51 lines
1.3 KiB
Python
51 lines
1.3 KiB
Python
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/*
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* Copyright 2018 Attila Kocsis. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "bgfx_compute.sh"
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#include "uniforms.sh"
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IMAGE2D_WR(s_target, r8, 0);
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SAMPLER2DARRAY(s_finalSSAO, 1);
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NUM_THREADS(8, 8, 1)
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void main()
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{
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uvec2 dtID = uvec2(gl_GlobalInvocationID.xy);
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uvec2 dim = imageSize(s_target).xy;
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if (all(lessThan(dtID.xy, dim) ) )
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{
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uvec2 basePos = uvec2(dtID.xy) * 2;
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vec2 baseUV = (vec2(basePos) + vec2( 0.5, 0.5 ) ) * u_halfViewportPixelSize;
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vec2 gatherUV = (vec2(basePos) + vec2( 1.0, 1.0 ) ) * u_halfViewportPixelSize;
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float avg = 0.0;
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float minV = 1.0;
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float maxV = 0.0;
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UNROLL
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for( int i = 0; i < 4; i++ )
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{
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vec4 vals = textureGather(s_finalSSAO, vec3( gatherUV, i ) );
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// apply the same modifications that would have been applied in the main shader
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vals = u_effectShadowStrength * vals;
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vals = 1-vals;
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vals = pow( saturate( vals ), u_effectShadowPow.xxxx );
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avg += dot( vec4( vals.x, vals.y, vals.z, vals.w ), vec4( 1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0 ) );
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maxV = max( maxV, max( max( vals.x, vals.y ), max( vals.z, vals.w ) ) );
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minV = min( minV, min( min( vals.x, vals.y ), min( vals.z, vals.w ) ) );
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}
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float minMaxDiff = maxV - minV;
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imageStore(s_target, ivec2(dtID.xy), pow( saturate( minMaxDiff * 2.0 ), 0.8 ).xxxx);
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}
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}
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