d) * 0.25;
#endif
imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), avg);
#endif
}