Files

51 lines
1.3 KiB
GLSL

#version 460
layout(set = 0, binding = 0) uniform texture2D inA;
layout(set = 0, binding = 1) uniform writeonly image2D outA;
#define SHARED_SAMPLER_SET 1
#include "../common/shared_sampler.glsl"
#include "../common/shared_functions.glsl"
layout (push_constant) uniform PushConsts
{
vec2 kDirection;
float kRadius;
float kSigma;
};
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 colorSize = imageSize(outA);
uvec2 groupThreadId = remap8x8(gl_LocalInvocationIndex);
uvec2 dispatchId = groupThreadId + gl_WorkGroupID.xy * 8;
ivec2 workPos = ivec2(dispatchId);
if(workPos.x >= colorSize.x || workPos.y >= colorSize.y)
{
return;
}
const vec2 uv = (vec2(workPos) + vec2(0.5f)) / vec2(colorSize);
vec4 sum = vec4(0.0);
for(float i = -kRadius; i <= kRadius; i++)
{
float weight = gaussianWeight(i);
sum.xyz += weight * texture(sampler2D(inA, pointClampEdgeSampler), uv + i * kDirection).xyz;
sum.w += weight;
}
sum.xyz /= sum.w;
imageStore(outA, workPos, vec4(sum.xyz, 1.0));
}