bgfx/examples/39-assao/cs_assao_generate_importance_map.sc
2024-04-18 10:07:40 -07:00

51 lines
1.3 KiB
Python

/*
* Copyright 2018 Attila Kocsis. All rights reserved.
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
#include "bgfx_compute.sh"
#include "uniforms.sh"
IMAGE2D_WO(s_target, r8, 0);
SAMPLER2DARRAY(s_finalSSAO, 1);
NUM_THREADS(8, 8, 1)
void main()
{
uvec2 dtID = uvec2(gl_GlobalInvocationID.xy);
uvec2 dim = imageSize(s_target).xy;
if (all(lessThan(dtID.xy, dim) ) )
{
uvec2 basePos = uvec2(dtID.xy) * 2;
vec2 baseUV = (vec2(basePos) + vec2( 0.5, 0.5 ) ) * u_halfViewportPixelSize;
vec2 gatherUV = (vec2(basePos) + vec2( 1.0, 1.0 ) ) * u_halfViewportPixelSize;
float avg = 0.0;
float minV = 1.0;
float maxV = 0.0;
UNROLL
for( int i = 0; i < 4; i++ )
{
vec4 vals = textureGather(s_finalSSAO, vec3( gatherUV, i ), 0);
// apply the same modifications that would have been applied in the main shader
vals = u_effectShadowStrength * vals;
vals = 1-vals;
vals = pow( saturate( vals ), u_effectShadowPow.xxxx );
avg += dot( vec4( vals.x, vals.y, vals.z, vals.w ), vec4( 1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0 ) );
maxV = max( maxV, max( max( vals.x, vals.y ), max( vals.z, vals.w ) ) );
minV = min( minV, min( min( vals.x, vals.y ), min( vals.z, vals.w ) ) );
}
float minMaxDiff = maxV - minV;
imageStore(s_target, ivec2(dtID.xy), pow( saturate( minMaxDiff * 2.0 ), 0.8 ).xxxx);
}
}