The added `#` prevents clang-format from misinterpreting the meaning of this statement and thus messing up the formatting of the next lines up until the first `layout` statement. Similarly, a semicolon is now enforced on `versions` defines to prevent clang-format from messing up formatting and putting them all on a single line. Note: In its current state the code will ignore chained statements on a single line separated by a semicolon. Also removed some extraneous lines missed in previous style changes or added by mistake with said changes (e.g. after uniform definitions that clang-format messes up somewhat too, but we live with it).
191 lines
5.6 KiB
GLSL
191 lines
5.6 KiB
GLSL
// Copyright 2016 Activision Publishing, Inc.
|
|
//
|
|
// Permission is hereby granted, free of charge, to any person obtaining
|
|
// a copy of this software and associated documentation files (the "Software"),
|
|
// to deal in the Software without restriction, including without limitation
|
|
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
|
// and/or sell copies of the Software, and to permit persons to whom the Software
|
|
// is furnished to do so, subject to the following conditions:
|
|
//
|
|
// The above copyright notice and this permission notice shall be included in all
|
|
// copies or substantial portions of the Software.
|
|
//
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
// SOFTWARE.
|
|
|
|
#[compute]
|
|
|
|
#version 450
|
|
|
|
VERSION_DEFINES
|
|
|
|
#define BLOCK_SIZE 8
|
|
|
|
layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
|
|
|
|
layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
|
|
|
|
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
|
|
|
|
layout(push_constant, binding = 1, std430) uniform Params {
|
|
uint face_size;
|
|
}
|
|
params;
|
|
|
|
#define M_PI 3.14159265359
|
|
|
|
void get_dir_0(out vec3 dir, in float u, in float v) {
|
|
dir[0] = 1.0;
|
|
dir[1] = v;
|
|
dir[2] = -u;
|
|
}
|
|
|
|
void get_dir_1(out vec3 dir, in float u, in float v) {
|
|
dir[0] = -1.0;
|
|
dir[1] = v;
|
|
dir[2] = u;
|
|
}
|
|
|
|
void get_dir_2(out vec3 dir, in float u, in float v) {
|
|
dir[0] = u;
|
|
dir[1] = 1.0;
|
|
dir[2] = -v;
|
|
}
|
|
|
|
void get_dir_3(out vec3 dir, in float u, in float v) {
|
|
dir[0] = u;
|
|
dir[1] = -1.0;
|
|
dir[2] = v;
|
|
}
|
|
|
|
void get_dir_4(out vec3 dir, in float u, in float v) {
|
|
dir[0] = u;
|
|
dir[1] = v;
|
|
dir[2] = 1.0;
|
|
}
|
|
|
|
void get_dir_5(out vec3 dir, in float u, in float v) {
|
|
dir[0] = -u;
|
|
dir[1] = v;
|
|
dir[2] = -1.0;
|
|
}
|
|
|
|
float calcWeight(float u, float v) {
|
|
float val = u * u + v * v + 1.0;
|
|
return val * sqrt(val);
|
|
}
|
|
|
|
void main() {
|
|
uvec3 id = gl_GlobalInvocationID;
|
|
uint face_size = params.face_size;
|
|
|
|
if (id.x < face_size && id.y < face_size) {
|
|
float inv_face_size = 1.0 / float(face_size);
|
|
|
|
float u0 = (float(id.x) * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0;
|
|
float u1 = (float(id.x) * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0;
|
|
|
|
float v0 = (float(id.y) * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0;
|
|
float v1 = (float(id.y) * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0;
|
|
|
|
float weights[4];
|
|
weights[0] = calcWeight(u0, v0);
|
|
weights[1] = calcWeight(u1, v0);
|
|
weights[2] = calcWeight(u0, v1);
|
|
weights[3] = calcWeight(u1, v1);
|
|
|
|
const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]);
|
|
for (int i = 0; i < 4; i++) {
|
|
weights[i] = weights[i] * wsum + .125;
|
|
}
|
|
|
|
vec3 dir;
|
|
vec4 color;
|
|
switch (id.z) {
|
|
case 0:
|
|
get_dir_0(dir, u0, v0);
|
|
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
|
|
|
get_dir_0(dir, u1, v0);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
|
|
|
get_dir_0(dir, u0, v1);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
|
|
|
get_dir_0(dir, u1, v1);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
|
break;
|
|
case 1:
|
|
get_dir_1(dir, u0, v0);
|
|
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
|
|
|
get_dir_1(dir, u1, v0);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
|
|
|
get_dir_1(dir, u0, v1);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
|
|
|
get_dir_1(dir, u1, v1);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
|
break;
|
|
case 2:
|
|
get_dir_2(dir, u0, v0);
|
|
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
|
|
|
get_dir_2(dir, u1, v0);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
|
|
|
get_dir_2(dir, u0, v1);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
|
|
|
get_dir_2(dir, u1, v1);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
|
break;
|
|
case 3:
|
|
get_dir_3(dir, u0, v0);
|
|
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
|
|
|
get_dir_3(dir, u1, v0);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
|
|
|
get_dir_3(dir, u0, v1);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
|
|
|
get_dir_3(dir, u1, v1);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
|
break;
|
|
case 4:
|
|
get_dir_4(dir, u0, v0);
|
|
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
|
|
|
get_dir_4(dir, u1, v0);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
|
|
|
get_dir_4(dir, u0, v1);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
|
|
|
get_dir_4(dir, u1, v1);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
|
break;
|
|
default:
|
|
get_dir_5(dir, u0, v0);
|
|
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
|
|
|
get_dir_5(dir, u1, v0);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
|
|
|
get_dir_5(dir, u0, v1);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
|
|
|
get_dir_5(dir, u1, v1);
|
|
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
|
break;
|
|
}
|
|
imageStore(dest_cubemap, ivec3(id), color);
|
|
}
|
|
}
|