-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
154 lines
5.7 KiB
GLSL
154 lines
5.7 KiB
GLSL
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright (c) 2016, Intel Corporation
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// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
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// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
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// permit persons to whom the Software is furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
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// the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// File changes (yyyy-mm-dd)
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// 2016-09-07: filip.strugar@intel.com: first commit
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// 2020-12-05: clayjohn: convert to Vulkan and Godot
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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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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layout(set = 0, binding = 0) uniform sampler2D source_ssao;
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layout(rg8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
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layout(push_constant, binding = 1, std430) uniform Params {
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float edge_sharpness;
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float pad;
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vec2 half_screen_pixel_size;
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}
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params;
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vec4 unpack_edges(float p_packed_val) {
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uint packed_val = uint(p_packed_val * 255.5);
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vec4 edgesLRTB;
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edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
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edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
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edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
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edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
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return clamp(edgesLRTB + params.edge_sharpness, 0.0, 1.0);
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}
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void add_sample(float p_ssao_value, float p_edge_value, inout float r_sum, inout float r_sum_weight) {
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float weight = p_edge_value;
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r_sum += (weight * p_ssao_value);
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r_sum_weight += weight;
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}
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#ifdef MODE_WIDE
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vec2 sample_blurred_wide(vec2 p_coord) {
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vec2 vC = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, 0)).xy;
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vec2 vL = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(-2, 0)).xy;
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vec2 vT = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, -2)).xy;
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vec2 vR = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(2, 0)).xy;
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vec2 vB = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, 2)).xy;
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float packed_edges = vC.y;
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vec4 edgesLRTB = unpack_edges(packed_edges);
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edgesLRTB.x *= unpack_edges(vL.y).y;
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edgesLRTB.z *= unpack_edges(vT.y).w;
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edgesLRTB.y *= unpack_edges(vR.y).x;
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edgesLRTB.w *= unpack_edges(vB.y).z;
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float ssao_value = vC.x;
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float ssao_valueL = vL.x;
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float ssao_valueT = vT.x;
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float ssao_valueR = vR.x;
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float ssao_valueB = vB.x;
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float sum_weight = 0.8f;
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float sum = ssao_value * sum_weight;
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add_sample(ssao_valueL, edgesLRTB.x, sum, sum_weight);
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add_sample(ssao_valueR, edgesLRTB.y, sum, sum_weight);
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add_sample(ssao_valueT, edgesLRTB.z, sum, sum_weight);
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add_sample(ssao_valueB, edgesLRTB.w, sum, sum_weight);
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float ssao_avg = sum / sum_weight;
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ssao_value = ssao_avg;
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return vec2(ssao_value, packed_edges);
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}
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#endif
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#ifdef MODE_SMART
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vec2 sample_blurred(vec3 p_pos, vec2 p_coord) {
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float packed_edges = texelFetch(source_ssao, ivec2(p_pos.xy), 0).y;
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vec4 edgesLRTB = unpack_edges(packed_edges);
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vec4 valuesUL = textureGather(source_ssao, vec2(p_coord - params.half_screen_pixel_size * 0.5));
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vec4 valuesBR = textureGather(source_ssao, vec2(p_coord + params.half_screen_pixel_size * 0.5));
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float ssao_value = valuesUL.y;
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float ssao_valueL = valuesUL.x;
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float ssao_valueT = valuesUL.z;
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float ssao_valueR = valuesBR.z;
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float ssao_valueB = valuesBR.x;
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float sum_weight = 0.5;
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float sum = ssao_value * sum_weight;
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add_sample(ssao_valueL, edgesLRTB.x, sum, sum_weight);
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add_sample(ssao_valueR, edgesLRTB.y, sum, sum_weight);
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add_sample(ssao_valueT, edgesLRTB.z, sum, sum_weight);
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add_sample(ssao_valueB, edgesLRTB.w, sum, sum_weight);
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float ssao_avg = sum / sum_weight;
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ssao_value = ssao_avg;
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return vec2(ssao_value, packed_edges);
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}
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#endif
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void main() {
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// Pixel being shaded
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ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
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#ifdef MODE_NON_SMART
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vec2 halfPixel = params.half_screen_pixel_size * 0.5f;
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vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
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vec2 centre = textureLod(source_ssao, vec2(uv), 0.0).xy;
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vec4 vals;
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vals.x = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x * 3, -halfPixel.y)), 0.0).x;
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vals.y = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x, -halfPixel.y * 3)), 0.0).x;
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vals.z = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x, +halfPixel.y * 3)), 0.0).x;
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vals.w = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x * 3, +halfPixel.y)), 0.0).x;
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vec2 sampled = vec2(dot(vals, vec4(0.2)) + centre.x * 0.2, centre.y);
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#else
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#ifdef MODE_SMART
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vec2 sampled = sample_blurred(vec3(gl_GlobalInvocationID), (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
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#else // MODE_WIDE
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vec2 sampled = sample_blurred_wide((vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
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#endif
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#endif
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imageStore(dest_image, ivec2(ssC), vec4(sampled, 0.0, 0.0));
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}
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