mirror of
https://github.com/antopilo/Nuake.git
synced 2026-01-04 22:10:34 +03:00
80 lines
2.2 KiB
GLSL
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;
|
|
} |