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Nuake/Data/Shaders/Vulkan/depth_aware_blur.frag

80 lines
2.2 KiB
GLSL

#include "Utils/header.hlsl"
struct PSInput
{
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
struct PSOutput {
float4 oColor0 : SV_TARGET;
};
struct DepthAwareBlurConstant
{
int DepthTextureID;
int VolumetricTextureID;
};
[[vk::push_constant]]
DepthAwareBlurConstant pushConstants;
float2 GetTextureSize(Texture2D tex)
{
uint width, height;
tex.GetDimensions(width, height);
return float2(width, height);
}
float PixelToUV(float2 uv, Texture2D tex)
{
float2 texSize = GetTextureSize(tex);
return uv / texSize;
}
PSOutput main(PSInput input)
{
int depthTexture = pushConstants.DepthTextureID;
float upSampledDepth = textures[depthTexture].Sample(mySampler[0], input.UV).r;
float3 upSampledColor = textures[pushConstants.VolumetricTextureID].Sample(mySampler[1], input.UV).rgb;
float3 color = 0.0f.xxx;
float totalWeight = 0.0f;
int2 screenCoordinates = int2(input.Position.xy);
int xOffset = (screenCoordinates.x % 2 == 0) ? -1 : 1;
int yOffset = (screenCoordinates.y % 2 == 0) ? -1 : 1;
int2 offsets[] = {int2(0, 0),
int2(0, yOffset),
int2(xOffset, 0),
int2(xOffset, yOffset)};
for (int i = 0; i < 4; i ++)
{
float2 uvOffset = float2(offsets[i].x * 4.0, offsets[i].y * 4.0) ;
uvOffset = PixelToUV(uvOffset, textures[pushConstants.DepthTextureID]);
float3 downscaledColor = textures[pushConstants.VolumetricTextureID].Sample(mySampler[1], input.UV + uvOffset).rgb;
float downscaledDepth = textures[pushConstants.DepthTextureID].Sample(mySampler[0], input.UV + uvOffset).r;
float currentWeight = 1.0f;
if(abs(upSampledDepth - downscaledDepth) > 0.0001)
{
//color = float3(1, 0, 0);
currentWeight *= 0.0f;
}
//currentWeight *= max(0.0f, 1.0f - abs(upSampledDepth - downscaledDepth));
color += downscaledColor * currentWeight;
totalWeight += currentWeight;
}
float3 volumetricLight;
const float epsilon = 0.0001f;
volumetricLight.xyz = color / (totalWeight + epsilon);
PSOutput output;
output.oColor0 = float4(volumetricLight.x, volumetricLight.y, volumetricLight.z, 1.0f);
//output.oColor0 = float4(upSampledColor.x, upSampledColor.y, upSampledColor.z, 1.0f);
return output;
}