#[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)); } } }