/* * Copyright 2018 Attila Kocsis. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #include "bgfx_compute.sh" #include "uniforms.sh" IMAGE2D_WR(s_target, r8, 0); SAMPLER2DARRAY(s_finalSSAO, 1); // unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions! vec4 UnpackEdges( float _packedVal ) { uint packedVal = uint(_packedVal * 255.5); vec4 edgesLRTB; edgesLRTB.x = float((packedVal >> 6) & 0x03) / 3.0; // there's really no need for mask (as it's an 8 bit input) but I'll leave it in so it doesn't cause any trouble in the future edgesLRTB.y = float((packedVal >> 4) & 0x03) / 3.0; edgesLRTB.z = float((packedVal >> 2) & 0x03) / 3.0; edgesLRTB.w = float((packedVal >> 0) & 0x03) / 3.0; return saturate( edgesLRTB + u_invSharpness ); } NUM_THREADS(8, 8, 1) void main() { uvec2 dtID = uvec2(gl_GlobalInvocationID.xy) + uvec2(u_rect.xy); if (all(lessThan(dtID.xy, u_rect.zw) ) ) { float ao; uvec2 pixPos = uvec2(dtID.xy); uvec2 pixPosHalf = pixPos / uvec2(2, 2); // calculate index in the four deinterleaved source array texture int mx = (int(pixPos.x) % 2); #if BGFX_SHADER_LANGUAGE_GLSL int dimy = imageSize(s_target).y; int my = (int(dimy-1-pixPos.y) % 2); #else int my = (int(pixPos.y) % 2); #endif int ic = mx + my * 2; // center index int ih = (1-mx) + my * 2; // neighbouring, horizontal int iv = mx + (1-my) * 2; // neighbouring, vertical int id = (1-mx) + (1-my)*2; // diagonal vec2 centerVal = texelFetch(s_finalSSAO, ivec3(pixPosHalf, ic), 0 ).xy; ao = centerVal.x; #if 1 // change to 0 if you want to disable last pass high-res blur (for debugging purposes, etc.) vec4 edgesLRTB = UnpackEdges( centerVal.y ); // return 1.0 - vec4( edgesLRTB.x, edgesLRTB.y * 0.5 + edgesLRTB.w * 0.5, edgesLRTB.z, 0.0 ); // debug show edges // convert index shifts to sampling offsets float fmx = float(mx); float fmy = float(my); // in case of an edge, push sampling offsets away from the edge (towards pixel center) float fmxe = (edgesLRTB.y - edgesLRTB.x); float fmye = (edgesLRTB.w - edgesLRTB.z); // calculate final sampling offsets and sample using bilinear filter #if BGFX_SHADER_LANGUAGE_GLSL vec2 uvH = (dtID.xy + vec2( fmx + fmxe - 0.5, 1.0 - (0.5 - fmy) ) ) * 0.5 * u_halfViewportPixelSize; #else vec2 uvH = (dtID.xy + vec2( fmx + fmxe - 0.5, 0.5 - fmy ) ) * 0.5 * u_halfViewportPixelSize; #endif float aoH = texture2DArrayLod(s_finalSSAO, vec3( uvH, ih ), 0 ).x; #if BGFX_SHADER_LANGUAGE_GLSL vec2 uvV = (dtID.xy + vec2( 0.5 - fmx, 1.0 - (fmy - 0.5 + fmye) ) ) * 0.5 * u_halfViewportPixelSize; #else vec2 uvV = (dtID.xy + vec2( 0.5 - fmx, fmy - 0.5 + fmye ) ) * 0.5 * u_halfViewportPixelSize; #endif float aoV = texture2DArrayLod(s_finalSSAO, vec3( uvV, iv ), 0 ).x; #if BGFX_SHADER_LANGUAGE_GLSL vec2 uvD = (dtID.xy + vec2( fmx - 0.5 + fmxe, 1.0 - (fmy - 0.5 + fmye) ) ) * 0.5 * u_halfViewportPixelSize; #else vec2 uvD = (dtID.xy + vec2( fmx - 0.5 + fmxe, fmy - 0.5 + fmye ) ) * 0.5 * u_halfViewportPixelSize; #endif float aoD = texture2DArrayLod(s_finalSSAO, vec3( uvD, id ), 0 ).x; // reduce weight for samples near edge - if the edge is on both sides, weight goes to 0 vec4 blendWeights; blendWeights.x = 1.0; blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5; blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5; blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5; // calculate weighted average float blendWeightsSum = dot( blendWeights, vec4( 1.0, 1.0, 1.0, 1.0 ) ); ao = dot( vec4( ao, aoH, aoV, aoD ), blendWeights ) / blendWeightsSum; #endif ao = pow(ao,1.0/2.2); imageStore(s_target, ivec2(dtID.xy), ao.xxxx); } }