48 lines
1.0 KiB
Plaintext
48 lines
1.0 KiB
Plaintext
![]() |
#[compute]
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#version 450
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layout( local_size_x = 8, local_size_y = 8, local_size_z = 1 ) in;
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layout( rgba16f, set = 0, binding = 0)
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uniform image2D color_image;
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layout( set = 1, binding = 0)
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uniform sampler2D depth_sampler;
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layout(push_constant, std430)
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uniform Params
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{
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vec2 raster_size;
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vec2 amounts;
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float power;
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} params;
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float sample_depth( ivec2 coord )
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{
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coord = clamp( coord, ivec2( 0 ), ivec2( params.raster_size ) - ivec2( 1 ) );
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vec2 uv = ( vec2( coord ) + 0.5 ) / params.raster_size;
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return texture( depth_sampler, uv ).r;
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}
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void main()
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{
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ivec2 uv = ivec2( gl_GlobalInvocationID.xy );
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ivec2 size = ivec2( params.raster_size );
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if ( uv.x >= size.x || uv.y >= size.y )
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{
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return;
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}
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vec4 color = imageLoad( color_image, uv );
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float depth = sample_depth( uv );
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float gray = color.r * 0.2125 + color.g * 0.7154 + color.b * 0.0721;
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color.rgb = vec3( params.amounts.x * gray, pow( params.amounts.y * depth, params.power ), 0.0 );
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imageStore( color_image, uv, color );
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}
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