#[compute]
#version 450
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
/* Specialization Constants (Toggles) */
layout(constant_id = 0) const bool sc_multiview = false;
/* inputs */
layout(set = 0, binding = 0) uniform sampler2D source_ssr;
layout(set = 1, binding = 0) uniform sampler2D source_depth;
layout(set = 1, binding = 1) uniform sampler2D source_normal;
layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly image2D dest_ssr;
layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_depth;
layout(rgba8, set = 3, binding = 1) uniform restrict writeonly image2D dest_normal;
layout(push_constant, std430) uniform Params {
ivec2 screen_size;
float camera_z_near;
float camera_z_far;
bool orthogonal;
bool filtered;
uint pad[2];
}
params;
void main() {
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing
return;
}
//do not filter, SSR will generate artifacts if this is done
float divisor = 0.0;
vec4 color;
float depth;
vec4 normal;
if (params.filtered) {
color = vec4(0.0);
depth = 0.0;
normal = vec4(0.0);
for (int i = 0; i < 4; i++) {
ivec2 ofs = ssC << 1;
if (bool(i & 1)) {
ofs.x += 1;
}
if (bool(i & 2)) {
ofs.y += 1;
}
color += texelFetch(source_ssr, ofs, 0);
float d = texelFetch(source_depth, ofs, 0).r;
vec4 nr = texelFetch(source_normal, ofs, 0);
normal.xyz += normalize(nr.xyz * 2.0 - 1.0);
float roughness = normal.w;
if (roughness > 0.5) {
roughness = 1.0 - roughness;
}
roughness /= (127.0 / 255.0);
normal.w += roughness;
if (sc_multiview) {
// we're doing a full unproject so we need the value as is.
depth += d;
} else {
// unproject our Z value so we can use it directly.
d = d * 2.0 - 1.0;
if (params.orthogonal) {
d = ((d + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
} else {
d = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - d * (params.camera_z_far - params.camera_z_near));
}
depth += -d;
}
}
color /= 4.0;
depth /= 4.0;
normal.xyz = normalize(normal.xyz / 4.0) * 0.5 + 0.5;
normal.w /= 4.0;
normal.w = normal.w * (127.0 / 255.0);
} else {
ivec2 ofs = ssC << 1;
color = texelFetch(source_ssr, ofs, 0);
depth = texelFetch(source_depth, ofs, 0).r;
normal = texelFetch(source_normal, ofs, 0);
if (!sc_multiview) {
// unproject our Z value so we can use it directly.
depth = depth * 2.0 - 1.0;
if (params.orthogonal) {
depth = -(depth * (params.camera_z_far - params.camera_z_near) - (params.camera_z_far + params.camera_z_near)) / 2.0;
} else {
depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near + depth * (params.camera_z_far - params.camera_z_near));
}
depth = -depth;
}
}
imageStore(dest_ssr, ssC, color);
imageStore(dest_depth, ssC, vec4(depth));
imageStore(dest_normal, ssC, normal);
}