rj-action-library/Runtime/Rendering/Compositor/CompositorEffects/Rim/RimShader.glsl

64 lines
1.5 KiB
GLSL

#[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 rimOffsetX;
float rimOffsetY;
float minDepth;
float contrastIntensity;
float debugView;
} params;
float sampleDepth( vec2 coord )
{
coord = clamp( coord, vec2( 0 ), vec2( params.rasterSize ) - vec2( 1.0 ) );
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;
}
vec2 rimOffset = vec2( params.rimOffsetX, params.rimOffsetY );
float depth = sampleDepth( uv );
float rimDepth = sampleDepth( uv + rimOffset );
float rimStrength = min( 1.0, max( 0.0, depth - rimDepth ) * params.contrastIntensity );
float amount = 1.0 - min( 1.0, pow( depth * params.amounts.x + params.amounts.y, params.minDepth ) );
vec4 color = imageLoad( color_image, uv );
float combinedAmount = max( 0.0, min( 1.0, amount * rimStrength * params.effectStrength ) );
color = mix( color, vec4( 1.0, 1.0, 1.0, 1.0 ), combinedAmount );
color = mix( color, vec4( amount, amount, amount, 1.0 ), params.debugView );
imageStore( color_image, uv, color );
}