| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142 |
- // Copyright (C) 2009-2018, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- // Defines it needs:
- // HORIZONTAL | VERTICAL | BOX
- // COLOR_COMPONENTS
- // WORKGROUP_SIZE (only for compute)
- // TEXTURE_SIZE
- // SAMPLE_COUNT (must be odd number)
- #ifndef ANKI_SHADERS_DEPTH_AWARE_BLUR_GLSL
- #define ANKI_SHADERS_DEPTH_AWARE_BLUR_GLSL
- #include "shaders/Common.glsl"
- #if SAMPLE_COUNT < 3
- # error See file
- #endif
- #if defined(ANKI_COMPUTE_SHADER)
- # define USE_COMPUTE 1
- #else
- # define USE_COMPUTE 0
- #endif
- // Define some macros depending on the number of components
- #if COLOR_COMPONENTS == 4
- # define COL_TYPE vec4
- # define TEX_FETCH rgba
- # define TO_VEC4(x_) x_
- #elif COLOR_COMPONENTS == 3
- # define COL_TYPE vec3
- # define TEX_FETCH rgb
- # define TO_VEC4(x_) vec4(x_, 0.0)
- #elif COLOR_COMPONENTS == 1
- # define COL_TYPE float
- # define TEX_FETCH r
- # define TO_VEC4(x_) vec4(x_, 0.0, 0.0, 0.0)
- #else
- # error See file
- #endif
- layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_inTex;
- layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_depthTex;
- #if USE_COMPUTE
- layout(local_size_x = WORKGROUP_SIZE.x, local_size_y = WORKGROUP_SIZE.y, local_size_z = 1) in;
- layout(ANKI_IMAGE_BINDING(0, 0)) writeonly uniform image2D u_outImg;
- #else
- layout(location = 0) in vec2 in_uv;
- layout(location = 0) out COL_TYPE out_color;
- #endif
- float computeDepthWeight(float refDepth, float depth)
- {
- float diff = abs(refDepth - depth);
- float weight = 1.0 / (EPSILON + diff);
- return sqrt(weight);
- }
- float readDepth(vec2 uv)
- {
- return textureLod(u_depthTex, uv, 0.0).r;
- }
- void sampleTex(vec2 uv, float refDepth, inout COL_TYPE col, inout float weight)
- {
- COL_TYPE color = textureLod(u_inTex, uv, 0.0).TEX_FETCH;
- float w = computeDepthWeight(refDepth, readDepth(uv));
- col += color * w;
- weight += w;
- }
- void main()
- {
- // Set UVs
- #if USE_COMPUTE
- ANKI_BRANCH if(gl_GlobalInvocationID.x >= TEXTURE_SIZE.x || gl_GlobalInvocationID.y >= TEXTURE_SIZE.y)
- {
- // Out of bounds
- return;
- }
- vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) / vec2(TEXTURE_SIZE);
- #else
- vec2 uv = in_uv;
- #endif
- const vec2 TEXEL_SIZE = 1.0 / vec2(TEXTURE_SIZE);
- // Sample
- COL_TYPE color = textureLod(u_inTex, uv, 0.0).TEX_FETCH;
- float refDepth = readDepth(uv);
- float weight = 1.0;
- #if !defined(BOX)
- // Do seperable
- # if defined(HORIZONTAL)
- # define X_OR_Y x
- # else
- # define X_OR_Y y
- # endif
- vec2 uvOffset = vec2(0.0);
- uvOffset.X_OR_Y = 1.5 * TEXEL_SIZE.X_OR_Y;
- ANKI_UNROLL for(uint i = 0u; i < (SAMPLE_COUNT - 1u) / 2u; ++i)
- {
- sampleTex(uv + uvOffset, refDepth, color, weight);
- sampleTex(uv - uvOffset, refDepth, color, weight);
- uvOffset.X_OR_Y += 2.0 * TEXEL_SIZE.X_OR_Y;
- }
- #else
- // Do box
- const vec2 OFFSET = 1.5 * TEXEL_SIZE;
- sampleTex(uv + vec2(+OFFSET.x, +OFFSET.y), refDepth, color, weight);
- sampleTex(uv + vec2(+OFFSET.x, -OFFSET.y), refDepth, color, weight);
- sampleTex(uv + vec2(-OFFSET.x, +OFFSET.y), refDepth, color, weight);
- sampleTex(uv + vec2(-OFFSET.x, -OFFSET.y), refDepth, color, weight);
- sampleTex(uv + vec2(OFFSET.x, 0.0), refDepth, color, weight);
- sampleTex(uv + vec2(0.0, OFFSET.y), refDepth, color, weight);
- sampleTex(uv + vec2(-OFFSET.x, 0.0), refDepth, color, weight);
- sampleTex(uv + vec2(0.0, -OFFSET.y), refDepth, color, weight);
- #endif
- color = color / weight;
- // Write value
- #if USE_COMPUTE
- imageStore(u_outImg, ivec2(gl_GlobalInvocationID.xy), TO_VEC4(color));
- #else
- out_color = color;
- #endif
- }
- #endif
|