// From http://http.developer.nvidia.com/GPUGems3/gpugems3_ch40.html uniform sampler2D source; uniform sampler2D depth; uniform vec2 pixel; 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][8 + 2 * 8]; shared float local_depth[8][8 + 2 * 8]; void main() { int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y); ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y); vec2 uv_m = (iuv - ivec2(0, 8)) * pixel; vec2 uv = iuv * pixel; vec2 uv_p = (iuv + ivec2(0, 8)) * pixel; local_src[x][y] = texture(source, uv_m).x; local_depth[x][y] = texture(depth, uv_m).x; local_src[x][y + 8] = texture(source, uv).x; local_depth[x][y + 8] = texture(depth, uv).x; local_src[x][y + 16] = texture(source, uv_p).x; local_depth[x][y + 16] = 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][y + 8] * g0; float pixel_depth = local_depth[x][y + 8]; 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[x][y + 8 + j] - pixel_depth)); sum += local_src[x][y + 8 + j] * g0 * tmp_weight; total_weight += g0 * tmp_weight; tmp_weight = max(0.0, 1.0 - .001 * abs(local_depth[x][y + 8 - j] - pixel_depth)); sum += local_src[x][y + 8 - j] * g0 * tmp_weight; total_weight += g0 * tmp_weight; g0 *= g1; g1 *= g2; } imageStore(dest, iuv, vec4(sum / total_weight)); }