VolumetricUpscale.frag.glsl 1.0 KB

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  1. // Copyright (C) 2009-2017, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include "shaders/Functions.glsl"
  6. #define BLUE_NOISE 0
  7. layout(location = 0) in vec2 in_uv;
  8. layout(location = 0) out vec3 out_color;
  9. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_depthFullTex;
  10. layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_depthHalfTex;
  11. layout(ANKI_TEX_BINDING(0, 2)) uniform sampler2D u_colorTex;
  12. #if BLUE_NOISE
  13. layout(ANKI_TEX_BINDING(0, 3)) uniform sampler2DArray u_noiseTex;
  14. #endif
  15. layout(ANKI_UBO_BINDING(0, 0)) uniform u0_
  16. {
  17. vec4 u_linearizeCfPad2;
  18. };
  19. void main()
  20. {
  21. out_color =
  22. bilateralUpsample(u_depthFullTex, u_depthHalfTex, u_colorTex, 1.0 / SRC_SIZE, in_uv, u_linearizeCfPad2.xy).rgb;
  23. #if BLUE_NOISE
  24. vec3 blueNoise = texture(u_noiseTex, vec3(FB_SIZE / vec2(NOISE_TEX_SIZE) * in_uv, 0.0), 0.0).rgb;
  25. blueNoise = blueNoise * 2.0 - 1.0;
  26. blueNoise = sign(blueNoise) * (1.0 - sqrt(1.0 - abs(blueNoise)));
  27. out_color += blueNoise / 16.0;
  28. #endif
  29. }