30 lines
915 B
Scala
30 lines
915 B
Scala
/*
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* Copyright 2018 Attila Kocsis. 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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#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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// edge-ignorant blur & apply (for the lowest quality level 0)
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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) + uvec2(u_rect.xy);
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if (all(lessThan(dtID.xy, u_rect.zw) ) )
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{
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vec2 inUV = (dtID.xy+vec2(0.5,0.5)) * u_viewportPixelSize;
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float a = texture2DArrayLod(s_finalSSAO, vec3( inUV.xy, 0 ), 0.0 ).x;
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float b = texture2DArrayLod(s_finalSSAO, vec3( inUV.xy, 1 ), 0.0 ).x;
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float c = texture2DArrayLod(s_finalSSAO, vec3( inUV.xy, 2 ), 0.0 ).x;
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float d = texture2DArrayLod(s_finalSSAO, vec3( inUV.xy, 3 ), 0.0 ).x;
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float avg = (a+b+c+d) * 0.25;
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avg = pow(avg,1.0/2.2);
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imageStore(s_target, ivec2(dtID.xy), avg.xxxx);
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}
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}
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