// Copyright (C) 2009-2017, Panagiotis Christopoulos Charitos and contributors. // All rights reserved. // Code licensed under the BSD License. // http://www.anki3d.org/LICENSE #include "shaders/Functions.glsl" #define BLUE_NOISE 0 layout(location = 0) in vec2 in_uv; layout(location = 0) out vec3 out_color; layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_depthFullTex; layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_depthHalfTex; layout(ANKI_TEX_BINDING(0, 2)) uniform sampler2D u_colorTex; #if BLUE_NOISE layout(ANKI_TEX_BINDING(0, 3)) uniform sampler2DArray u_noiseTex; #endif layout(ANKI_UBO_BINDING(0, 0)) uniform u0_ { vec4 u_linearizeCfPad2; }; void main() { out_color = bilateralUpsample(u_depthFullTex, u_depthHalfTex, u_colorTex, 1.0 / SRC_SIZE, in_uv, u_linearizeCfPad2.xy).rgb; #if BLUE_NOISE vec3 blueNoise = texture(u_noiseTex, vec3(FB_SIZE / vec2(NOISE_TEX_SIZE) * in_uv, 0.0), 0.0).rgb; blueNoise = blueNoise * 2.0 - 1.0; blueNoise = sign(blueNoise) * (1.0 - sqrt(1.0 - abs(blueNoise))); out_color += blueNoise / 16.0; #endif }