godot/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl
Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00

73 lines
1.9 KiB
GLSL

/* clang-format off */
[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
/* clang-format on */
layout(set = 0, binding = 0) uniform samplerCube source_cube;
layout(push_constant, binding = 1, std430) uniform Params {
ivec2 screen_size;
ivec2 offset;
float bias;
float z_far;
float z_near;
bool z_flip;
}
params;
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D depth_buffer;
void main() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
return;
}
vec2 pixel_size = 1.0 / vec2(params.screen_size);
vec2 uv = (vec2(pos) + 0.5) * pixel_size;
vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
normal = normalize(normal);
normal.y = -normal.y; //needs to be flipped to match projection matrix
if (!params.z_flip) {
normal.z = -normal.z;
}
float depth = texture(source_cube, normal).r;
// absolute values for direction cosines, bigger value equals closer to basis axis
vec3 unorm = abs(normal);
if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
// x code
unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
// y code
unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
// z code
unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
} else {
// oh-no we messed up code
// has to be
unorm = vec3(1.0, 0.0, 0.0);
}
float depth_fix = 1.0 / dot(normal, unorm);
depth = 2.0 * depth - 1.0;
float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
depth = (linear_depth * depth_fix) / params.z_far;
imageStore(depth_buffer, pos + params.offset, vec4(depth));
}