Files
Nuake/Data/Shaders/Vulkan/blur.frag
2025-04-13 12:39:03 -04:00

127 lines
2.3 KiB
GLSL

// Transforms
struct ModelData
{
float4x4 model;
};
[[vk::binding(0, 0)]]
StructuredBuffer<ModelData> model : register(t1);
// Vertex
struct Vertex
{
float3 position;
float uv_x;
float3 normal;
float uv_y;
float3 tangent;
float3 bitangent;
};
[[vk::binding(0, 1)]]
StructuredBuffer<Vertex> vertexBuffer : register(t2);
// Samplers
[[vk::binding(0, 2)]]
SamplerState mySampler : register(s0);
// Materials
struct Material
{
bool hasAlbedo;
float3 albedo;
bool hasNormal;
bool hasMetalness;
bool hasRoughness;
bool hasAO;
float metalnessValue;
float roughnessValue;
float aoValue;
int albedoTextureId;
int normalTextureId;
int metalnessTextureId;
int roughnessTextureId;
int aoTextureId;
};
[[vk::binding(0, 3)]]
StructuredBuffer<Material> material;
// Textures
[[vk::binding(0, 4)]]
Texture2D textures[];
// Lights
struct Light
{
float3 position;
int type;
float4 color;
float3 direction;
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 5)]]
StructuredBuffer<Light> lights;
// Cameras
struct CameraView {
float4x4 View;
float4x4 Projection;
float4x4 ViewProjection;
float4x4 InverseView;
float4x4 InverseProjection;
float3 Position;
float Near;
float Far;
};
[[vk::binding(0, 6)]]
StructuredBuffer<CameraView> cameras;
[[vk::binding(0, 7)]]
StructuredBuffer<float3> ssaoKernels;
struct PSInput {
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
struct PSOutput {
float4 oColor0 : SV_TARGET;
};
struct BlurConstant
{
int blurSourceID;
float2 sourceSize;
};
[[vk::push_constant]]
BlurConstant pushConstants;
float3 SampleTexture(int textureId, float2 uv)
{
return textures[textureId].Sample(mySampler, uv).rgb;
}
PSOutput main(PSInput input)
{
float2 texelSize = 1.0 / pushConstants.sourceSize;
float3 result = 0.0;
for (int x = -2; x < 2; x++)
{
for (int y = -2; y < 2; y++)
{
float2 offset = float2(x, y) * texelSize;
result += SampleTexture(pushConstants.blurSourceID, input.UV + offset);
}
}
result = result / (4.0 * 4.0);
PSOutput output;
output.oColor0 = float4(result.rgb, 1.0f);
return output;
}