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- /*
- * Copyright 2018 Attila Kocsis. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- #include "bgfx_compute.sh"
- #include "uniforms.sh"
- IMAGE2D_WO(s_target, r8, 0);
- SAMPLER2DARRAY(s_finalSSAO, 1);
- // unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!
- vec4 UnpackEdges( float _packedVal )
- {
- uint packedVal = uint(_packedVal * 255.5);
- vec4 edgesLRTB;
- edgesLRTB.x = float((packedVal >> 6) & 0x03) / 3.0; // there's really no need for mask (as it's an 8 bit input) but I'll leave it in so it doesn't cause any trouble in the future
- edgesLRTB.y = float((packedVal >> 4) & 0x03) / 3.0;
- edgesLRTB.z = float((packedVal >> 2) & 0x03) / 3.0;
- edgesLRTB.w = float((packedVal >> 0) & 0x03) / 3.0;
- return saturate( edgesLRTB + u_invSharpness );
- }
- NUM_THREADS(8, 8, 1)
- void main()
- {
- uvec2 dtID = uvec2(gl_GlobalInvocationID.xy) + uvec2(u_rect.xy);
- if (all(lessThan(dtID.xy, u_rect.zw) ) )
- {
- float ao;
- uvec2 pixPos = uvec2(dtID.xy);
- uvec2 pixPosHalf = pixPos / uvec2(2, 2);
- // calculate index in the four deinterleaved source array texture
- int mx = (int(pixPos.x) % 2);
- #if BGFX_SHADER_LANGUAGE_GLSL
- int dimy = imageSize(s_target).y;
- int my = (int(dimy-1-pixPos.y) % 2);
- #else
- int my = (int(pixPos.y) % 2);
- #endif
- int ic = mx + my * 2; // center index
- int ih = (1-mx) + my * 2; // neighbouring, horizontal
- int iv = mx + (1-my) * 2; // neighbouring, vertical
- int id = (1-mx) + (1-my)*2; // diagonal
- vec2 centerVal = texelFetch(s_finalSSAO, ivec3(pixPosHalf, ic), 0 ).xy;
- ao = centerVal.x;
- #if 1 // change to 0 if you want to disable last pass high-res blur (for debugging purposes, etc.)
- vec4 edgesLRTB = UnpackEdges( centerVal.y );
- // return 1.0 - vec4( edgesLRTB.x, edgesLRTB.y * 0.5 + edgesLRTB.w * 0.5, edgesLRTB.z, 0.0 ); // debug show edges
- // convert index shifts to sampling offsets
- float fmx = float(mx);
- float fmy = float(my);
- // in case of an edge, push sampling offsets away from the edge (towards pixel center)
- float fmxe = (edgesLRTB.y - edgesLRTB.x);
- float fmye = (edgesLRTB.w - edgesLRTB.z);
- // calculate final sampling offsets and sample using bilinear filter
- #if BGFX_SHADER_LANGUAGE_GLSL
- vec2 uvH = (dtID.xy + vec2( fmx + fmxe - 0.5, 1.0 - (0.5 - fmy) ) ) * 0.5 * u_halfViewportPixelSize;
- #else
- vec2 uvH = (dtID.xy + vec2( fmx + fmxe - 0.5, 0.5 - fmy ) ) * 0.5 * u_halfViewportPixelSize;
- #endif
- float aoH = texture2DArrayLod(s_finalSSAO, vec3( uvH, ih ), 0 ).x;
- #if BGFX_SHADER_LANGUAGE_GLSL
- vec2 uvV = (dtID.xy + vec2( 0.5 - fmx, 1.0 - (fmy - 0.5 + fmye) ) ) * 0.5 * u_halfViewportPixelSize;
- #else
- vec2 uvV = (dtID.xy + vec2( 0.5 - fmx, fmy - 0.5 + fmye ) ) * 0.5 * u_halfViewportPixelSize;
- #endif
- float aoV = texture2DArrayLod(s_finalSSAO, vec3( uvV, iv ), 0 ).x;
- #if BGFX_SHADER_LANGUAGE_GLSL
- vec2 uvD = (dtID.xy + vec2( fmx - 0.5 + fmxe, 1.0 - (fmy - 0.5 + fmye) ) ) * 0.5 * u_halfViewportPixelSize;
- #else
- vec2 uvD = (dtID.xy + vec2( fmx - 0.5 + fmxe, fmy - 0.5 + fmye ) ) * 0.5 * u_halfViewportPixelSize;
- #endif
- float aoD = texture2DArrayLod(s_finalSSAO, vec3( uvD, id ), 0 ).x;
- // reduce weight for samples near edge - if the edge is on both sides, weight goes to 0
- vec4 blendWeights;
- blendWeights.x = 1.0;
- blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5;
- blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5;
- blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5;
- // calculate weighted average
- float blendWeightsSum = dot( blendWeights, vec4( 1.0, 1.0, 1.0, 1.0 ) );
- ao = dot( vec4( ao, aoH, aoV, aoD ), blendWeights ) / blendWeightsSum;
- #endif
- ao = pow(ao,1.0/2.2);
- imageStore(s_target, ivec2(dtID.xy), ao.xxxx);
- }
- }
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