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hbao_blur.frag.glsl
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hbao_blur.frag.glsl
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 430
const float KERNEL_RADIUS = 3;
layout(location=0) uniform float g_Sharpness;
layout(location=1) uniform vec2 g_InvResolutionDirection; // either set x to 1/width or y to 1/height
layout(binding=0) uniform sampler2D texSource;
in vec2 texCoord;
layout(location=0,index=0) out vec4 out_Color;
#ifndef AO_BLUR_PRESENT
#define AO_BLUR_PRESENT 1
#endif
//-------------------------------------------------------------------------
float BlurFunction(vec2 uv, float r, float center_c, float center_d, inout float w_total)
{
vec2 aoz = texture2D( texSource, uv ).xy;
float c = aoz.x;
float d = aoz.y;
const float BlurSigma = float(KERNEL_RADIUS) * 0.5;
const float BlurFalloff = 1.0 / (2.0*BlurSigma*BlurSigma);
float ddiff = (d - center_d) * g_Sharpness;
float w = exp2(-r*r*BlurFalloff - ddiff*ddiff);
w_total += w;
return c*w;
}
void main()
{
vec2 aoz = texture2D( texSource, texCoord ).xy;
float center_c = aoz.x;
float center_d = aoz.y;
float c_total = center_c;
float w_total = 1.0;
for (float r = 1; r <= KERNEL_RADIUS; ++r)
{
vec2 uv = texCoord + g_InvResolutionDirection * r;
c_total += BlurFunction(uv, r, center_c, center_d, w_total);
}
for (float r = 1; r <= KERNEL_RADIUS; ++r)
{
vec2 uv = texCoord - g_InvResolutionDirection * r;
c_total += BlurFunction(uv, r, center_c, center_d, w_total);
}
#if AO_BLUR_PRESENT
out_Color = vec4(c_total/w_total);
#else
out_Color = vec4(c_total/w_total, center_d, 0, 0);
#endif
}