rj-action-library/Runtime/Rendering/Compositor/CompositorEffects/DepthAO/DepthAOShader.glsl

146 lines
4.1 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 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;
}
float getEdgeStrength( ivec2 uvOffset )
{
float centerDepth = sampleDepth( uvOffset );
float top = sampleDepth( uvOffset + ivec2( 0, -1 ) );
float left = sampleDepth( uvOffset + ivec2( -1, 0 ) );
float gx = left - centerDepth;
float gy = top - centerDepth;
gx = 1.0 - clamp( abs( 10 * abs( gx ) - params.edgeThreshold ) * params.edgeIntensity, 0.0, 1.0 );
gy = 1.0 - clamp( abs( 10 * abs( gy ) - params.edgeThreshold ) * params.edgeIntensity, 0.0, 1.0 );
return length( vec2( gx, gy ) );
}
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 ) );
// // ( l - c ) + ( c - r );
// //
// float gx = left - centerDepth;
// float gy = top - centerDepth;
// gx = 1.0 - clamp( abs( 10 * abs( gx ) - params.edgeThreshold ) * params.edgeIntensity, 0.0, 1.0 );
// gy = 1.0 - clamp( abs( 10 * abs( gy ) - params.edgeThreshold ) * params.edgeIntensity, 0.0, 1.0 );
float edgeStrength = 0;
float amount = 0;
int radius = int( params.contrastThreshold );
for ( int x = -radius; x <= radius; x ++ )
{
for ( int y = -radius; y <= radius; y ++ )
{
ivec2 xy = ivec2( x, y );
float es = getEdgeStrength( uv + xy );
float a = 1.0 / ( 1.0 + length( xy ) );
edgeStrength += es;
amount += pow( a, params.contrastIntensity );
}
}
edgeStrength /= amount;
/*
edgeStrength = min( abs( edgeStrength - params.edgeThreshold ) * params.edgeIntensity, 1.0 );
// 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;
smoothedColor =vec4( 0.0, 0.0, 0.0, 1.0 );
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 );
*/
vec4 color = imageLoad( color_image, uv );
color = mix( color, vec4( 0.0, 0.0, 0.0, 1.0 ), edgeStrength * params.effectStrength );
imageStore( color_image, uv, color );
}