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

86 lines
2.4 KiB
GLSL

#version 460
layout(set = 0, binding = 0) uniform texture2D inA;
layout(set = 0, binding = 1) uniform texture2D inB;
layout(set = 0, binding = 2) uniform texture2D inC;
layout(set = 0, binding = 3) uniform texture2D inD;
layout(set = 0, binding = 4) uniform writeonly image2D outA;
layout(set = 0, binding = 5) uniform writeonly image2D outB;
layout(set = 0, binding = 6) uniform writeonly image2D outC;
layout(set = 0, binding = 7) uniform writeonly image2D outD;
#define SHARED_SAMPLER_SET 1
#include "../common/shared_sampler.glsl"
#include "post_common.glsl"
layout (push_constant) uniform PushConsts
{
vec2 kDirection;
};
#define kSigma 7.0
#define kFusionRadius 8.0
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);
}
vec4 gaussian(texture2D tex, vec2 uv, vec2 texelSize)
{
vec4 sum = vec4(0.0);
float weight = 0.0;
#if 0
int index = 0;
for(float i = -kFusionGaussianTapRadius; i <= kFusionGaussianTapRadius; i++)
{
float sampleWeight = kFusionGaussianWeight[index];
sum += sampleWeight * texture(sampler2D(tex, pointClampEdgeSampler), uv + i * kDirection * texelSize);
weight += sampleWeight;
index ++;
}
#else
for(float i = -kFusionRadius; i <= kFusionRadius; i++)
{
float sampleWeight = gaussianWeight(i);
sum += sampleWeight * texture(sampler2D(tex, pointClampEdgeSampler), uv + i * kDirection * texelSize);
weight += sampleWeight;
}
#endif
sum /= weight;
return sum;
}
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 a0 = gaussian(inA, uv, texelSize);
vec4 b0 = gaussian(inB, uv, texelSize);
vec4 c0 = gaussian(inC, uv, texelSize);
vec4 d0 = gaussian(inD, uv, texelSize);
imageStore(outA, workPos, a0);
imageStore(outB, workPos, b0);
imageStore(outC, workPos, c0);
imageStore(outD, workPos, d0);
}