Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
72 lines
1.9 KiB
GLSL
72 lines
1.9 KiB
GLSL
/* clang-format off */
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[compute]
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#version 450
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VERSION_DEFINES
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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/* clang-format on */
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layout(set = 0, binding = 0) uniform samplerCube source_cube;
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layout(push_constant, binding = 1, std430) uniform Params {
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ivec2 screen_size;
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ivec2 offset;
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float bias;
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float z_far;
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float z_near;
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bool z_flip;
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}
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params;
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layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D depth_buffer;
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void main() {
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ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
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if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
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return;
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}
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vec2 pixel_size = 1.0 / vec2(params.screen_size);
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vec2 uv = (vec2(pos) + 0.5) * pixel_size;
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vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
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normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
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normal = normalize(normal);
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normal.y = -normal.y; //needs to be flipped to match projection matrix
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if (!params.z_flip) {
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normal.z = -normal.z;
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}
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float depth = texture(source_cube, normal).r;
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// absolute values for direction cosines, bigger value equals closer to basis axis
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vec3 unorm = abs(normal);
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if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
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// x code
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unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
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} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
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// y code
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unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
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} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
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// z code
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unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
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} else {
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// oh-no we messed up code
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// has to be
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unorm = vec3(1.0, 0.0, 0.0);
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}
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float depth_fix = 1.0 / dot(normal, unorm);
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depth = 2.0 * depth - 1.0;
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float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
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depth = (linear_depth * depth_fix) / params.z_far;
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imageStore(depth_buffer, pos + params.offset, vec4(depth));
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}
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