83 lines
2.9 KiB
Python
83 lines
2.9 KiB
Python
/*
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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_ARRAY_WR(s_target, rg8, 0);
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SAMPLER2DARRAY(s_blurInput, 1);
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// unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!
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vec4 UnpackEdges( float _packedVal )
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{
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uint packedVal = uint(_packedVal * 255.5);
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vec4 edgesLRTB;
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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
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edgesLRTB.y = float((packedVal >> 4) & 0x03) / 3.0;
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edgesLRTB.z = float((packedVal >> 2) & 0x03) / 3.0;
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edgesLRTB.w = float((packedVal >> 0) & 0x03) / 3.0;
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return saturate( edgesLRTB + u_invSharpness );
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}
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// ********************************************************************************************************
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// Pixel shader that does smart blurring (to avoid bleeding)
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void AddSample( float ssaoValue, float edgeValue, inout float sum, inout float sumWeight )
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{
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float weight = edgeValue;
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sum += (weight * ssaoValue);
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sumWeight += weight;
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}
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vec2 SampleBlurred( ivec2 inPos, vec2 coord )
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{
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float packedEdges = texelFetch(s_blurInput, ivec3(inPos.xy,0.0), 0 ).y;
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vec4 edgesLRTB = UnpackEdges( packedEdges );
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#if BGFX_SHADER_LANGUAGE_GLSL
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vec4 valuesUL = textureGather(s_blurInput, vec3(coord - u_halfViewportPixelSize * 0.5 + vec2(0.0,u_halfViewportPixelSize.y), 0.0), 0).wzyx;
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vec4 valuesBR = textureGather(s_blurInput, vec3(coord + u_halfViewportPixelSize * 0.5 + vec2(0.0,-u_halfViewportPixelSize.y), 0.0), 0).wzyx;
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#else
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vec4 valuesUL = textureGather(s_blurInput, vec3(coord - u_halfViewportPixelSize * 0.5, 0.0), 0);
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vec4 valuesBR = textureGather(s_blurInput, vec3(coord + u_halfViewportPixelSize * 0.5, 0.0), 0);
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#endif
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float ssaoValue = valuesUL.y;
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float ssaoValueL = valuesUL.x;
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float ssaoValueT = valuesUL.z;
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float ssaoValueR = valuesBR.z;
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float ssaoValueB = valuesBR.x;
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float sumWeight = 0.5f;
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float sum = ssaoValue * sumWeight;
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AddSample( ssaoValueL, edgesLRTB.x, sum, sumWeight );
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AddSample( ssaoValueR, edgesLRTB.y, sum, sumWeight );
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AddSample( ssaoValueT, edgesLRTB.z, sum, sumWeight );
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AddSample( ssaoValueB, edgesLRTB.w, sum, sumWeight );
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float ssaoAvg = sum / sumWeight;
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ssaoValue = ssaoAvg; //min( ssaoValue, ssaoAvg ) * 0.2 + ssaoAvg * 0.8;
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return vec2( ssaoValue, packedEdges );
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}
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// edge-sensitive blur
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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_halfViewportPixelSize;
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imageStore(s_target, ivec3(dtID.xy, u_layer), SampleBlurred( ivec2(dtID.xy), inUV ).xyyy);
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}
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}
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