Files
2023-06-12 00:16:41 +08:00

41 lines
1.5 KiB
GLSL

#version 460
layout(set = 0, binding = 0) uniform texture2D inLaplace0;
layout(set = 0, binding = 1) uniform texture2D inLaplace1;
layout(set = 0, binding = 2) uniform texture2D inLaplace2;
layout(set = 0, binding = 3) uniform texture2D inLaplace3;
layout(set = 0, binding = 4) uniform texture2D inWeight;
layout(set = 0, binding = 5) uniform writeonly image2D outA;
#define SHARED_SAMPLER_SET 1
#include "../common/shared_sampler.glsl"
#include "post_common.glsl"
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 texelSize = 1.0 / vec2(colorSize);
const vec2 uv = (vec2(workPos) + vec2(0.5f)) * texelSize;
vec4 weights = texture(sampler2D(inWeight, pointClampEdgeSampler), uv);
weights /= dot(weights, vec4(1.0)) + 1e-12f;
vec4 laplace0 = texture(sampler2D(inLaplace0, pointClampEdgeSampler), uv);
vec4 laplace1 = texture(sampler2D(inLaplace1, pointClampEdgeSampler), uv);
vec4 laplace2 = texture(sampler2D(inLaplace2, pointClampEdgeSampler), uv);
vec4 laplace3 = texture(sampler2D(inLaplace3, pointClampEdgeSampler), uv);
vec4 result = weights.x * laplace0 + weights.y * laplace1 + weights.z * laplace2 + weights.w * laplace3;
imageStore(outA, workPos, result);
}