diff options
Diffstat (limited to '3rdparty/bgfx/examples/39-assao/cs_assao_apply.sc')
-rw-r--r-- | 3rdparty/bgfx/examples/39-assao/cs_assao_apply.sc | 103 |
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); + } +} + |