/* * Copyright 2018 Kostas Anagnostou. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #include "bgfx_compute.sh" IMAGE2D_RO(s_texOcclusionDepthIn, r32f, 0); IMAGE2D_WR(s_texOcclusionDepthOut, r32f, 1); uniform vec4 u_inputRTSize; NUM_THREADS(16, 16, 1) void main() { // this shader can be used to both copy a mip over to the output and downscale it. ivec2 coord = ivec2(gl_GlobalInvocationID.xy); if (all(lessThan(coord.xy, u_inputRTSize.xy) ) ) { float maxDepth = 1.0; vec4 depths = vec4( imageLoad(s_texOcclusionDepthIn, ivec2(u_inputRTSize.zw * coord.xy ) ).x , imageLoad(s_texOcclusionDepthIn, ivec2(u_inputRTSize.zw * coord.xy + ivec2(1.0, 0.0) ) ).x , imageLoad(s_texOcclusionDepthIn, ivec2(u_inputRTSize.zw * coord.xy + ivec2(0.0, 1.0) ) ).x , imageLoad(s_texOcclusionDepthIn, ivec2(u_inputRTSize.zw * coord.xy + ivec2(1.0, 1.0) ) ).x ); // find and return max depth maxDepth = max( max(depths.x, depths.y) , max(depths.z, depths.w) ); imageStore(s_texOcclusionDepthOut, coord, vec4(maxDepth,0,0,1) ); } }