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-rw-r--r--3rdparty/bgfx/examples/39-assao/cs_assao_apply.sc103
1 files changed, 103 insertions, 0 deletions
diff --git a/3rdparty/bgfx/examples/39-assao/cs_assao_apply.sc b/3rdparty/bgfx/examples/39-assao/cs_assao_apply.sc
new file mode 100644
index 00000000000..efa8b4ebf2d
--- /dev/null
+++ b/3rdparty/bgfx/examples/39-assao/cs_assao_apply.sc
@@ -0,0 +1,103 @@
+/*
+ * 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_WR(s_target, r8, 0);
+SAMPLER2DARRAY(s_finalSSAO, 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 );
+}
+
+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) ) )
+ {
+ float ao;
+ uvec2 pixPos = uvec2(dtID.xy);
+ uvec2 pixPosHalf = pixPos / uvec2(2, 2);
+
+ // calculate index in the four deinterleaved source array texture
+ int mx = (int(pixPos.x) % 2);
+#if BGFX_SHADER_LANGUAGE_GLSL
+ int dimy = imageSize(s_target).y;
+ int my = (int(dimy-1-pixPos.y) % 2);
+#else
+ int my = (int(pixPos.y) % 2);
+#endif
+ int ic = mx + my * 2; // center index
+ int ih = (1-mx) + my * 2; // neighbouring, horizontal
+ int iv = mx + (1-my) * 2; // neighbouring, vertical
+ int id = (1-mx) + (1-my)*2; // diagonal
+
+ vec2 centerVal = texelFetch(s_finalSSAO, ivec3(pixPosHalf, ic), 0 ).xy;
+
+ ao = centerVal.x;
+
+ #if 1 // change to 0 if you want to disable last pass high-res blur (for debugging purposes, etc.)
+ vec4 edgesLRTB = UnpackEdges( centerVal.y );
+
+ // return 1.0 - vec4( edgesLRTB.x, edgesLRTB.y * 0.5 + edgesLRTB.w * 0.5, edgesLRTB.z, 0.0 ); // debug show edges
+
+ // convert index shifts to sampling offsets
+ float fmx = float(mx);
+ float fmy = float(my);
+
+ // in case of an edge, push sampling offsets away from the edge (towards pixel center)
+ float fmxe = (edgesLRTB.y - edgesLRTB.x);
+ float fmye = (edgesLRTB.w - edgesLRTB.z);
+
+ // calculate final sampling offsets and sample using bilinear filter
+#if BGFX_SHADER_LANGUAGE_GLSL
+ vec2 uvH = (dtID.xy + vec2( fmx + fmxe - 0.5, 1.0 - (0.5 - fmy) ) ) * 0.5 * u_halfViewportPixelSize;
+#else
+ vec2 uvH = (dtID.xy + vec2( fmx + fmxe - 0.5, 0.5 - fmy ) ) * 0.5 * u_halfViewportPixelSize;
+#endif
+ float aoH = texture2DArrayLod(s_finalSSAO, vec3( uvH, ih ), 0 ).x;
+#if BGFX_SHADER_LANGUAGE_GLSL
+ vec2 uvV = (dtID.xy + vec2( 0.5 - fmx, 1.0 - (fmy - 0.5 + fmye) ) ) * 0.5 * u_halfViewportPixelSize;
+#else
+ vec2 uvV = (dtID.xy + vec2( 0.5 - fmx, fmy - 0.5 + fmye ) ) * 0.5 * u_halfViewportPixelSize;
+#endif
+ float aoV = texture2DArrayLod(s_finalSSAO, vec3( uvV, iv ), 0 ).x;
+#if BGFX_SHADER_LANGUAGE_GLSL
+ vec2 uvD = (dtID.xy + vec2( fmx - 0.5 + fmxe, 1.0 - (fmy - 0.5 + fmye) ) ) * 0.5 * u_halfViewportPixelSize;
+#else
+ vec2 uvD = (dtID.xy + vec2( fmx - 0.5 + fmxe, fmy - 0.5 + fmye ) ) * 0.5 * u_halfViewportPixelSize;
+#endif
+ float aoD = texture2DArrayLod(s_finalSSAO, vec3( uvD, id ), 0 ).x;
+
+ // reduce weight for samples near edge - if the edge is on both sides, weight goes to 0
+ vec4 blendWeights;
+ blendWeights.x = 1.0;
+ blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5;
+ blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5;
+ blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5;
+
+ // calculate weighted average
+ float blendWeightsSum = dot( blendWeights, vec4( 1.0, 1.0, 1.0, 1.0 ) );
+ ao = dot( vec4( ao, aoH, aoV, aoD ), blendWeights ) / blendWeightsSum;
+ #endif
+
+ ao = pow(ao,1.0/2.2);
+
+ imageStore(s_target, ivec2(dtID.xy), ao.xxxx);
+ }
+}
+