Adds resolve PBR compute shader

Also fixes sky shader as it was writing negative values for -Y
direction.
This commit is contained in:
Vladislav Belov 2026-04-29 19:25:12 +02:00
parent 1a277269d3
commit 25df2d8a02
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GPG key ID: 353545E45DB9CCB3
4 changed files with 48 additions and 2 deletions

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@ -0,0 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="glsl"/>
<require shaders="spirv"/>
<compute shader="compute_resolve_pbr"/>
</technique>
</effect>

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#version 430
#include "common/compute.h"
BEGIN_DRAW_TEXTURES
TEXTURE_2D(0, inTex)
END_DRAW_TEXTURES
BEGIN_DRAW_UNIFORMS
UNIFORM(vec4, screenSize)
// Premultiplied exposure, already contains 2^exposure.
UNIFORM(float, exposure)
END_DRAW_UNIFORMS
STORAGE_2D(0, rgba8, outTex);
vec3 applyTonemapper(vec3 color)
{
float whitePoint = 10.0;
// Extendend Reinhard:
// https://www-old.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf
return color * (vec3(1.0) + color / (whitePoint * whitePoint)) / (vec3(1.0) + color);
}
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
void main()
{
ivec2 position = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(position, ivec2(screenSize.xy))))
return;
vec3 hdrColor = texelFetch(GET_DRAW_TEXTURE_2D(inTex), position, 0).rgb;
vec3 sdrColor = applyTonemapper(hdrColor * exposure);
imageStore(outTex, position, vec4(sdrColor, 1.0));
}

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<?xml version="1.0" encoding="utf-8"?>
<program type="glsl">
<compute file="glsl/compute_resolve_pbr.cs"/>
</program>

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@ -6,10 +6,10 @@
void main()
{
vec4 tex = SAMPLE_CUBE(GET_DRAW_TEXTURE_CUBE(baseTex), v_tex);
vec3 color = SAMPLE_CUBE(GET_DRAW_TEXTURE_CUBE(baseTex), v_tex).rgb;
float m = (1.0 - v_tex.y) - 0.75;
m *= 4.0;
OUTPUT_FRAGMENT_SINGLE_COLOR((v_tex.y > 0.0) ? (tex * m) : tex);
OUTPUT_FRAGMENT_SINGLE_COLOR(vec4((v_tex.y > 0.0) ? clamp(color * m, 0.0, 1.0) : color, 1.0));
}