/* * Copyright 2018 Attila Kocsis. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "bgfx_compute.sh" #include "uniforms.sh" IMAGE2D_ARRAY_WR(s_target, rg8, 0); SAMPLER2DARRAY(s_blurInput, 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 ); } // ******************************************************************************************************** // Pixel shader that does smart blurring (to avoid bleeding) void AddSample( float ssaoValue, float edgeValue, inout float sum, inout float sumWeight ) { float weight = edgeValue; sum += (weight * ssaoValue); sumWeight += weight; } vec2 SampleBlurredWide(vec3 coord) { vec2 vC = texture2DArrayLodOffset(s_blurInput, coord, 0.0, ivec2(0, 0)).xy; vec2 vL = texture2DArrayLodOffset(s_blurInput, coord, 0.0, ivec2(-2, 0)).xy; vec2 vT = texture2DArrayLodOffset(s_blurInput, coord, 0.0, ivec2(0, -2)).xy; vec2 vR = texture2DArrayLodOffset(s_blurInput, coord, 0.0, ivec2(2, 0)).xy; vec2 vB = texture2DArrayLodOffset(s_blurInput, coord, 0.0, ivec2(0, 2)).xy; float packedEdges = vC.y; vec4 edgesLRTB = UnpackEdges(packedEdges); edgesLRTB.x *= UnpackEdges(vL.y).y; edgesLRTB.z *= UnpackEdges(vT.y).w; edgesLRTB.y *= UnpackEdges(vR.y).x; edgesLRTB.w *= UnpackEdges(vB.y).z; float ssaoValue = vC.x; float ssaoValueL = vL.x; float ssaoValueT = vT.x; float ssaoValueR = vR.x; float ssaoValueB = vB.x; float sumWeight = 0.8f; float sum = ssaoValue * sumWeight; AddSample(ssaoValueL, edgesLRTB.x, sum, sumWeight); AddSample(ssaoValueR, edgesLRTB.y, sum, sumWeight); AddSample(ssaoValueT, edgesLRTB.z, sum, sumWeight); AddSample(ssaoValueB, edgesLRTB.w, sum, sumWeight); float ssaoAvg = sum / sumWeight; ssaoValue = ssaoAvg; //min( ssaoValue, ssaoAvg ) * 0.2 + ssaoAvg * 0.8; return vec2(ssaoValue, packedEdges); } // edge-sensitive blur (wider kernel) 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) ) ) { vec2 inUV = (dtID.xy+vec2(0.5,0.5)) * u_halfViewportPixelSize; imageStore(s_target, ivec3(dtID.xy,u_layer), SampleBlurredWide(vec3(inUV,0.0)).xyyy); } }