Files
flower/install/shader/terrain_heightMap_MinMaxGen.glsl

79 lines
2.4 KiB
GLSL

#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_samplerless_texture_functions : require
#include "common_shader.glsl"
layout (set = 0, binding = 0) uniform texture2D inHeightFiledTexture;
layout (set = 0, binding = 1) uniform writeonly image2D bakeHeightFieldMinMax0;
layout (push_constant) uniform PushConsts
{
uint bFromSrcDepth;
};
void genMinMax(ivec2 samplePos, inout vec2 minMax)
{
// Always set 0 is fine because already set mipcount as 1 in cpp.
vec2 src = texelFetch(inHeightFiledTexture, samplePos, 0).xy;
// Load from original heightmap.
src.y = (bFromSrcDepth != 0) ? src.x : src.y;
// op.
minMax.x = min(minMax.x, src.x);
minMax.y = max(minMax.y, src.y);
}
layout (local_size_x = 8, local_size_y = 8) in;
void main()
{
// Src dimension.
ivec2 srcSize = textureSize(inHeightFiledTexture, 0);
uvec2 groupThreadId = remap8x8(gl_LocalInvocationIndex);
uvec2 dispatchId = groupThreadId + gl_WorkGroupID.xy * 8;
ivec2 workPos = ivec2(dispatchId);
ivec2 workSize = imageSize(bakeHeightFieldMinMax0);
if(workPos.x >= workSize.x || workPos.y >= workSize.y)
{
return;
}
ivec2 samplePos0 = clamp(workPos * 2 + ivec2(0, 0), ivec2(0), srcSize - 1);
ivec2 samplePos1 = clamp(workPos * 2 + ivec2(0, 1), ivec2(0), srcSize - 1);
ivec2 samplePos2 = clamp(workPos * 2 + ivec2(1, 0), ivec2(0), srcSize - 1);
ivec2 samplePos3 = clamp(workPos * 2 + ivec2(1, 1), ivec2(0), srcSize - 1);
vec2 minMax = vec2(9999999.0f, -9999999.0f);
genMinMax(samplePos0, minMax);
genMinMax(samplePos1, minMax);
genMinMax(samplePos2, minMax);
genMinMax(samplePos3, minMax);
vec2 ratio = vec2(srcSize) / vec2(workSize);
bool needExtraSampleX = ratio.x > 2.0;
bool needExtraSampleY = ratio.y > 2.0;
if(needExtraSampleX)
{
genMinMax(clamp(workPos * 2 + ivec2(2, 1), ivec2(0), srcSize - 1), minMax);
genMinMax(clamp(workPos * 2 + ivec2(2, 0), ivec2(0), srcSize - 1), minMax);
}
if(needExtraSampleY)
{
genMinMax(clamp(workPos * 2 + ivec2(0, 2), ivec2(0), srcSize - 1), minMax);
genMinMax(clamp(workPos * 2 + ivec2(1, 2), ivec2(0), srcSize - 1), minMax);
}
if(needExtraSampleX && needExtraSampleY)
{
genMinMax(clamp(workPos * 2 + ivec2(2, 2), ivec2(0), srcSize - 1), minMax);
}
imageStore(bakeHeightFieldMinMax0, workPos, vec4(minMax, 0.0f, 0.0f));
}