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-rw-r--r--3rdparty/bgfx/examples/39-assao/cs_assao_smart_blur.sc82
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diff --git a/3rdparty/bgfx/examples/39-assao/cs_assao_smart_blur.sc b/3rdparty/bgfx/examples/39-assao/cs_assao_smart_blur.sc
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+++ b/3rdparty/bgfx/examples/39-assao/cs_assao_smart_blur.sc
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+/*
+ * 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_ARRAY_WR(s_target, rg8, 0);
+SAMPLER2DARRAY(s_blurInput, 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 );
+}
+
+// ********************************************************************************************************
+// Pixel shader that does smart blurring (to avoid bleeding)
+
+void AddSample( float ssaoValue, float edgeValue, inout float sum, inout float sumWeight )
+{
+ float weight = edgeValue;
+
+ sum += (weight * ssaoValue);
+ sumWeight += weight;
+}
+
+vec2 SampleBlurred( ivec2 inPos, vec2 coord )
+{
+ float packedEdges = texelFetch(s_blurInput, ivec3(inPos.xy,0.0), 0 ).y;
+ vec4 edgesLRTB = UnpackEdges( packedEdges );
+
+#if BGFX_SHADER_LANGUAGE_GLSL
+ vec4 valuesUL = textureGather(s_blurInput, vec3(coord - u_halfViewportPixelSize * 0.5 + vec2(0.0,u_halfViewportPixelSize.y), 0.0)).wzyx;
+ vec4 valuesBR = textureGather(s_blurInput, vec3(coord + u_halfViewportPixelSize * 0.5 + vec2(0.0,-u_halfViewportPixelSize.y), 0.0)).wzyx;
+#else
+ vec4 valuesUL = textureGather(s_blurInput, vec3(coord - u_halfViewportPixelSize * 0.5, 0.0));
+ vec4 valuesBR = textureGather(s_blurInput, vec3(coord + u_halfViewportPixelSize * 0.5, 0.0));
+#endif
+
+ float ssaoValue = valuesUL.y;
+ float ssaoValueL = valuesUL.x;
+ float ssaoValueT = valuesUL.z;
+ float ssaoValueR = valuesBR.z;
+ float ssaoValueB = valuesBR.x;
+
+ float sumWeight = 0.5f;
+ float sum = ssaoValue * sumWeight;
+
+ AddSample( ssaoValueL, edgesLRTB.x, sum, sumWeight );
+ AddSample( ssaoValueR, edgesLRTB.y, sum, sumWeight );
+
+ AddSample( ssaoValueT, edgesLRTB.z, sum, sumWeight );
+ AddSample( ssaoValueB, edgesLRTB.w, sum, sumWeight );
+
+ float ssaoAvg = sum / sumWeight;
+
+ ssaoValue = ssaoAvg; //min( ssaoValue, ssaoAvg ) * 0.2 + ssaoAvg * 0.8;
+
+ return vec2( ssaoValue, packedEdges );
+}
+
+// edge-sensitive blur
+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) ) )
+ {
+ vec2 inUV = (dtID.xy+vec2(0.5,0.5)) * u_halfViewportPixelSize;
+ imageStore(s_target, ivec3(dtID.xy, u_layer), SampleBlurred( ivec2(dtID.xy), inUV ).xyyy);
+ }
+}
+