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hbao_reinterleave.comp.glsl
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hbao_reinterleave.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_RESULTARRAY) uniform sampler2DArray texResultsArray;
#if NVHBAO_BLUR
layout(binding=NVHBAO_MAIN_IMG_RESULT, rg16f) uniform image2D imgResult;
#else
layout(binding=NVHBAO_MAIN_IMG_RESULT, r8) uniform image2D imgResult;
#endif
//----------------------------------------------------------------------------------
void main() {
ivec2 intCoord;
vec2 texCoord;
if (setupCoordFull(intCoord, texCoord)) return;
ivec2 FullResPos = intCoord;
ivec2 Offset = FullResPos & 3;
int SliceId = Offset.y * 4 + Offset.x;
ivec2 QuarterResPos = FullResPos >> 2;
#if NVHBAO_BLUR
imageStore(imgResult, intCoord, vec4(texelFetch( texResultsArray, ivec3(QuarterResPos, SliceId), 0).xy,0,0));
#else
imageStore(imgResult, intCoord, vec4(texelFetch( texResultsArray, ivec3(QuarterResPos, SliceId), 0).x));
#endif
}