Files
flower/install/shader/cloud_shadow_depth_blur.glsl

78 lines
2.1 KiB
GLSL

#version 460
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_samplerless_texture_functions : enable
#define SHARED_SAMPLER_SET 1
#include "common_shader.glsl"
layout(set = 0, binding = 0) uniform texture2D inputTexture;
layout(set = 0, binding = 1) uniform writeonly image2D blurImage;
layout (push_constant) uniform PushConsts
{
vec2 kBlurDirection;
float kRadius;
float kSigma;
float kRadiusLow;
};
float gaussianWeight(float x)
{
const float mu = 0; // From center.
const float dx = x - mu;
const float sigma2 = kSigma * kSigma;
return 0.398942280401 / kSigma * exp(- (dx * dx) * 0.5 / sigma2);
}
layout (local_size_x = 8, local_size_y = 8) in;
void main()
{
ivec2 workSize = imageSize(blurImage);
ivec2 workPos = ivec2(gl_GlobalInvocationID.xy);
if(workPos.x >= workSize.x || workPos.y >= workSize.y)
{
return;
}
vec2 uv = (vec2(workPos) + vec2(0.5)) / vec2(workSize);
vec2 inputTexelSize = 1.0 / vec2(workSize);
vec2 blurDirection = kBlurDirection;
blurDirection *= inputTexelSize;
vec2 result;
{
float depthSum = 0.0;
float weightSum = 0.0f;
for(float i = -kRadius; i <= kRadius; i++)
{
float weight = gaussianWeight(i / kRadius);
depthSum += weight * texture(sampler2D(inputTexture, pointClampEdgeSampler), uv + i * blurDirection).r;
weightSum += weight;
}
depthSum /= weightSum;
result.x = depthSum;
}
{
vec2 depthSum = vec2(0.0);
float weightSum = 0.0f;
for(float i = -kRadiusLow; i <= kRadiusLow; i++)
{
float weight = gaussianWeight(i / kRadiusLow);
depthSum += weight * texture(sampler2D(inputTexture, pointClampEdgeSampler), uv + i * blurDirection).xy;
weightSum += weight;
}
depthSum /= weightSum;
const bool bFirstPass = kBlurDirection.x > 0.5f;
result.y = bFirstPass ? depthSum.x : depthSum.y;
}
imageStore(blurImage, workPos, vec4(result, 0.0, 0.0));
}