mirror of https://github.com/bkaradzic/bgfx
40 lines
1.1 KiB
Scala
40 lines
1.1 KiB
Scala
/*
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* Copyright 2018 Kostas Anagnostou. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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*/
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#include "bgfx_compute.sh"
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IMAGE2D_RO(s_texOcclusionDepthIn, r32f, 0);
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IMAGE2D_WO(s_texOcclusionDepthOut, r32f, 1);
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uniform vec4 u_inputRTSize;
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NUM_THREADS(16, 16, 1)
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void main()
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{
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// this shader can be used to both copy a mip over to the output and downscale it.
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ivec2 coord = ivec2(gl_GlobalInvocationID.xy);
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if (all(lessThan(coord.xy, u_inputRTSize.xy) ) )
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{
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float maxDepth = 1.0;
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vec4 depths = vec4(
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imageLoad(s_texOcclusionDepthIn, ivec2(u_inputRTSize.zw * coord.xy ) ).x
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, imageLoad(s_texOcclusionDepthIn, ivec2(u_inputRTSize.zw * coord.xy + ivec2(1.0, 0.0) ) ).x
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, imageLoad(s_texOcclusionDepthIn, ivec2(u_inputRTSize.zw * coord.xy + ivec2(0.0, 1.0) ) ).x
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, imageLoad(s_texOcclusionDepthIn, ivec2(u_inputRTSize.zw * coord.xy + ivec2(1.0, 1.0) ) ).x
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);
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// find and return max depth
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maxDepth = max(
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max(depths.x, depths.y)
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, max(depths.z, depths.w)
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);
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imageStore(s_texOcclusionDepthOut, coord, vec4(maxDepth,0,0,1) );
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}
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}
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