94 lines
2.7 KiB
Plaintext
94 lines
2.7 KiB
Plaintext
![]() |
#[compute]
|
||
|
#version 450
|
||
|
|
||
|
layout( local_size_x = 8, local_size_y = 8, local_size_z = 1 ) in;
|
||
|
|
||
|
layout( rgba16f, set = 0, binding = 0 )
|
||
|
uniform image2D color_image;
|
||
|
|
||
|
layout( set = 1, binding = 0 )
|
||
|
uniform sampler2D depth_sampler;
|
||
|
|
||
|
|
||
|
layout( push_constant, std430 )
|
||
|
uniform Params
|
||
|
{
|
||
|
vec2 rasterSize;
|
||
|
vec2 amounts;
|
||
|
float effectStrength;
|
||
|
float edgeThreshold;
|
||
|
float edgeIntensity;
|
||
|
float contrastThreshold;
|
||
|
float contrastIntensity;
|
||
|
float debugView;
|
||
|
|
||
|
} params;
|
||
|
|
||
|
float sampleDepth( ivec2 coord )
|
||
|
{
|
||
|
coord = clamp( coord, ivec2( 0 ), ivec2( params.rasterSize ) - ivec2( 1 ) );
|
||
|
|
||
|
vec2 uv = ( vec2( coord ) + 0.5 ) / params.rasterSize;
|
||
|
return texture( depth_sampler, uv ).r;
|
||
|
}
|
||
|
|
||
|
void main( )
|
||
|
{
|
||
|
ivec2 uv = ivec2( gl_GlobalInvocationID.xy );
|
||
|
ivec2 size = ivec2( params.rasterSize );
|
||
|
|
||
|
if ( uv.x >= size.x || uv.y >= size.y )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float centerDepth = sampleDepth( uv );
|
||
|
|
||
|
float top_left = sampleDepth( uv + ivec2( -1, -1 ) );
|
||
|
float top = sampleDepth( uv + ivec2( 0, -1 ) );
|
||
|
float top_right = sampleDepth( uv + ivec2( 1, -1 ) );
|
||
|
float left = sampleDepth( uv + ivec2( -1, 0 ) );
|
||
|
float right = sampleDepth( uv + ivec2( 1, 0 ) );
|
||
|
float bottom_left = sampleDepth( uv + ivec2( -1, 1 ) );
|
||
|
float bottom = sampleDepth( uv + ivec2( 0, 1 ) );
|
||
|
float bottom_right = sampleDepth( uv + ivec2( 1, 1 ) );
|
||
|
|
||
|
|
||
|
float gx = -top_left - 2.0 * left - bottom_left + top_right + 2.0 * right + bottom_right;
|
||
|
float gy = -top_left - 2.0 * top - top_right + bottom_left + 2.0 * bottom + bottom_right;
|
||
|
|
||
|
float edgeStrength = length( vec2( gx, gy ) );
|
||
|
|
||
|
// float edgeStrength = abs( left - right );
|
||
|
|
||
|
edgeStrength = clamp( ( edgeStrength - params.edgeThreshold ) * params.edgeIntensity, 0.0, 1.0 );
|
||
|
float edge = edgeStrength;
|
||
|
|
||
|
|
||
|
vec4 color = imageLoad( color_image, uv );
|
||
|
|
||
|
vec4 color_left = imageLoad( color_image, uv + ivec2( -1, 0 ) );
|
||
|
vec4 color_left2 = imageLoad( color_image, uv + ivec2( -2, 0 ) );
|
||
|
vec4 color_right = imageLoad( color_image, uv + ivec2( 1, 0 ) );
|
||
|
vec4 color_right2 = imageLoad( color_image, uv + ivec2( 2, 0 ) );
|
||
|
|
||
|
float c = ( length( color_left - color_right ) - params.contrastThreshold ) * params.contrastIntensity;
|
||
|
|
||
|
float d = min( 1.0, c );
|
||
|
|
||
|
edge = max( d, edge );
|
||
|
|
||
|
vec4 smoothedColor = color_left + color_left2 +
|
||
|
2.0 * color +
|
||
|
color_right + color_right2;
|
||
|
|
||
|
smoothedColor /= 6.0;
|
||
|
|
||
|
float gray = color.r * 0.2125 + color.g * 0.7154 + color.b * 0.0721;
|
||
|
vec3 debugViewColor = vec3( params.amounts.x * gray, params.amounts.y * centerDepth, edge );
|
||
|
|
||
|
color.rgb = mix( color.rgb, smoothedColor.rgb, edge * params.effectStrength );
|
||
|
color.rgb = mix( color.rgb, debugViewColor, params.debugView );
|
||
|
|
||
|
imageStore( color_image, uv, color );
|
||
|
}
|