rj-action-library/Runtime/Rendering/Compositor/CompositorEffects/DepthView/DepthViewShader.glsl

52 lines
1.1 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 colorImage;
layout( set = 1, binding = 0)
uniform sampler2D depthSampler;
layout(push_constant, std430)
uniform Parameters
{
float depthAmount;
float depthPower;
float grayAmount;
} parameters;
float sampleDepth( ivec2 coord, ivec2 size )
{
coord = clamp( coord, ivec2( 0 ), size - ivec2( 1 ) );
vec2 uv = ( vec2( coord ) + 0.5 ) / size;
return texture( depthSampler, uv ).r;
}
void main()
{
ivec2 uv = ivec2( gl_GlobalInvocationID.xy );
ivec2 size = imageSize( colorImage );
if ( uv.x >= size.x || uv.y >= size.y )
{
return;
}
vec4 color = imageLoad( colorImage, uv );
float depth = sampleDepth( uv, size );
float gray = color.r * 0.2 + color.g * 0.7 + color.b * 0.1;
float depthValue = pow( parameters.depthAmount * depth, parameters.depthPower );
depthValue = mix( depthValue, depthValue * gray, parameters.grayAmount );
color.rgb = vec3( depthValue, depthValue, depthValue );
imageStore( colorImage, uv, color );
}