stk-code_catmod/data/shaders/bilateralH.comp

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// From http://http.developer.nvidia.com/GPUGems3/gpugems3_ch40.html
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uniform sampler2D source;
uniform sampler2D depth;
uniform vec2 pixel;
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uniform layout(r16f) volatile restrict writeonly image2D dest;
uniform float sigma = 5.;
layout (local_size_x = 8, local_size_y = 8) in;
shared float local_src[8 + 2 * 8][8];
shared float local_depth[8 + 2 * 8][8];
void main()
{
int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
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ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
vec2 uv_m = (iuv - ivec2(8, 0)) * pixel;
vec2 uv = iuv * pixel;
vec2 uv_p = (iuv + ivec2(8, 0)) * pixel;
local_src[x][y] = texture(source, uv_m).x;
local_depth[x][y] = texture(depth, uv_m).x;
local_src[x + 8][y] = texture(source, uv).x;
local_depth[x + 8][y] = texture(depth, uv).x;
local_src[x + 16][y] = texture(source, uv_p).x;
local_depth[x + 16][y] = texture(depth, uv_p).x;
barrier();
float g0, g1, g2;
g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma);
g1 = exp(-0.5 / (sigma * sigma));
g2 = g1 * g1;
float sum = local_src[x + 8][y] * g0;
float pixel_depth = local_depth[x + 8][y];
g0 *= g1;
g1 *= g2;
float tmp_weight, total_weight = g0;
for (int j = 1; j < 8; j++) {
tmp_weight = max(0.0, 1.0 - .001 * abs(local_depth[8 + x - j][y] - pixel_depth));
total_weight += g0 * tmp_weight;
sum += local_src[8 + x - j][y] * g0 * tmp_weight;
tmp_weight = max(0.0, 1.0 - .001 * abs(local_depth[8 + x + j][y] - pixel_depth));
total_weight += g0 * tmp_weight;
sum += local_src[8 + x + j][y] * g0 * tmp_weight;
g0 *= g1;
g1 *= g2;
}
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imageStore(dest, iuv, vec4(sum / total_weight));
}