~ | Pass system shader

This commit is contained in:
TheRedShip
2025-02-07 23:32:52 +01:00
parent 47bf193752
commit cbc2550d78
5 changed files with 76 additions and 43 deletions

20
shaders/denoising.glsl Normal file
View File

@ -0,0 +1,20 @@
#version 430 core
layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform image2D read_texture;
layout(binding = 2, rgba32f) uniform image2D write_texture;
uniform vec2 u_resolution;
void main()
{
ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
return;
vec4 color = imageLoad(read_texture, pixel_coords);
color *= 0.5;
imageStore(write_texture, pixel_coords, color);
}

View File

@ -5,41 +5,5 @@ out vec4 FragColor;
uniform sampler2D screenTexture;
void main() {
vec2 uv = TexCoords;
float incr_x = 1.0 / 1920.0 ;
float incr_y = 1.0 / 1080.0 ;
int iteration = 5;
if (iteration == 0) {FragColor = texture(screenTexture, uv);return;}
vec4 color = vec4(vec3(0.), 1.0);
float totalWeight = 0.;
float kernel[5] = float[5](1.0/16.0, 1.0/4.0, 3.0/8.0, 1.0/4.0, 1.0/16.0);
for (int i = 0; i < iteration; i++)
{
int holes = int(pow(2, i));
for (int x = -2; x <= 2; x++)
{
for (int y = -2; y <= 2; y++)
{
vec2 current_uv = uv + vec2(x * holes * incr_x, y * holes * incr_y);
// if (current_uv.x < 0. || current_uv.y < 0. || current_uv.x > 1. || current_uv.y > 1.)
// continue ;
// current_uv = clamp(current_uv, vec2(0.), vec2(1.));
float weight = kernel[x+2] * kernel[y+2];
totalWeight += weight;
color += texture(screenTexture, current_uv) * weight;
}
}
}
FragColor = color / totalWeight;
FragColor = texture(screenTexture, TexCoords);
}