d9375c9a43
pixelated using Intel doc) since it causes crashes on hd3000.
143 lines
4.0 KiB
Plaintext
143 lines
4.0 KiB
Plaintext
uniform sampler2D depth;
|
|
uniform float split0;
|
|
uniform float split1;
|
|
uniform float split2;
|
|
uniform float splitmax;
|
|
uniform mat4 SunCamMatrix;
|
|
|
|
layout (local_size_x = 8, local_size_y = 8) in;
|
|
|
|
struct CascadeBoundingBox
|
|
{
|
|
int xmin;
|
|
int xmax;
|
|
int ymin;
|
|
int ymax;
|
|
int zmin;
|
|
int zmax;
|
|
};
|
|
|
|
layout (std430) buffer BoundingBoxes
|
|
{
|
|
CascadeBoundingBox BB[4];
|
|
};
|
|
|
|
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
|
|
|
|
shared int xmin[4];
|
|
shared int xmax[4];
|
|
shared int ymin[4];
|
|
shared int ymax[4];
|
|
shared int zmin[4];
|
|
shared int zmax[4];
|
|
|
|
void main()
|
|
{
|
|
if (gl_LocalInvocationIndex < 4) {
|
|
xmin[gl_LocalInvocationIndex] = ymin[gl_LocalInvocationIndex] = zmin[gl_LocalInvocationIndex] = 1000;
|
|
xmax[gl_LocalInvocationIndex] = ymax[gl_LocalInvocationIndex] = zmax[gl_LocalInvocationIndex] = -1000;
|
|
}
|
|
|
|
barrier();
|
|
|
|
ivec3 lmax0 = ivec3(-1000);
|
|
ivec3 lmin0 = ivec3(1000);
|
|
ivec3 lmax1 = ivec3(-1000);
|
|
ivec3 lmin1 = ivec3(1000);
|
|
ivec3 lmax2 = ivec3(-1000);
|
|
ivec3 lmin2 = ivec3(1000);
|
|
ivec3 lmax3 = ivec3(-1000);
|
|
ivec3 lmin3 = ivec3(1000);
|
|
|
|
vec2 start_xy = gl_LocalInvocationID.xy + gl_WorkGroupID.xy * gl_WorkGroupSize.xy * 8;
|
|
for (int i = 0; i < 8; i++) {
|
|
for (int j = 0; j < 8; j++) {
|
|
|
|
|
|
vec2 uv = (start_xy + vec2(i, j) * gl_WorkGroupID.xy) / screen;
|
|
float z = texture(depth, uv).x;
|
|
vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
|
|
vec4 lightcoord = InverseViewMatrix * xpos;
|
|
lightcoord /= lightcoord.w;
|
|
lightcoord = SunCamMatrix * lightcoord;
|
|
lightcoord /= lightcoord.w;
|
|
ivec3 lc = ivec3(lightcoord.xyz) * 4;
|
|
|
|
if (xpos.z < split0) {
|
|
lmax0 = max(lmax0, lc);
|
|
lmin0 = min(lmin0, lc);
|
|
} else if (xpos.z < split1) {
|
|
lmax1 = max(lmax1, lc);
|
|
lmin1 = min(lmin1, lc);
|
|
} else if (xpos.z < split2) {
|
|
lmax2 = max(lmax2, lc);
|
|
lmin2 = min(lmin2, lc);
|
|
} else if (xpos.z < splitmax) {
|
|
lmax3 = max(lmax3, lc);
|
|
lmin3 = min(lmin3, lc);
|
|
}
|
|
}
|
|
}
|
|
|
|
atomicMax(xmax[0], lmax0.x);
|
|
atomicMax(ymax[0], lmax0.y);
|
|
atomicMax(zmax[0], lmax0.z);
|
|
atomicMin(xmin[0], lmin0.x);
|
|
atomicMin(ymin[0], lmin0.y);
|
|
atomicMin(zmin[0], lmin0.z);
|
|
|
|
atomicMax(xmax[1], lmax1.x);
|
|
atomicMax(ymax[1], lmax1.y);
|
|
atomicMax(zmax[1], lmax1.z);
|
|
atomicMin(xmin[1], lmin1.x);
|
|
atomicMin(ymin[1], lmin1.y);
|
|
atomicMin(zmin[1], lmin1.z);
|
|
|
|
atomicMax(xmax[2], lmax2.x);
|
|
atomicMax(ymax[2], lmax2.y);
|
|
atomicMax(zmax[2], lmax2.z);
|
|
atomicMin(xmin[2], lmin2.x);
|
|
atomicMin(ymin[2], lmin2.y);
|
|
atomicMin(zmin[2], lmin2.z);
|
|
|
|
atomicMax(xmax[3], lmax3.x);
|
|
atomicMax(ymax[3], lmax3.y);
|
|
atomicMax(zmax[3], lmax3.z);
|
|
atomicMin(xmin[3], lmin3.x);
|
|
atomicMin(ymin[3], lmin3.y);
|
|
atomicMin(zmin[3], lmin3.z);
|
|
|
|
barrier();
|
|
|
|
if (gl_LocalInvocationIndex == 0) {
|
|
atomicMax(BB[0].xmax, xmax[0]);
|
|
atomicMax(BB[0].ymax, ymax[0]);
|
|
atomicMax(BB[0].zmax, zmax[0]);
|
|
atomicMin(BB[0].xmin, xmin[0]);
|
|
atomicMin(BB[0].ymin, ymin[0]);
|
|
atomicMin(BB[0].zmin, zmin[0]);
|
|
|
|
atomicMax(BB[1].xmax, xmax[1]);
|
|
atomicMax(BB[1].ymax, ymax[1]);
|
|
atomicMax(BB[1].zmax, zmax[1]);
|
|
atomicMin(BB[1].xmin, xmin[1]);
|
|
atomicMin(BB[1].ymin, ymin[1]);
|
|
atomicMin(BB[1].zmin, zmin[1]);
|
|
|
|
atomicMax(BB[2].xmax, xmax[2]);
|
|
atomicMax(BB[2].ymax, ymax[2]);
|
|
atomicMax(BB[2].zmax, zmax[2]);
|
|
atomicMin(BB[2].xmin, xmin[2]);
|
|
atomicMin(BB[2].ymin, ymin[2]);
|
|
atomicMin(BB[2].zmin, zmin[2]);
|
|
|
|
atomicMax(BB[3].xmax, xmax[3]);
|
|
atomicMax(BB[3].ymax, ymax[3]);
|
|
atomicMax(BB[3].zmax, zmax[3]);
|
|
atomicMin(BB[3].xmin, xmin[3]);
|
|
atomicMin(BB[3].ymin, ymin[3]);
|
|
atomicMin(BB[3].zmin, zmin[3]);
|
|
}
|
|
}
|
|
|