mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
79 lines
2.5 KiB
GLSL
79 lines
2.5 KiB
GLSL
layout(local_size_x = 16, local_size_y = 16) in;
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layout(binding = 0, rgba32f) uniform image2D output_texture;
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layout(binding = 2, rgba32f) uniform image2D write_texture;
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layout(binding = 3, rgba32f) uniform image2D normal_texture;
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layout(binding = 4, rgba32f) uniform image2D position_texture;
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layout(binding = 5, rgba32f) uniform image2D light_texture;
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layout(binding = 7, rgba32f) uniform image2D color_texture;
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uniform vec2 u_resolution;
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uniform int u_pass_count;
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uniform int u_pass;
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uniform float u_c_phi;
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uniform float u_p_phi;
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uniform float u_n_phi;
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void main()
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{
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ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
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if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
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return;
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int holes = int(pow(2, u_pass));
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vec4 light_center = imageLoad(light_texture, pixel_coords);
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vec3 position_center = imageLoad(position_texture, pixel_coords).xyz;
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vec3 normal_center = imageLoad(normal_texture, pixel_coords).xyz;
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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);
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float totalWeight = 0.;
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vec4 light = vec4(vec3(0.), 1.0);
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for (int x = -2; x <= 2; x++)
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{
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for (int y = -2; y <= 2; y++)
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{
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ivec2 coords = pixel_coords + ivec2(x * holes, y * holes);
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if (coords.x < 0. || coords.y < 0. || coords.x >= int(u_resolution.x) || coords.y >= int(u_resolution.y))
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continue ;
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// coords = clamp(coords, ivec2(-1.0), u_resolution);
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vec4 light_sample = imageLoad(light_texture, coords);
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vec3 position_sample = imageLoad(position_texture, coords).xyz;
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vec3 normal_sample = imageLoad(normal_texture, coords).xyz;
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// Calculate edge-stopping weights
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// light weight
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float lightDist = distance(light_center, light_sample);
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float w_c = exp(-lightDist / u_c_phi);
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// Position weight
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float posDist = distance(position_center, position_sample);
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float w_p = exp(-posDist / u_p_phi);
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// Normal weight
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float normalDist = distance(normal_center, normal_sample);
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float w_n = exp(-normalDist / u_n_phi);
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float weight = kernel[x+2] * kernel[y+2] * w_c * w_p * w_n;
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light += light_sample * weight;
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totalWeight += weight;
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}
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}
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light *= (1.0 / totalWeight);
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if (u_pass == u_pass_count - 1)
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{
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vec4 color = light * imageLoad(color_texture, pixel_coords);
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imageStore(output_texture, pixel_coords, sqrt(color));
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return;
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}
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imageStore(write_texture, pixel_coords, light);
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} |