Path: blob/master/servers/rendering/renderer_rd/shaders/effects/octmap_roughness.glsl
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#[compute]
#version 450
#VERSION_DEFINES
#define GROUP_SIZE 8
layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in;
shared vec4 samples[GROUP_SIZE * GROUP_SIZE * 4]; // Up to 256 samples supported. Should never need more than that.
layout(set = 0, binding = 0) uniform sampler2D source_oct;
layout(OCTMAP_FORMAT, set = 1, binding = 0) uniform restrict writeonly image2D dest_octmap;
#include "../oct_inc.glsl"
#include "octmap_roughness_inc.glsl"
void main() {
uvec2 id = gl_GlobalInvocationID.xy;
vec2 inv_source_size = 1.0 / vec2(params.source_size);
vec2 inv_dest_size = 1.0 / vec2(params.dest_size);
vec2 uv = (vec2(id.xy) + 0.5) * inv_dest_size;
if (params.use_direct_write) {
if (id.x < params.dest_size && id.y < params.dest_size) {
imageStore(dest_octmap, ivec2(id), vec4(texture(source_oct, uv).rgb, 1.0));
}
} else {
float solid_angle_texel = 4.0 * M_PI / float(params.dest_size * params.dest_size);
float roughness2 = params.roughness * params.roughness;
float roughness4 = roughness2 * roughness2;
uint scaled_samples = max(uint(float(params.sample_count * 4) * params.roughness), 4);
// This effectively rounds the sample count up to the nearest (GROUP_SIZE * GROUP_SIZE).
uint samples_per_thread = max(1, ((scaled_samples) / (GROUP_SIZE * GROUP_SIZE)));
uint total_samples = samples_per_thread * (GROUP_SIZE * GROUP_SIZE);
for (uint local_sample = 0; local_sample < samples_per_thread; local_sample++) {
uint sample_idx = local_sample * (GROUP_SIZE * GROUP_SIZE) + gl_LocalInvocationIndex;
vec2 xi = Hammersley(sample_idx, total_samples);
vec3 H_local = ImportanceSampleGGX(xi, roughness4);
float NdotH = H_local.z;
vec3 L_local = 2.0 * NdotH * H_local - vec3(0.0, 0.0, 1.0);
float ndotl = L_local.z;
if (ndotl > 0.0) {
float D = DistributionGGX(NdotH, roughness4);
float pdf = D * NdotH / (4.0 * NdotH) + 0.0001;
float solid_angle_sample = 1.0 / (float(total_samples) * pdf + 0.0001);
float mipLevel = 0.5 * log2(solid_angle_sample / solid_angle_texel);
samples[sample_idx] = vec4(L_local, mipLevel);
} else {
samples[sample_idx] = vec4(-1.0);
}
}
memoryBarrierShared();
barrier();
if (id.x < params.dest_size && id.y < params.dest_size) {
vec3 N = oct_to_vec3_with_border(uv, params.border_size.y);
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
vec3 UpVector = abs(N.y) < 0.99999 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, 0.0, 1.0);
mat3 T;
T[0] = normalize(cross(UpVector, N));
T[1] = cross(N, T[0]);
T[2] = N;
for (uint i = 0; i < total_samples; i++) {
vec4 s = samples[i];
float ndotl = s.z;
if (ndotl > 0.0) {
vec3 L_world = T * s.xyz;
vec2 sample_uv = vec3_to_oct_with_border(L_world, params.border_size);
sum.rgb += textureLod(source_oct, sample_uv, s.w).rgb * ndotl;
sum.a += ndotl;
}
}
imageStore(dest_octmap, ivec2(id), vec4(sum.rgb / sum.a, 1.0));
}
}
}