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hbao_depthlinearize.comp.glsl
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hbao_depthlinearize.comp.glsl
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/*
* Copyright (c) 2018-2023, 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) 2018-2023 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_control_flow_attributes : require
#include "hbao.h"
layout(binding=NVHBAO_MAIN_TEX_DEPTH) uniform sampler2D inputTexture;
layout(binding=NVHBAO_MAIN_IMG_LINDEPTH, r32f) uniform image2D imgLinearDepth;
#if NVHBAO_SKIP_INTERPASS
layout(binding=NVHBAO_MAIN_IMG_DEPTHARRAY, r32f) uniform image2DArray imgLinearDepthArray;
#endif
float reconstructCSZ(float d, vec4 clipInfo) {
#if 1
vec4 ndc = vec4(0,0,d,1);
vec4 unproj = control.InvProjMatrix * ndc;
return unproj.z / unproj.w;
#else
// clipInfo = z_n * z_f, z_n - z_f, z_f, perspective = 1 : 0
if (clipInfo[3] != 0) {
return (clipInfo[0] / (clipInfo[1] * d + clipInfo[2]));
}
else {
return (clipInfo[1]+clipInfo[2] - d * clipInfo[1]);
}
#endif
}
/*
if (in_perspective == 1.0) // perspective
{
ze = (zNear * zFar) / (zFar - zb * (zFar - zNear));
}
else // orthographic proj
{
ze = zNear + zb * (zFar - zNear);
}
*/
void main()
{
ivec2 intCoord;
vec2 texCoord;
if (setupCoordFull(intCoord, texCoord)) return;
float depth = textureLod(inputTexture, texCoord.xy, 0).x;
float linDepth = reconstructCSZ(depth, control.projReconstruct);
imageStore(imgLinearDepth, intCoord, vec4(linDepth,0,0,0));
#if NVHBAO_SKIP_INTERPASS
ivec2 FullResPos = intCoord;
ivec2 Offset = FullResPos & 3;
int SliceId = Offset.y * 4 + Offset.x;
ivec2 QuarterResPos = FullResPos >> 2;
imageStore(imgLinearDepthArray, ivec3(QuarterResPos, SliceId), vec4(linDepth,0,0,0));
#endif
}