#[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 ); }