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- // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma once
- #include <AnKi/Shaders/Common.glsl>
- layout(set = 0, binding = 0) uniform sampler u_linearAnyClampSampler;
- layout(set = 0, binding = 1) uniform texture2D u_tex;
- #if defined(ANKI_COMPUTE_SHADER)
- const UVec2 WORKGROUP_SIZE = UVec2(16, 16);
- layout(local_size_x = WORKGROUP_SIZE.x, local_size_y = WORKGROUP_SIZE.y, local_size_z = 1) in;
- // Push constants hold the size of the output image
- layout(push_constant, row_major, std430) uniform pc_
- {
- UVec2 u_fbSize;
- UVec2 u_padding;
- };
- Vec2 in_uv = (Vec2(gl_GlobalInvocationID.xy) + 0.5) / Vec2(u_fbSize);
- layout(set = 0, binding = 2) writeonly uniform image2D out_img;
- Vec3 out_color;
- #else
- layout(location = 0) in Vec2 in_uv;
- layout(location = 0) out Vec3 out_color;
- #endif
- void main()
- {
- #if defined(ANKI_COMPUTE_SHADER)
- if(gl_GlobalInvocationID.x >= u_fbSize.x || gl_GlobalInvocationID.y >= u_fbSize.y)
- {
- // Skip pixels outside the viewport
- return;
- }
- #endif
- out_color = textureLod(u_tex, u_linearAnyClampSampler, in_uv, 0.0).rgb;
- out_color += textureLodOffset(sampler2D(u_tex, u_linearAnyClampSampler), in_uv, 0.0, IVec2(+1, +1)).rgb;
- out_color += textureLodOffset(sampler2D(u_tex, u_linearAnyClampSampler), in_uv, 0.0, IVec2(-1, -1)).rgb;
- out_color += textureLodOffset(sampler2D(u_tex, u_linearAnyClampSampler), in_uv, 0.0, IVec2(+1, -1)).rgb;
- out_color += textureLodOffset(sampler2D(u_tex, u_linearAnyClampSampler), in_uv, 0.0, IVec2(-1, +1)).rgb;
- out_color *= (1.0 / 5.0);
- #if defined(ANKI_COMPUTE_SHADER)
- imageStore(out_img, IVec2(gl_GlobalInvocationID.xy), Vec4(out_color, 0.0));
- #endif
- }
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